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Sample records for ps game model

  1. Low energy o-Ps-o-Ps elastic scattering using a simple model

    Energy Technology Data Exchange (ETDEWEB)

    Himanshu, Sharma [Veer Kunwar Singh Univ., Dept. of Physics, Bihar (India); Kiran, Kumari [R N College, P. G. Dept. of Physics, Bihar (India); Sumana, Chakraborty [Indian Association for the Cultivation of Science, Dept. of Theoretical Physics (India)

    2009-06-15

    A simple model is employed to investigate o-Ps-o-Ps (positronium-positronium) scattering at low energies. This model contains the effect of exchange explicitly and a model long range potential in the framework of static-exchange model. These two physical features are of key importance in Ps-Ps (atom-atom) scattering system. S-wave triplet-triplet and singlet-singlet scattering lengths and corresponding phase shifts up to the incident momentum k = 0.5 a.u. are in excellent agreement with those yielded by most elaborate and theoretically sound predictions. (authors)

  2. The Game Enhanced Learning Model

    DEFF Research Database (Denmark)

    Reng, Lars; Schoenau-Fog, Henrik

    2016-01-01

    will describe the levels of the model, which is based on our experience in teaching professional game development at university level. Furthermore, we have been using the model to inspire numerous educators to improve their students’ motivation and skills. The model presents various game-based learning...... students through role-play. The higher levels include modifying existing games, fundamental game development, creating games while enhance learning in a desired topic, and finally the development of purposive games. It is our experience that the four lower levels, which are concerned with using games......In this paper, we will introduce the Game Enhanced learning Model (GEM), which describes a range of gameoriented learning activities. The model is intended to give an overview of the possibilities of game-based learning in general and all the way up to purposive game productions. In the paper, we...

  3. Combining modeling and gaming for predictive analytics

    National Research Council Canada - National Science Library

    Riensche, Roderick M; Whitney, Paul D

    2012-01-01

    .... In this paper we describe our approach of combining modeling and gaming disciplines to develop predictive capabilities, using formal models to inform game development, and using games to provide data for modeling...

  4. Models in cooperative game theory

    CERN Document Server

    Branzei, Rodica; Tijs, Stef

    2008-01-01

    This book investigates models in cooperative game theory in which the players have the possibility to cooperate partially. In a crisp game the agents are either fully involved or not involved at all in cooperation with some other agents, while in a fuzzy game players are allowed to cooperate with infinite many different participation levels, varying from non-cooperation to full cooperation. A multi-choice game describes the intermediate case in which each player may have a fixed number of activity levels. Different set and one-point solution concepts for these games are presented. The properties of these solution concepts and their interrelations on several classes of crisp, fuzzy, and multi-choice games are studied. Applications of the investigated models to many economic situations are indicated as well. The second edition is highly enlarged and contains new results and additional sections in the different chapters as well as one new chapter.

  5. Modeling Cyber Physical War Gaming

    Science.gov (United States)

    2017-08-07

    games. Using a fairly realistic simulation, we empirically demonstrate applying game- theory models to quantify risks and benefits when assessing...Prepare physical facilities, means of communication , and paper or computer-based products to conduct the game. • Play: Assemble all cells and begin...to various business functions. • Clarify the roles and responsibilities of cyber responders. • Improve communications . • Allow stakeholders to get

  6. A Model for Critical Games Literacy

    Science.gov (United States)

    Apperley, Tom; Beavis, Catherine

    2013-01-01

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

  7. Visual and Computational Modelling of Minority Games

    Directory of Open Access Journals (Sweden)

    Robertas Damaševičius

    2017-02-01

    Full Text Available The paper analyses the Minority Game and focuses on analysis and computational modelling of several variants (variable payoff, coalition-based and ternary voting of Minority Game using UAREI (User-Action-Rule-Entities-Interface model. UAREI is a model for formal specification of software gamification, and the UAREI visual modelling language is a language used for graphical representation of game mechanics. The URAEI model also provides the embedded executable modelling framework to evaluate how the rules of the game will work for the players in practice. We demonstrate flexibility of UAREI model for modelling different variants of Minority Game rules for game design.

  8. Modeling and Generating Strategy Games Mechanics

    DEFF Research Database (Denmark)

    Mahlmann, Tobias

    to evolve the mechanics of strategy games using techniques from the field of machine learning. Our results show that automated gameplay combined with expert knowledge can be used to determine the quality of gameplay emerging from game mechanics modelled in SGDL, and that algorithms can augment......Strategy games are a popular genre of games with a long history, originating from games like Chess or Go. The first strategy games were published as “Kriegspiele” (engl. wargames) in the late 18th century, intended for the education of young cadets. Since then strategy games were refined...

  9. Traffic Games: Modeling Freeway Traffic with Game Theory.

    Science.gov (United States)

    Cortés-Berrueco, Luis E; Gershenson, Carlos; Stephens, Christopher R

    2016-01-01

    We apply game theory to a vehicular traffic model to study the effect of driver strategies on traffic flow. The resulting model inherits the realistic dynamics achieved by a two-lane traffic model and aims to incorporate phenomena caused by driver-driver interactions. To achieve this goal, a game-theoretic description of driver interaction was developed. This game-theoretic formalization allows one to model different lane-changing behaviors and to keep track of mobility performance. We simulate the evolution of cooperation, traffic flow, and mobility performance for different modeled behaviors. The analysis of these results indicates a mobility optimization process achieved by drivers' interactions.

  10. Generating Computational Models for Serious Gaming

    NARCIS (Netherlands)

    Westera, Wim

    2018-01-01

    Many serious games include computational models that simulate dynamic systems. These models promote enhanced interaction and responsiveness. Under the social web paradigm more and more usable game authoring tools become available that enable prosumers to create their own games, but the inclusion of

  11. Generating computational models for serious gaming

    NARCIS (Netherlands)

    Westera, Wim

    2014-01-01

    Many serious games include computational models that simulate dynamic systems. These models promote enhanced interaction and responsiveness. Under the social web paradigm more and more usable game authoring tools become available that enable prosumers to create their own games, but the inclusion of

  12. A Game Theoretic Model of Thermonuclear Cyberwar

    Energy Technology Data Exchange (ETDEWEB)

    Soper, Braden C. [Lawrence Livermore National Lab. (LLNL), Livermore, CA (United States)

    2017-08-23

    In this paper we propose a formal game theoretic model of thermonuclear cyberwar based on ideas found in [1] and [2]. Our intention is that such a game will act as a first step toward building more complete formal models of Cross-Domain Deterrence (CDD). We believe the proposed thermonuclear cyberwar game is an ideal place to start on such an endeavor because the game can be fashioned in a way that is closely related to the classical models of nuclear deterrence [4–6], but with obvious modifications that will help to elucidate the complexities introduced by a second domain. We start with the classical bimatrix nuclear deterrence game based on the game of chicken, but introduce uncertainty via a left-of-launch cyber capability that one or both players may possess.

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

    African Journals Online (AJOL)

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

  14. Feature Analysis for Modeling Game Content Quality

    DEFF Research Database (Denmark)

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

    2011-01-01

    ’ preferences, and by defining the smallest game session size for which the model can still predict reported emotion with acceptable accuracy. Neuroevolutionary preference learning is used to approximate the function from game content to reported emotional preferences. The experiments are based on a modified...

  15. Player behavioural modelling for video games

    NARCIS (Netherlands)

    van Lankveld, G.; Spronck, P.H.M.; Bakkes, S.C.J.

    2012-01-01

    Player behavioural modelling has grown from a means to improve the playing strength of computer programs that play classic games (e.g., chess), to a means for impacting the player experience and satisfaction in video games, as well as in cross-domain applications such as interactive storytelling. In

  16. A Mathematical Model of Game Refinement and Its Applications to Sports Games

    Directory of Open Access Journals (Sweden)

    Arie Pratama Sutiono

    2015-10-01

    Full Text Available This paper explores a mathematical model of game progress. We claim that a realistic model of the game progress during the in-game period is not linear but exponential. The second derivative value, i.e., acceleration in the sense of dynamics, is derived from the model and we propose to use the value as a measure of game refinement. T his i s b ecause a cceleration o f g ame p rogress s hould b e r elated t o t he e motional impact i n our minds, as thrill or engagement in games. We also evaluate well known games using our theory like sport games, that would further be classified by the rule to finish the game. It is expected that the game refinement theory will be widely used as a tool to assess the quality of various types of games as a new game theory.

  17. APP/PS1 transgenic mice treated with aluminum: an update of Alzheimer's disease model.

    Science.gov (United States)

    Zhang, Q L; Jia, L; Jiao, X; Guo, W L; Ji, J W; Yang, H L; Niu, Q

    2012-01-01

    There is still no animal model available that can mimic all the cognitive, behavioral, biochemical, and histopathological abnormalities observed in patients with Alzheimer's disease (AD). We undertook to consider the interaction between genetic factors, including amyloid precursor protein (APP) and presenilin-1 (PS1), and environmental factors, such as Aluminum (Al) in determining susceptibility outcomes when studying the pathogenesis of AD. In this article, we provide an AD model in APP/PS1 transgenic mice triggered by Al. The animal model was established via intracerebral ventricular microinjection of aluminum chloride once a day for 5 days in APP/PS1 transgenic mice. Twenty wild type (WT) mice and 20 APP/PS1 transgenic (TG) mice were separately divided into 2 groups (control and Al group), and a stainless steel injector with stopper was used for microinjection into the left-lateral cerebral ventricle of each mouse. The Morris water maze task was used to evaluate behavioral function of learning and memory ability on the 20th day after the last injection. This AD model's brain was analyzed by: (1) amyloid beta immunohistochemical staining; (2) Tunnel staining; (3) apoptotic rates; (4) caspase-3 gene expression. Here, decrease of cognitive ability and neural cells loss were shown in APP/PS1 transgenic mice exposed to Al, which were more extensive than those in APP/PS1 TG alone and WT mice exposed to Al alone. These findings indicate that there is a close relationship between over-expression of APP and PS1 genes and Al overload. It is also suggested that APP/PS1 TG mice exposed to Al have potential value for improving AD models.

  18. The Game Enhanced Learning Model

    DEFF Research Database (Denmark)

    Reng, Lars; Schoenau-Fog, Henrik

    2016-01-01

    in the classroom, gamification and roleplay, can be applied by almost any teacher in any topic - if assistance is available at the first sessions. It is however in the four higher levels, which are concerned with game development, that we experience the greatest impacts. Most so with digital game development since...

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

    Science.gov (United States)

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

    2009-01-01

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

  20. Evaluations of an Experiential Gaming Model

    Directory of Open Access Journals (Sweden)

    Kristian Kiili

    2006-01-01

    Full Text Available This paper examines the experiences of players of a problem-solving game. The main purpose of the paper is to validate the flow antecedents included in an experiential gaming model and to study their influence on the flow experience. Additionally, the study aims to operationalize the flow construct in a game context and to start a scale development process for assessing the experience of flow in game settings. Results indicated that the flow antecedents studied—challenges matched to a player’s skill level, clear goals, unambiguous feedback, a sense of control, and playability—should be considered in game design because they contribute to the flow experience. Furthermore, the indicators of the actual flow experience were distinguished.

  1. Modeling Alzheimer's disease with human induced pluripotent stem (iPS) cells.

    Science.gov (United States)

    Mungenast, Alison E; Siegert, Sandra; Tsai, Li-Huei

    2016-06-01

    In the last decade, induced pluripotent stem (iPS) cells have revolutionized the utility of human in vitro models of neurological disease. The iPS-derived and differentiated cells allow researchers to study the impact of a distinct cell type in health and disease as well as performing therapeutic drug screens on a human genetic background. In particular, clinical trials for Alzheimer's disease (AD) have been failing. Two of the potential reasons are first, the species gap involved in proceeding from initial discoveries in rodent models to human studies, and second, an unsatisfying patient stratification, meaning subgrouping patients based on the disease severity due to the lack of phenotypic and genetic markers. iPS cells overcome this obstacles and will improve our understanding of disease subtypes in AD. They allow researchers conducting in depth characterization of neural cells from both familial and sporadic AD patients as well as preclinical screens on human cells. In this review, we briefly outline the status quo of iPS cell research in neurological diseases along with the general advantages and pitfalls of these models. We summarize how genome-editing techniques such as CRISPR/Cas9 will allow researchers to reduce the problem of genomic variability inherent to human studies, followed by recent iPS cell studies relevant to AD. We then focus on current techniques for the differentiation of iPS cells into neural cell types that are relevant to AD research. Finally, we discuss how the generation of three-dimensional cell culture systems will be important for understanding AD phenotypes in a complex cellular milieu, and how both two- and three-dimensional iPS cell models can provide platforms for drug discovery and translational studies into the treatment of AD. Copyright © 2015 Elsevier Inc. All rights reserved.

  2. Game equilibrium models I evolution and game dynamics

    CERN Document Server

    1991-01-01

    There are two main approaches towards the phenotypic analysis of frequency dependent natural selection. First, there is the approach of evolutionary game theory, which was introduced in 1973 by John Maynard Smith and George R. Price. In this theory, the dynamical process of natural selection is not modeled explicitly. Instead, the selective forces acting within a population are represented by a fitness function, which is then analysed according to the concept of an evolutionarily stable strategy or ESS. Later on, the static approach of evolutionary game theory has been complemented by a dynamic stability analysis of the replicator equations. Introduced by Peter D. Taylor and Leo B. Jonker in 1978, these equations specify a class of dynamical systems, which provide a simple dynamic description of a selection process. Usually, the investigation of the replicator dynamics centers around a stability analysis of their stationary solutions. Although evolutionary stability and dynamic stability both intend to charac...

  3. Kidnapping model: an extension of Selten's game.

    Science.gov (United States)

    Iqbal, Azhar; Masson, Virginie; Abbott, Derek

    2017-12-01

    Selten's game is a kidnapping model where the probability of capturing the kidnapper is independent of whether the hostage has been released or executed. Most often, in view of the elevated sensitivities involved, authorities put greater effort and resources into capturing the kidnapper if the hostage has been executed, in contrast with the case when a ransom is paid to secure the hostage's release. In this paper, we study the asymmetric game when the probability of capturing the kidnapper depends on whether the hostage has been executed or not and find a new uniquely determined perfect equilibrium point in Selten's game.

  4. Simulation of Instability at Transition Energy with a New Impedance Model for CERN PS

    CERN Document Server

    Wang, Na; Biancacci, Nicolo; Migliorati, Mauro; Persichelli, Serena; Sterbini, Guido

    2016-01-01

    Instabilities driven by the transverse impedance are proven to be one of the limitations for the high intensity reach of the CERN PS. Since several years, fast single bunch vertical instability at transition energy has been observed with the high intensity bunch serving the neu-tron Time-of-Flight facility (n-ToF). In order to better understand the instability mechanism, a dedicated meas-urement campaign took place. The results were compared with macro-particle simulations with PyHEADTAIL based on the new impedance model developed for the PS. Instability threshold and growth rate for different longitu-dinal emittances and beam intensities were studied.

  5. Persuasive Game Design : A model and its definitions

    NARCIS (Netherlands)

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

    2013-01-01

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

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

    Science.gov (United States)

    Christopher, Timothy Van

    2011-01-01

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

  7. Model characterizing sports game referees

    Directory of Open Access Journals (Sweden)

    Rudzitis A.

    2014-01-01

    Full Text Available The question concerning such a person who is forced to work in the conditions of increased stress and about work safety still is a psycho-physiological part of a broader problem. Referees of sports games can also be added to this group as this occupation has become their profession. Today, there is a situation that in order to enroll the most suitable individuals in this job position it is necessary to select the candidates for sports game referees according to strictly worked-out criteria. The aim of the study was to investigate the abilities characterizing high quality sports game referees. 18 international level referees of sports games in Latvia were selected as subjects of the research. To state the subjects' physical ability, functional state, psychological peculiarities the following were applied: a computerized testing device “Omega” was used to assess the functional state of the body; situation alertness, psycho-emotional stability, self-regulation ability and motivation were stated with the help of tests used in sport psychology; simple reactions and the quickness of alternative reaction were measured using the computer system Vienna Test System. 16 parameters of each subject were obtained, and they were processed using Factor analysis – closed variant of the main components with the following turning of the referent axis according to the Varimax criterion. With the Factor analysis nine main factors were obtained characterizing sports game referees. Their contribution in the common dispersion is 93.7%. Seven factors of higher value were interpreted, and they were as follows: choice reaction time, its contribution in the dispersion 30.31%; functional state of the body and readiness (17.92%; correctness of the answers in choice reaction time test (the quality of the decisions made 15.40%; the simple reaction time (9.02%; IQ coefficient (7.20%; psychological preparedness (5.01% and the ability to concentrate (4.80%. The quickness of

  8. Human iPS cell-derived dopaminergic neurons function in a primate Parkinson's disease model.

    Science.gov (United States)

    Kikuchi, Tetsuhiro; Morizane, Asuka; Doi, Daisuke; Magotani, Hiroaki; Onoe, Hirotaka; Hayashi, Takuya; Mizuma, Hiroshi; Takara, Sayuki; Takahashi, Ryosuke; Inoue, Haruhisa; Morita, Satoshi; Yamamoto, Michio; Okita, Keisuke; Nakagawa, Masato; Parmar, Malin; Takahashi, Jun

    2017-08-30

    Induced pluripotent stem cells (iPS cells) are a promising source for a cell-based therapy to treat Parkinson's disease (PD), in which midbrain dopaminergic neurons progressively degenerate. However, long-term analysis of human iPS cell-derived dopaminergic neurons in primate PD models has never been performed to our knowledge. Here we show that human iPS cell-derived dopaminergic progenitor cells survived and functioned as midbrain dopaminergic neurons in a primate model of PD (Macaca fascicularis) treated with the neurotoxin MPTP. Score-based and video-recording analyses revealed an increase in spontaneous movement of the monkeys after transplantation. Histological studies showed that the mature dopaminergic neurons extended dense neurites into the host striatum; this effect was consistent regardless of whether the cells were derived from patients with PD or from healthy individuals. Cells sorted by the floor plate marker CORIN did not form any tumours in the brains for at least two years. Finally, magnetic resonance imaging and positron emission tomography were used to monitor the survival, expansion and function of the grafted cells as well as the immune response in the host brain. Thus, this preclinical study using a primate model indicates that human iPS cell-derived dopaminergic progenitors are clinically applicable for the treatment of patients with PD.

  9. Mathematical Modeling of Language Games

    Science.gov (United States)

    Loreto, Vittorio; Baronchelli, Andrea; Puglisi, Andrea

    In this chapter we explore several language games of increasing complexity. We first consider the so-called Naming Game, possibly the simplest example of the complex processes leading progressively to the establishment of human-like languages. In this framework, a globally shared vocabulary emerges as a result of local adjustments of individual word-meaning association. The emergence of a common vocabulary only represents a first stage while it is interesting to investigate the emergence of higher forms of agreement, e.g., compositionality, categories, syntactic or grammatical structures. As an example in this direction we consider the so-called Category Game. Here one focuses on the process by which a population of individuals manages to categorize a single perceptually continuous channel. The problem of the emergence of a discrete shared set of categories out of a continuous perceptual channel is a notoriously difficult problem relevant for color categorization, vowels formation, etc. The central result here is the emergence of a hierarchical category structure made of two distinct levels: a basic layer, responsible for fine discrimination of the environment, and a shared linguistic layer that groups together perceptions to guarantee communicative success.

  10. Model Misspecification When Excluding Instrumental Variables From PS Models in Settings Where Instruments Modify the Effects of Covariates on Treatment

    Science.gov (United States)

    Wyss, Richard; Ellis, Alan R.; Lunt, Mark; Brookhart, M. Alan; Glynn, Robert J.; Stürmer, Til

    2014-01-01

    Theory and simulations show that variables affecting the outcome only through exposure, known as instrumental variables (IVs), should be excluded from propensity score (PS) models. In pharmacoepidemiologic studies based on automated healthcare databases, researchers will sometimes use a single PS model to control for confounding when evaluating the effect of a treatment on multiple outcomes. Because these “full” models are not constructed with a specific outcome in mind, they will usually contain a large number of IVs for any individual study or outcome. If researchers subsequently decide to evaluate a subset of the outcomes in more detail, they can construct reduced “outcome-specific” models that exclude IVs for the particular study. Accurate estimates of PSs that do not condition on IVs, however, can be compromised when simply excluding instruments from the full PS model. This misspecification may have a negligible impact on effect estimates in many settings, but is likely to be more pronounced for situations where instruments modify the effects of covariates on treatment (instrument-confounder interactions). In studies evaluating drugs during early dissemination, the effects of covariates on treatment are likely modified over calendar time and IV-confounder interaction effects on treatment are likely to exist. In these settings, refitting more flexible PS models after excluding IVs and IV-confounder interactions can work well. The authors propose an alternative method based on the concept of marginalization that can be used to remove the negative effects of controlling for IVs and IV-confounder interactions without having to refit the full PS model. This method fits the full PS model, including IVs and IV-confounder interactions, but marginalizes over values of the instruments. Fitting more flexible PS models after excluding IVs or using the full model to marginalize over IVs can prevent model misspecification along with the negative effects of balancing

  11. Transfer of conflict and cooperation from experienced games to new games: A connectionist model of learning

    Directory of Open Access Journals (Sweden)

    Leonidas eSpiliopoulos

    2015-03-01

    Full Text Available The question of whether, and if so how, learning can be transfered from previously experienced games to novel games has recently attracted the attention of the experimental game theory literature. Existing research presumes that learning operates over actions, beliefs or decision rules. This study instead uses a connectionist approach that learns a direct mapping from game payoffs to a probability distribution over own actions. Learning is operationalized as a backpropagation rule that adjusts the weights of feedforward neural networks in the direction of increasing the probability of an agent playing a myopic best response to the last game played. One advantage of this approach is that it expands the scope of the model to any possible nxn normal-form game allowing for a comprehensive model of transfer of learning. Agents are exposed to games drawn from one of seven classes of games with significantly different strategic characteristics and then forced to play games from previously unseen classes. I find significant transfer of learning, i.e., behavior that is path-dependent, or conditional on the previously seen games. Cooperation is more pronounced in new games when agents are previously exposed to games where the incentive to cooperate is stronger than the incentive to compete, i.e., when individual incentives are aligned. Prior exposure to Prisoner's dilemma, zero-sum and discoordination games led to a significant decrease in realized payoffs for all the game classes under investigation. A distinction is made between superficial and deep transfer of learning both---the former is driven by superficial payoff similarities between games, the latter by differences in the incentive structures or strategic implications of the games. I examine whether agents learn to play the Nash equilibria of games, how they select amongst multiple equilibria, and whether they transfer Nash equilibrium behavior to unseen games. Sufficient exposure to a

  12. Generation of iPS-derived model cells for analyses of hair shaft differentiation.

    Science.gov (United States)

    Kido, Takumi; Horigome, Tomoatsu; Uda, Minori; Adachi, Naoki; Hirai, Yohei

    2017-09-01

    Biological evaluation of hair growth/differentiation activity in vitro has been a formidable challenge, primarily due to the lack of relevant model cell systems. To solve this problem, we generated a stable model cell line in which successive differentiation via epidermal progenitors to hair components is easily inducible and traceable. Mouse induced pluripotent stem (iPS) cell-derived cells were selected to stably express a tetracycline (Tet)-inducible bone morphogenic protein-4 (BMP4) expression cassette and a luciferase reporter driven by a hair-specific keratin 31 gene (krt31) promoter (Tet-BMP4-KRT31-Luc iPS). While Tet- BMP4-KRT31-Luc iPS cells could be maintained as stable iPS cells, the cells differentiated to produce luciferase luminescence in the presence of all-trans retinoic acid (RA) and doxycycline (Dox), and addition of a hair differentiation factor significantly increased luciferase fluorescence. Thus, this cell line may provide a reliable cell-based screening system to evaluate drug candidates for hair differentiation activity.

  13. Modeling the Smartphone Game to Improve Players Focus Case Study of Game Dumb Ways to Die

    Directory of Open Access Journals (Sweden)

    Elisa Purnamasari

    2014-10-01

    There are a need to find some characteristics of a game which has positive effects for the players. Those characteristics can be formulated as the example of a good game. This paper will analyze the opinion and produce the conclusion from a survey of playing "Dumb Ways to Die to generate a positive game model.

  14. Modeling of MHD edge containment in strip casting with ELEKTRA and CaPS-EM codes

    Energy Technology Data Exchange (ETDEWEB)

    Chang, F. C.

    2000-01-12

    This paper presents modeling studies of magnetohydrodynamics analysis in twin-roll casting. Argonne National Laboratory (ANL) and ISPAT Inland Inc. (Inland), formerly Inland Steel Co., have worked together to develop a three-dimensional (3-D) computer model that can predict eddy currents, fluid flows, and liquid metal containment of an electromagnetic (EM) edge containment device. The model was verified by comparing predictions with experimental results of liquid metal containment and fluid flow in EM edge dams (EMDs) that were designed at Inland for twin-roll casting. This mathematical model can significantly shorten casting research on the use of EM fields for liquid metal containment and control. The model can optimize the EMD design so it is suitable for application, and minimize expensive time-consuming full-scale testing. Numerical simulation was performed by coupling a 3-D finite-element EM code (ELEKTRA) and a 3-D finite-difference fluids code (CaPS-EM) to solve heat transfer, fluid flow, and turbulence transport in a casting process that involves EM fields. ELEKTRA can predict the eddy-current distribution and the EM forces in complex geometries. CaPS-EM can model fluid flows with free surfaces. The computed 3-D magnetic fields and induced eddy currents in ELEKTRA are used as input to temperature- and flow-field computations in CaPS-EM. Results of the numerical simulation compared well with measurements obtained from both static and dynamic tests.

  15. Modelling IRF8 Deficient Human Hematopoiesis and Dendritic Cell Development with Engineered iPS Cells.

    Science.gov (United States)

    Sontag, Stephanie; Förster, Malrun; Qin, Jie; Wanek, Paul; Mitzka, Saskia; Schüler, Herdit M; Koschmieder, Steffen; Rose-John, Stefan; Seré, Kristin; Zenke, Martin

    2017-04-01

    Human induced pluripotent stem (iPS) cells can differentiate into cells of all three germ layers, including hematopoietic stem cells and their progeny. Interferon regulatory factor 8 (IRF8) is a transcription factor, which acts in hematopoiesis as lineage determining factor for myeloid cells, including dendritic cells (DC). Autosomal recessive or dominant IRF8 mutations occurring in patients cause severe monocytic and DC immunodeficiency. To study IRF8 in human hematopoiesis we generated human IRF8-/- iPS cells and IRF8-/- embryonic stem (ES) cells using RNA guided CRISPR/Cas9n genome editing. Upon induction of hematopoietic differentiation, we demonstrate that IRF8 is dispensable for iPS cell and ES cell differentiation into hemogenic endothelium and for endothelial-to-hematopoietic transition, and thus development of hematopoietic progenitors. We differentiated iPS cell and ES cell derived progenitors into CD141+ cross-presenting cDC1 and CD1c+ classical cDC2 and CD303+ plasmacytoid DC (pDC). We found that IRF8 deficiency compromised cDC1 and pDC development, while cDC2 development was largely unaffected. Additionally, in an unrestricted differentiation regimen, IRF8-/- iPS cells and ES cells exhibited a clear bias toward granulocytes at the expense of monocytes. IRF8-/- DC showed reduced MHC class II expression and were impaired in cytokine responses, migration, and antigen presentation. Taken together, we engineered a human IRF8 knockout model that allows studying molecular mechanisms of human immunodeficiencies in vitro, including the pathophysiology of IRF8 deficient DC. Stem Cells 2017;35:898-908. © 2017 The Authors Stem Cells published by Wiley Periodicals, Inc. on behalf of AlphaMed Press.

  16. Combinatorial structures to modeling simple games and applications

    Science.gov (United States)

    Molinero, Xavier

    2017-09-01

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

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

    African Journals Online (AJOL)

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

  18. Models in cooperative game theory crisp, fuzzy, and multi-choice games

    CERN Document Server

    Branzei, Rodica; Tijs, Stef

    2005-01-01

    This book investigates models in cooperative game theory in which the players have the possibility to cooperate partially. In a crisp game the agents are either fully involved or not involved at all in coperation with some other agents, while in a fuzzy game players are allowed to cooperate with infinite many different participation levels, varying from non-cooperation to full cooperation. A multi-choice game describes the intermediate case in which each player may have a fixed number of activity levels. Different set and one-point solution concepts for these games are presented. The propertie

  19. Increased regional cerebral glucose uptake in an APP/PS1 model of Alzheimer's disease.

    Science.gov (United States)

    Poisnel, Géraldine; Hérard, Anne-Sophie; El Tannir El Tayara, Nadine; Bourrin, Emmanuel; Volk, Andreas; Kober, Frank; Delatour, Benoit; Delzescaux, Thierry; Debeir, Thomas; Rooney, Thomas; Benavides, Jésus; Hantraye, Philippe; Dhenain, Marc

    2012-09-01

    Alzheimer's disease (AD), the most common age-related neurodegenerative disorder, is characterized by the invariant cerebral accumulation of β-amyloid peptide. This event occurs early in the disease process. In humans, [18F]-fluoro-2-deoxy-D-glucose ([18F]-FDG) positron emission tomography (PET) is largely used to follow-up in vivo cerebral glucose utilization (CGU) and brain metabolism modifications associated with the Alzheimer's disease pathology. Here, [18F]-FDG positron emission tomography was used to study age-related changes of cerebral glucose utilization under resting conditions in 3-, 6-, and 12-month-old APP(SweLon)/PS1(M146L), a mouse model of amyloidosis. We showed an age-dependent increase of glucose uptake in several brain regions of APP/PS1 mice but not in control animals and a higher [18F]-FDG uptake in the cortex and the hippocampus of 12-month-old APP/PS1 mice as compared with age-matched control mice. We then developed a method of 3-D microscopic autoradiography to evaluate glucose uptake at the level of amyloid plaques and showed an increased glucose uptake close to the plaques rather than in amyloid-free cerebral tissues. These data suggest a macroscopic and microscopic reorganization of glucose uptake in relation to cerebral amyloidosis. Copyright © 2012 Elsevier Inc. All rights reserved.

  20. Loss of GABAergic inputs in APP/PS1 mouse model of Alzheimer's disease

    Directory of Open Access Journals (Sweden)

    Tutu Oyelami

    2014-04-01

    Full Text Available Alzheimer's disease (AD is characterized by symptoms which include seizures, sleep disruption, loss of memory as well as anxiety in patients. Of particular importance is the possibility of preventing the progressive loss of neuronal projections in the disease. Transgenic mice overexpressing EOFAD mutant PS1 (L166P and mutant APP (APP KM670/671NL Swedish (APP/PS1 develop a very early and robust Amyloid pathology and display synaptic plasticity impairments and cognitive dysfunction. Here we investigated GABAergic neurotransmission, using multi-electrode array (MEA technology and pharmacological manipulation to quantify the effect of GABA Blockers on field excitatory postsynaptic potentials (fEPSP, and immunostaining of GABAergic neurons. Using MEA technology we confirm impaired LTP induction by high frequency stimulation in APPPS1 hippocampal CA1 region that was associated with reduced alteration of the pair pulse ratio after LTP induction. Synaptic dysfunction was also observed under manipulation of external Calcium concentration and input-output curve. Electrophysiological recordings from brain slice of CA1 hippocampus area, in the presence of GABAergic receptors blockers cocktails further demonstrated significant reduction in the GABAergic inputs in APP/PS1 mice. Moreover, immunostaining of GAD65 a specific marker for GABAergic neurons revealed reduction of the GABAergic inputs in CA1 area of the hippocampus. These results might be linked to increased seizure sensitivity, premature death and cognitive dysfunction in this animal model of AD. Further in depth analysis of GABAergic dysfunction in APP/PS1 mice is required and may open new perspectives for AD therapy by restoring GABAergic function.

  1. A Model-driven Framework for Educational Game Design

    Directory of Open Access Journals (Sweden)

    Bill Roungas

    2016-09-01

    Full Text Available Educational games are a class of serious games whose main purpose is to teach some subject to their players. Despite the many existing design frameworks, these games are too often created in an ad-hoc manner, and typically without the use of a game design document (GDD. We argue that a reason for this phenomenon is that current ways to structure, create and update GDDs do not increase the value of the artifact in the design and development process. As a solution, we propose a model-driven, web-based knowledge management environment that supports game designers in the creation of a GDD that accounts for and relates educational and entertainment game elements. The foundation of our approach is our devised conceptual model for educational games, which also defines the structure of the design environment. We present promising results from an evaluation of our environment with eight experts in serious games.

  2. Cognitive Modeling of Video Game Player User Experience

    Science.gov (United States)

    Bohil, Corey J.; Biocca, Frank A.

    2010-01-01

    This paper argues for the use of cognitive modeling to gain a detailed and dynamic look into user experience during game play. Applying cognitive models to game play data can help researchers understand a player's attentional focus, memory status, learning state, and decision strategies (among other things) as these cognitive processes occurred throughout game play. This is a stark contrast to the common approach of trying to assess the long-term impact of games on cognitive functioning after game play has ended. We describe what cognitive models are, what they can be used for and how game researchers could benefit by adopting these methods. We also provide details of a single model - based on decision field theory - that has been successfUlly applied to data sets from memory, perception, and decision making experiments, and has recently found application in real world scenarios. We examine possibilities for applying this model to game-play data.

  3. Modeling intelligent agent beliefs in a card game scenario

    Science.gov (United States)

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

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

  4. A model for understanding and learning of the game process of computer games

    DEFF Research Database (Denmark)

    Larsen, Lasse Juel; Majgaard, Gunver

    and how this should be understood and utilized. The second explains how the idea of design space rests on framing in general and six different parameters of thinking in particular. The third layer links what we coin problem-based creativity with the formal structures of computer games. Finally we intend......This abstract focuses on the computer game design process in the education of engineers at the university level. We present a model for understanding the different layers in the game design process, and an articulation of their intricate interconnectedness. Our motivation is propelled by our daily...... teaching practice of game design. We have observed a need for a design model that quickly can create an easily understandable overview over something as complex as the design processes of computer games. This posed a problem: how do we present a broad overview of the game design process and at the same...

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

    CERN Document Server

    Abramson, Bruce

    1990-01-01

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

  6. When Video Games Tell Stories: A Model of Video Game Narrative Architectures

    Directory of Open Access Journals (Sweden)

    Marcello Arnaldo Picucci

    2014-11-01

    Full Text Available In the present study a model is proposed offering a comprehensive categorization of video game narrative structures intended as the methods and techniques used by game designers and allowed by the medium to deliver the story content throughout the gameplay in collaboration with the players. A case is first made for the presence of narrative in video games and its growth of importance as a central component in game design. An in-depth analysis ensues focusing on how games tell stories, guided by the criteria of linearity/nonlinearity, interactivity and randomness. Light is shed upon the fundamental architectures through which stories are told as well as the essential boundaries posed by the close link between narrative and game AI.

  7. Modeling Poker Challenges by Evolutionary Game Theory

    Directory of Open Access Journals (Sweden)

    Marco Alberto Javarone

    2016-12-01

    Full Text Available We introduce a model for studying the evolutionary dynamics of Poker. Notably, despite its wide diffusion and the raised scientific interest around it, Poker still represents an open challenge. Recent attempts for uncovering its real nature, based on statistical physics, showed that Poker in some conditions can be considered as a skill game. In addition, preliminary investigations reported a neat difference between tournaments and ‘cash game’ challenges, i.e., between the two main configurations for playing Poker. Notably, these previous models analyzed populations composed of rational and irrational agents, identifying in the former those that play Poker by using a mathematical strategy, while in the latter those playing randomly. Remarkably, tournaments require very few rational agents to make Poker a skill game, while ‘cash game’ may require several rational agents for not being classified as gambling. In addition, when the agent interactions are based on the ‘cash game’ configuration, the population shows an interesting bistable behavior that deserves further attention. In the proposed model, we aim to study the evolutionary dynamics of Poker by using the framework of Evolutionary Game Theory, in order to get further insights on its nature, and for better clarifying those points that remained open in the previous works (as the mentioned bistable behavior. In particular, we analyze the dynamics of an agent population composed of rational and irrational agents, that modify their behavior driven by two possible mechanisms: self-evaluation of the gained payoff, and social imitation. Results allow to identify a relation between the mechanisms for updating the agents’ behavior and the final equilibrium of the population. Moreover, the proposed model provides further details on the bistable behavior observed in the ‘cash game’ configuration.

  8. Temperature dependence of o-Ps annihilation lifetime in non-uniform cylindrical pores in comparison with ETE model

    Energy Technology Data Exchange (ETDEWEB)

    Khaghani, Morteza, E-mail: m.khaghani@pgs.usb.ac.ir; Mehmandoost-Khajeh-Dad, Ali Akbar, E-mail: mehmandoost@phys.usb.ac.ir

    2017-04-01

    Highlights: • Using the well known multi-physics program COMSOL calculating o-Ps annihilation lifetime in complex geometries. • Investigation of shape non-uniformity of cylindrical pores on o-Ps annihilation lifetime. • Verifying temperature dependency of o-Ps lifetime in non-uniform cylindrical pores. • Suggesting PALS at low temperature as a method to verify pore uniformity in porous material. - Abstract: Ortho-positronium (o-Ps) annihilation lifetime was calculated in non-uniform cylinder-shaped pores by solving Schrodinger equation using a well-known multi-physics program called COMSOL. The o-Ps annihilation lifetime variation in terms of temperature was calculated on the basis of ETE model via a numerical method. The COMSOL simulations indicate that as long as the pore is uniform cylinder-shaped, the results agree with those of two-dimensional ETE model, whereas deformations in the cylinder shape (indentation or protrusion) change the temperature behavior of ETE model and, thereby, higher values are predicted for o-Ps lifetime in the pore at lower temperatures. The geometry of the non-uniform cylinder-shaped pores, which is accompanied by empirical evidence, can be used for the analysis of empirical results obtained from positron lifetime spectroscopy in different temperatures.

  9. Epistemic Games in Integration: Modeling Resource Choice

    Science.gov (United States)

    Black, Katrina E.; Wittmann, Michael C.

    2007-11-01

    As part of an ongoing project to understand how mathematics is used in advanced physics to guide one's conceptual understanding of physics, we focus on students' interpretation and use of boundary and initial conditions when solving integrals. We discuss an interaction between two students working on a group quiz problem. After describing the interaction, we briefly discuss the procedural resources that we use to model the students' solutions. We then use the procedural resources introduced earlier to draw resources graphs describing the two epistemic game facets used by the students in our transcript.

  10. Modeling and inversion of PS-wave moveout asymmetry for tilted TI media: Part 2: Dipping TTI layer

    Digital Repository Service at National Institute of Oceanography (India)

    Dewangan, P.; Tsvankin, I.

    - tribute to the model parameters is similar to that for the time asym- metry H20849see Figure 5H20850, we do not include H9004xPS in equation 18. If the nonlinearity factor is large H20849close to or greater than unity, according to our estimatesH20850... be represented as H9004tPS = tPSH20849pint1,pint2H20850 - tPSH20849- pint1,- pint2H20850 = H9004tP + H9004tS, H208491H20850 where H9004tP and H9004tS are the contributions to H9004tPS from the P- and S-legs of the PS ray, respectively. Equation 1 has the same...

  11. ToPS: a framework to manipulate probabilistic models of sequence data.

    Directory of Open Access Journals (Sweden)

    André Yoshiaki Kashiwabara

    Full Text Available Discrete Markovian models can be used to characterize patterns in sequences of values and have many applications in biological sequence analysis, including gene prediction, CpG island detection, alignment, and protein profiling. We present ToPS, a computational framework that can be used to implement different applications in bioinformatics analysis by combining eight kinds of models: (i independent and identically distributed process; (ii variable-length Markov chain; (iii inhomogeneous Markov chain; (iv hidden Markov model; (v profile hidden Markov model; (vi pair hidden Markov model; (vii generalized hidden Markov model; and (viii similarity based sequence weighting. The framework includes functionality for training, simulation and decoding of the models. Additionally, it provides two methods to help parameter setting: Akaike and Bayesian information criteria (AIC and BIC. The models can be used stand-alone, combined in Bayesian classifiers, or included in more complex, multi-model, probabilistic architectures using GHMMs. In particular the framework provides a novel, flexible, implementation of decoding in GHMMs that detects when the architecture can be traversed efficiently.

  12. Model based, detailed fault analysis in the CERN PS complex equipment

    CERN Document Server

    Beharrell, M; Bouché, J M; Cupérus, J; Lelaizant, M; Mérard, L

    1995-01-01

    In the CERN PS Complex of accelerators, about a thousand of equipment of various type (power converters, RF cavities, beam measurement devices, vacuum systems etc...) are controlled using the so-called Control Protocol, already described in previous Conferences. This Protocol, a model based equipment access standard, provides, amongst other facilities, a uniform and structured fault description and report feature. The faults are organized in categories, following their gravity, and are presented at two levels: the first level is global and identical for all devices, the second level is very detailed and adapted to the peculiarities of each single device. All the relevant information is provided by the equipment specialists and is appropriately stored in static and real time data bases; in this way a unique set of data driven application programs can always cope with existing and newly added equipment. Two classes of applications have been implemented, the first one is intended for control room alarm purposes,...

  13. The Sensitivity of State Differential Game Vessel Traffic Model

    Directory of Open Access Journals (Sweden)

    Lisowski Józef

    2016-04-01

    Full Text Available The paper presents the application of the theory of deterministic sensitivity control systems for sensitivity analysis implemented to game control systems of moving objects, such as ships, airplanes and cars. The sensitivity of parametric model of game ship control process in collision situations have been presented. First-order and k-th order sensitivity functions of parametric model of process control are described. The structure of the game ship control system in collision situations and the mathematical model of game control process in the form of state equations, are given. Characteristics of sensitivity functions of the game ship control process model on the basis of computer simulation in Matlab/Simulink software have been presented. In the end, have been given proposals regarding the use of sensitivity analysis to practical synthesis of computer-aided system navigator in potential collision situations.

  14. Perceived game realism: a test of three alternative models.

    Science.gov (United States)

    Ribbens, Wannes

    2013-01-01

    Perceived realism is considered a key concept in explaining the mental processing of media messages and the societal impact of media. Despite its importance, little is known about its conceptualization and dimensional structure, especially with regard to digital games. The aim of this study was to test a six-factor model of perceived game realism comprised of simulational realism, freedom of choice, perceptual pervasiveness, social realism, authenticity, and character involvement and to assess it against an alternative single- and five-factor model. Data were collected from 380 male digital game users who judged the realism of the first-person shooter Half-Life 2 based upon their previous experience with the game. Confirmatory factor analysis was applied to investigate which model fits the data best. The results support the six-factor model over the single- and five-factor solutions. The study contributes to our knowledge of perceived game realism by further developing its conceptualization and measurement.

  15. Motivation Monitoring and Assessment Extension for Input-Process-Outcome Game Model

    Science.gov (United States)

    Ghergulescu, Ioana; Muntean, Cristina Hava

    2014-01-01

    This article proposes a Motivation Assessment-oriented Input-Process-Outcome Game Model (MotIPO), which extends the Input-Process-Outcome game model with game-centred and player-centred motivation assessments performed right from the beginning of the game-play. A feasibility case-study involving 67 participants playing an educational game and…

  16. Modelling Human Emotions for Tactical Decision-Making Games

    Science.gov (United States)

    Visschedijk, Gillian C.; Lazonder, Ard W.; van der Hulst, Anja; Vink, Nathalie; Leemkuil, Henny

    2013-01-01

    The training of tactical decision making increasingly occurs through serious computer games. A challenging aspect of designing such games is the modelling of human emotions. Two studies were performed to investigate the relation between fidelity and human emotion recognition in virtual human characters. Study 1 compared five versions of a virtual…

  17. Modelling human emotions for tactical decision-making games

    NARCIS (Netherlands)

    Visschedijk, G.C.; Lazonder, A.W.; Hulst, A.H. van der; Vink, N.; Leemkuil, H.

    2013-01-01

    The training of tactical decision making increasingly occurs through serious computer games. A challenging aspect of designing such games is the modelling of human emotions. Two studieswere performed to investigate the relation between fidelity and human emotion recognition in virtual human

  18. Therapeutic Effect of Human iPS-Cell–Derived Myeloid Cells Expressing IFN-β against Peritoneally Disseminated Cancer in Xenograft Models

    Science.gov (United States)

    Koba, Chihiro; Haruta, Miwa; Matsunaga, Yusuke; Matsumura, Keiko; Haga, Eriko; Sasaki, Yuko; Ikeda, Tokunori; Takamatsu, Koutaro; Nishimura, Yasuharu; Senju, Satoru

    2013-01-01

    We recently developed a method to generate myeloid cells with proliferation capacity from human iPS cells. iPS-ML (iPS-cell–derived myeloid/macrophage line), generated by introducing proliferation and anti-senescence factors into iPS-cell–derived myeloid cells, grew continuously in an M-CSF–dependent manner. A large number of cells exhibiting macrophage-like properties can be readily obtained by using this technology. In the current study, we evaluated the possible application of iPS-ML in anti-cancer therapy. We established a model of peritoneally disseminated gastric cancer by intraperitoneally injecting NUGC-4 human gastric cancer cells into SCID mice. When iPS-ML were injected intraperitoneally into the mice with pre-established peritoneal NUGC-4 tumors, iPS-ML massively accumulated and infiltrated into the tumor tissues. iPS-ML expressing IFN-β (iPS-ML/IFN-β) significantly inhibited the intra-peritoneal growth of NUGC-4 cancer. Furthermore, iPS-ML/IFN-β also inhibited the growth of human pancreatic cancer MIAPaCa-2 in a similar model. iPS-ML are therefore a promising treatment agent for peritoneally disseminated cancers, for which no standard treatment is currently available. PMID:23826321

  19. Therapeutic effect of human iPS-cell-derived myeloid cells expressing IFN-β against peritoneally disseminated cancer in xenograft models.

    Science.gov (United States)

    Koba, Chihiro; Haruta, Miwa; Matsunaga, Yusuke; Matsumura, Keiko; Haga, Eriko; Sasaki, Yuko; Ikeda, Tokunori; Takamatsu, Koutaro; Nishimura, Yasuharu; Senju, Satoru

    2013-01-01

    We recently developed a method to generate myeloid cells with proliferation capacity from human iPS cells. iPS-ML (iPS-cell-derived myeloid/macrophage line), generated by introducing proliferation and anti-senescence factors into iPS-cell-derived myeloid cells, grew continuously in an M-CSF-dependent manner. A large number of cells exhibiting macrophage-like properties can be readily obtained by using this technology. In the current study, we evaluated the possible application of iPS-ML in anti-cancer therapy. We established a model of peritoneally disseminated gastric cancer by intraperitoneally injecting NUGC-4 human gastric cancer cells into SCID mice. When iPS-ML were injected intraperitoneally into the mice with pre-established peritoneal NUGC-4 tumors, iPS-ML massively accumulated and infiltrated into the tumor tissues. iPS-ML expressing IFN-β (iPS-ML/IFN-β) significantly inhibited the intra-peritoneal growth of NUGC-4 cancer. Furthermore, iPS-ML/IFN-β also inhibited the growth of human pancreatic cancer MIAPaCa-2 in a similar model. iPS-ML are therefore a promising treatment agent for peritoneally disseminated cancers, for which no standard treatment is currently available.

  20. A Model of Climate Policy Using Board Game Mechanics

    Directory of Open Access Journals (Sweden)

    Edward Castronova

    2015-09-01

    Full Text Available This paper provides a case study of how a board game can be modified to generate a serious game. We argue that board games are an interesting medium for serious games, especially when the goal is to teach players about particularly complex systems. In that case, the transparency of a board game makes it possible for players to “see the whole boards” – to see all of the various moving parts at work. That transparency also makes it very easy to modify board games. To demonstrate these claims, we present a modification to the board game CO2 that accurately models different policy options with regard to global warming. We show how a few major changes to the original game’s point systems, as well as removal of certain extraneous features, can significantly improve the game, adding an instructional value. The game allows players to experiment with several policy options, including carbon taxes, carbon emissions permit sales, and clean energy research support, and lets players see how these policies interact. We discuss ways that teachers, advocates, journalists, and others can the Climate Policy mod to more easily explain the incredibly complex interactions of power markets, carbon dioxide emissions, and public policy.

  1. Declarative terrain modeling for military training games

    NARCIS (Netherlands)

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

    2010-01-01

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

  2. A Semantic Navigation Model for Video Games

    Science.gov (United States)

    van Driel, Leonard; Bidarra, Rafael

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

  3. Designer Modeling for Personalized Game Content Creation Tools

    DEFF Research Database (Denmark)

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

    2013-01-01

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

  4. Business Models for Successfully Maintaining Games for Health.

    Science.gov (United States)

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

    2013-04-01

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

  5. Modelling the costs of natural hazards in games

    Science.gov (United States)

    Bostenaru-Dan, M.

    2012-04-01

    We will present the application of (socio-)economic models coming from games theory to urban planning and to large scale architectural tasks, the most frequent one presented being that of the church. The importance of games will be seen as a continuation of the role played by toys for the development of skills of the architects. While toys dealt with the development of 3D viewing and more realistic "building" focusing, for example, on details, games use stylized construction management models with "symbols" for resources, being it in a board game or in a computer supported social environment. 22 October 1997 to 31 May 1998 the Canadian Centre of Architecture hosted the exhibition "Toy Town". Apart of architecture toys, a field where principles of city building apply are architecture games. City building games are a subgenre of construction and management games, the best know of each is SimCity. In its initial version of 1989 SimCity included disaster scenarios including the 1906 San Francisco earthquake, but also flooding, fire etc. During the further development only the fire remained as well implemented as the initial scenarios. It was a way to look at the role of disasters in urban planning, not only as way for a new begin, but also as mitigation and earthquake management. It is to be noted that disasters represented in SimCity 2000 are converted to such which develop in surface, such as fire and flood. Earthquake damage which occures at random buildings is not modelled. Also, the fight against the consequences of the disaster, fire and flood are done in a realtime first hand action game, not as construction management game. However, there are costs associated to mitigating the disaster, such as the costs for fire fighters. Today such city building games evolved to 3D applications, the semantic enrichment of which involves the economic model. The digital 3D model will be compared with the "hard copy" 3D model which architecture toys represent. Models for Sim

  6. Model for Educational Game Using Natural User Interface

    Directory of Open Access Journals (Sweden)

    Azrulhizam Shapi’i

    2016-01-01

    Full Text Available Natural User Interface (NUI is a new approach that has become increasingly popular in Human-Computer Interaction (HCI. The use of this technology is widely used in almost all sectors, including the field of education. In recent years, there are a lot of educational games using NUI technology in the market such as Kinect game. Kinect is a sensor that can recognize body movements, postures, and voices in three dimensions. It enables users to control and interact with game without the need of using game controller. However, the contents of most existing Kinect games do not follow the standard curriculum in classroom, thus making it do not fully achieve the learning objectives. Hence, this research proposes a design model as a guideline in designing educational game using NUI. A prototype has been developed as one of the objectives in this study. The prototype is based on proposed model to ensure and assess the effectiveness of the model. The outcomes of this study conclude that the proposed model contributed to the design method for the development of the educational game using NUI. Furthermore, evaluation results of the prototype show a good response from participant and in line with the standard curriculum.

  7. Testing Brain Overgrowth and Synaptic Models of Autism Using NPCs and Neurons From Patient Derived iPS Cells

    Science.gov (United States)

    2015-12-01

    AWARD NUMBER: W81XWH-13-1-0414 TITLE: Testing Brain Overgrowth and Synaptic Models of Autism Using NPCs and Neurons From Patient-Derived iPS...3. DATES COVERED 15 Sep 2013 - 14 Sep 2015 4. TITLE AND SUBTITLE Testing Brain Overgrowth and Synaptic Models of Autism Using NPCs and Neurons From... autism pathogenesis: early brain overgrowth and synaptogenesis defects. The goal of this project is to produce human cellular models of non

  8. Route Choice Model Based on Game Theory for Commuters

    Directory of Open Access Journals (Sweden)

    Licai Yang

    2016-06-01

    Full Text Available The traffic behaviours of commuters may cause traffic congestion during peak hours. Advanced Traffic Information System can provide dynamic information to travellers. Due to the lack of timeliness and comprehensiveness, the provided information cannot satisfy the travellers’ needs. Since the assumptions of traditional route choice model based on Expected Utility Theory conflict with the actual situation, a route choice model based on Game Theory is proposed to provide reliable route choice to commuters in actual situation in this paper. The proposed model treats the alternative routes as game players and utilizes the precision of predicted information and familiarity of traffic condition to build a game. The optimal route can be generated considering Nash Equilibrium by solving the route choice game. Simulations and experimental analysis show that the proposed model can describe the commuters’ routine route choice decisionexactly and the provided route is reliable.

  9. An Evolutionary Game Theory Model of Spontaneous Brain Functioning

    National Research Council Canada - National Science Library

    Dario Madeo; Agostino Talarico; Alvaro Pascual-Leone; Chiara Mocenni; Emiliano Santarnecchi

    2017-01-01

    ... conditions, making its understanding of fundamental importance in modern neuroscience. Here we present a theoretical and mathematical model based on an extension of evolutionary game theory on networks (EGN...

  10. Effects of External Digital Elevation Model Inaccuracy on StaMPS-PS Processing: A Case Study in Shenzhen, China

    Directory of Open Access Journals (Sweden)

    Yanan Du

    2017-11-01

    Full Text Available External Digital Elevation Models (DEMs with different resolutions and accuracies cause different topographic residuals in differential interferograms of Multi-temporal InSAR (MTInSAR, especially for the phase-based StaMPS-PS. The PS selection and deformation parameter estimation of StaMPS-PS are closely related to the spatially uncorrected error, which is directly affected by external DEMs. However, it is still far from clear how the high resolution and accurate external DEM affects the results of the StaMPS-PS (e.g., PS selection and deformation parameter calculation on different platforms (X band TerraSAR, C band ENVISAT ASAR and L band ALOS/PALSAR1. In this study, abundant synthetic tests are performed to assess the influences of external DEMs on parameter estimations, such as the mean deformation rate and the deformation time-series. Real SAR images, covering Shenzhen city in China, are also selected to analyze the PS selection and distribution as well as to validate the results of synthetic tests. The results show that the PS points selected by the 5 m TanDEM-X DEM are 10.32%, 4.25% and 0.34% more than those selected by the 30 m SRTM DEM at X, C and L bands SAR platforms, respectively, when a multi-look geocoding operation is adopted for X band in the SRTM DEM case. We also find that the influences of external DEMs on the mean deformation rate are not significant and are inversely proportional to the wavelength of the satellite platforms. The standard deviations of the mean deformation rate difference for the X, C and L bands are 0.54, 0.30 and 0.10 mm/year, respectively. Similarly, the influences of external DEMs on the deformation time-series estimation for the three platforms are also slight, except for local artifacts whose root-mean-square error (RMSE ≥ 6 mm. Based on these analyses, some implications and suggestions for external DEMs on StaMPS-PS processing are discussed and provided.

  11. Exploiting Textured 3D Models for Developing Serious Games

    Directory of Open Access Journals (Sweden)

    G. Kontogianni

    2015-08-01

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

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

    Science.gov (United States)

    Maurice, Olivier; Reineix, Alain; Lalléchère, Sébastien

    2014-10-01

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

  13. 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 ...

  14. Centralised gaming models: providing optimal gambling behaviour controls

    OpenAIRE

    Griffiths, M.; Wood, RTA

    2009-01-01

    The expansion in the gaming industry and its widening attraction points to the need for ever more verifiable means of controlling problem gambling. Various strategies have been built into casino venue operations to address this, but recently, following a new focus on social responsibility, a group of experts considered the possibilities of a centralised gaming model as a more effective control mechanism for dealing with gambling behaviours.

  15. Humulus japonicus inhibits the progression of Alzheimer's disease in a APP/PS1 transgenic mouse model.

    Science.gov (United States)

    Park, Tae-Shin; Ryu, Young-Kyoung; Park, Hye-Yeon; Kim, Jae Yun; Go, Jun; Noh, Jung-Ran; Kim, Yong-Hoon; Hwang, Jung Hwan; Choi, Dong-Hee; Oh, Won-Keun; Lee, Chul-Ho; Kim, Kyoung-Shim

    2017-01-01

    Humulus japonicus Siebold & Zucc. (HJ) has traditionally been administered to patients with pulmonary disease, skin disease and hypertension in Korea, and it is considered to exert anti-inflammatory, antioxidant, antimicrobial and antimycobacterial effects. However, its effects against Alzheimer's disease (AD) have yet to be explored. Thus, this study was carried out to investigate whether HJ has a beneficial effect on the progression of AD in an animal model. A methanolic extract of HJ (500 mg/kg/day) was intragastrically administered to 5-month-old APP/PS1 transgenic (Tg-APP/PS1) mice for 2.5 months. Novel object recognition and Y-maze alteration tests were used to assess cognitive function, and an immunohistochemical assay was performed to assess amyloid β (Aβ)deposition, tau phosphorylation and gliosis. An in vitro assay using a microglial cell line was also performed to investigate the anti-inflammatory effects of HJ. Our results revealed that HJ significantly decreased the mRNA and protein expression levels of tumor necrosis factor-α (TNF‑α), interleukin (IL)-1β, IL-6 and inducible nitric oxide synthase (iNOS) induced by lipopolysaccharide in the microglial cell line. The administration of HJ for 2 months improved the cognitive function of Tg-APP/PS1 mice. HJ notably reduced the area occupied by Aβ and neurofibrillary tangles, and the number of activated astrocytes and microglia in the cortex of Tg-APP/PS1 mice. The findings of our study suggest that HJ has the therapeutic potential to inhibit the progression of AD and to improve cognitive deterioration in Tg-APP/PS1 mice.

  16. Spatial interaction models facility location using game theory

    CERN Document Server

    D'Amato, Egidio; Pardalos, Panos

    2017-01-01

    Facility location theory develops the idea of locating one or more facilities by optimizing suitable criteria such as minimizing transportation cost, or capturing the largest market share. The contributions in this book focus an approach to facility location theory through game theoretical tools highlighting situations where a location decision is faced by several decision makers and leading to a game theoretical framework in non-cooperative and cooperative methods. Models and methods regarding the facility location via game theory are explored and applications are illustrated through economics, engineering, and physics. Mathematicians, engineers, economists and computer scientists working in theory, applications and computational aspects of facility location problems using game theory will find this book useful.

  17. Taurine in drinking water recovers learning and memory in the adult APP/PS1 mouse model of Alzheimer's disease.

    Science.gov (United States)

    Kim, Hye Yun; Kim, Hyunjin V; Yoon, Jin H; Kang, Bo Ram; Cho, Soo Min; Lee, Sejin; Kim, Ji Yoon; Kim, Joo Won; Cho, Yakdol; Woo, Jiwan; Kim, YoungSoo

    2014-12-12

    Alzheimer's disease (AD) is a lethal progressive neurological disorder affecting the memory. Recently, US Food and Drug Administration mitigated the standard for drug approval, allowing symptomatic drugs that only improve cognitive deficits to be allowed to accelerate on to clinical trials. Our study focuses on taurine, an endogenous amino acid found in high concentrations in humans. It has demonstrated neuroprotective properties against many forms of dementia. In this study, we assessed cognitively enhancing property of taurine in transgenic mouse model of AD. We orally administered taurine via drinking water to adult APP/PS1 transgenic mouse model for 6 weeks. Taurine treatment rescued cognitive deficits in APP/PS1 mice up to the age-matching wild-type mice in Y-maze and passive avoidance tests without modifying the behaviours of cognitively normal mice. In the cortex of APP/PS1 mice, taurine slightly decreased insoluble fraction of Aβ. While the exact mechanism of taurine in AD has not yet been ascertained, our results suggest that taurine can aid cognitive impairment and may inhibit Aβ-related damages.

  18. Modeling Routinization in Games: An Information Theory Approach

    DEFF Research Database (Denmark)

    Wallner, Simon; Pichlmair, Martin; Hecher, Michael

    2015-01-01

    -time, discrete-space Markov chains and information theory to measure the actual error between the dynamically trained models and the player interaction. Preliminary research supports the hypothesis that Markov chains can be effectively used to model routinization in games. A full study design is presented......Routinization is the result of practicing until an action stops being a goal-directed process. This paper formulates a definition of routinization in games based on prior research in the fields of activity theory and practice theory. Routinization is analyzed using the formal model of discrete...

  19. Establishing an Educational Game Development Model: From the Experience of Teaching Search Engine Optimization

    Science.gov (United States)

    Lui, Richard W. C.; Au, Cheuk Hang

    2018-01-01

    This article describes how different literatures have suggested the positive role of educational games in students' learning, but it can be hard to find an existing game for student learning. Some lecturers may try to develop a game for their courses, but there were not many effective models for educational board game development. The authors have…

  20. The game-based learning evaluation model (GEM): measuring the effectiveness of serious games using a standardised method

    NARCIS (Netherlands)

    Oprins, E.A.P.B.; Visschedijk, G.C.; Bakhuys Roozeboom, M.M.C.; Dankbaar, M.; Trooster, W.; Schuit, S.C.E.

    2015-01-01

    This article describes the background, design, and practical application of the game-based evaluation model (GEM). The aim of this evaluation model is to measure the effectiveness of serious games in a practical way. GEM contains the methodology and indicators to be measured in validation research.

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

    OpenAIRE

    Locke, Austin; Uhrínová, Bianka

    2017-01-01

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

  2. Development management model of elite athletes in team sports games.

    Science.gov (United States)

    Trninić, Marko; Trninić, Slavko; Papić, Vladan

    2009-06-01

    The scientific and expert approach to defining a model of managing the development of top-level athletes in team sports games is oriented toward the challenging values that mark a certain position and role in a team sports game. A hypothetical dynamic model of development management of top-level athletes in team sports games, which explicitly shows the order of procedures in the process of multidimensional development of athletes using the concepts of the dynamic systems theory has been suggested. The hypothetical model of management shows that the athlete's development is primarily under the influence of genetic potential, sports preparation process and the competition format, as well as the management of their lifestyle. In the process, the athlete's development is seen as a dynamic and plastic process under the influence of selective procedures and training programs that enable a continuous change in the level of the athlete's performance and sports preparation process.

  3. Enhancing efficacy and mucosa-tropic distribution of an oral HIV-PsV DNA vaccine in animal models.

    Science.gov (United States)

    Fu, Jie; Bian, Guangxing; Zhao, Bijun; Dong, Zengxiang; Sun, Xiao; Chen, Fang; Ou, Lun; Song, Haifeng

    2009-12-01

    A strategy combined the oral delivery route and bovine papillomavirus (BPV) pseudovirus (PsV)-based human immunodeficiency virus (HIV) DNA vaccine, which has been proven to enhance the mucosal immunization compared with the systemic immunization and in general does not induce effective mucosal immune responses. In this study, the immune responses against the BPV expressing HIV gp41 epitopes (ELDKWA, NWFDIT) after oral administration in Cynomolgus monkeys (Macaca fascicularis) were assessed, and the biodistribution of plasmid DNA encapsulated in the papillomavirus-like particles (VLPs) were evaluated in murine models. Results showed that oral immunization with the HIV-PsV DNA vaccine in monkey generated p24 and gp41 epitopes-specific serum IgG. Importantly, these induced antibodies had been shown to neutralize HIV-1 primary strain. In addition, the advantage of VLPs as vehicles delivering genes had been first revealed in biodistribution results. Therefore, orally administered HIV-PsV DNA vaccine was well-tolerated, enhanced the mucosa targeting property of the plasmid DNA, and reduced the nontargeting distribution, which indicate that it would reduce stress associated with systemic vaccination.

  4. Mitochondrial dynamics changes with age in an APPsw/PS1dE9 mouse model of Alzheimer's disease.

    Science.gov (United States)

    Xu, Lin-Lin; Shen, Yang; Wang, Xiao; Wei, Li-Fei; Wang, Ping; Yang, Hui; Wang, Cun-Fu; Xie, Zhao-Hong; Bi, Jian-Zhong

    2017-03-01

    Increasing research suggests that mitochondrial defects play a major role in Alzheimer's disease (AD) pathogenesis. We aimed to better understand changes in mitochondria with the development and progression of AD. We compared APPsw/PS1dE9 transgenic mice at 3, 6, 9, and 12 months old as an animal model of AD and age-matched C57BL/6 mice as controls. The learning ability and spatial memory ability of APPsw/PS1dE9 mice showed significant differences compared with controls until 9 and 12 months. Mitochondrial morphology was altered in hippocampus tissue of APPsw/PS1dE9 mice beginning from the third month. 'Medullary corpuscle', which is formed by the accumulation of a large amount of degenerative and fragmented mitochondria in neuropils, may be the characteristic change observed on electron microscopy at a late stage of AD. Moreover, levels of mitochondrial fusion proteins (optic atrophy 1 and mitofusin 2) and fission proteins (dynamin-related protein 1 and fission 1) were altered in transgenic mice compared with controls with progression of AD. We found increased levels of fission and fusion proteins in APP/PS1 mice at 3 months, indicating that the presence of abnormal mitochondrial dynamics may be events in early AD progression. Changes in mitochondrial preceded the onset of memory decline as measured by the modified Morris water maze test. Abnormal mitochondrial dynamics could be a marker for early diagnosis of AD and monitoring disease progression. Further research is needed to study the signaling pathways that govern mitochondrial fission/fusion in AD.

  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. Model based design introduction: modeling game controllers to microprocessor architectures

    Science.gov (United States)

    Jungwirth, Patrick; Badawy, Abdel-Hameed

    2017-04-01

    We present an introduction to model based design. Model based design is a visual representation, generally a block diagram, to model and incrementally develop a complex system. Model based design is a commonly used design methodology for digital signal processing, control systems, and embedded systems. Model based design's philosophy is: to solve a problem - a step at a time. The approach can be compared to a series of steps to converge to a solution. A block diagram simulation tool allows a design to be simulated with real world measurement data. For example, if an analog control system is being upgraded to a digital control system, the analog sensor input signals can be recorded. The digital control algorithm can be simulated with the real world sensor data. The output from the simulated digital control system can then be compared to the old analog based control system. Model based design can compared to Agile software develop. The Agile software development goal is to develop working software in incremental steps. Progress is measured in completed and tested code units. Progress is measured in model based design by completed and tested blocks. We present a concept for a video game controller and then use model based design to iterate the design towards a working system. We will also describe a model based design effort to develop an OS Friendly Microprocessor Architecture based on the RISC-V.

  7. An Evolving Asymmetric Game for Modeling Interdictor-Smuggler Problems

    Science.gov (United States)

    2016-06-01

    3–30. Morton D, Pan F, Saeger K (2007) Models for nuclear smuggling interdiction. IIE Transactions . 39(1): 3–14. Nehme M (2009) Two-person games...Twister: a 623-dimensionally equidistributed uniform pseudo-random number generator. ACM Transactions on Modeling and Computer Simulation (TOMACS) 8(1

  8. Integrating affective responses into game theory: A dual selves model

    OpenAIRE

    Greiff, Matthias

    2015-01-01

    This paper develops a method to integrate affective reponses into game theoretical models. We illustrate our method in a team production framework. The model analyzes how concave and convex status preferences for esteem solve the problem of team production under complete and incomplete information about workers’ abilities. Using a dual selves model, we model the choice of effort as a deliberative decision and the expression of esteem as an affective response. Modeling an individual’s affectiv...

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

    Science.gov (United States)

    Tang, Stephen; Hanneghan, Martin; Carter, Christopher

    2013-01-01

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

  10. Mean Field Games Models-A Brief Survey

    KAUST Repository

    Gomes, Diogo A.

    2013-11-20

    The mean-field framework was developed to study systems with an infinite number of rational agents in competition, which arise naturally in many applications. The systematic study of these problems was started, in the mathematical community by Lasry and Lions, and independently around the same time in the engineering community by P. Caines, Minyi Huang, and Roland Malhamé. Since these seminal contributions, the research in mean-field games has grown exponentially, and in this paper we present a brief survey of mean-field models as well as recent results and techniques. In the first part of this paper, we study reduced mean-field games, that is, mean-field games, which are written as a system of a Hamilton-Jacobi equation and a transport or Fokker-Planck equation. We start by the derivation of the models and by describing some of the existence results available in the literature. Then we discuss the uniqueness of a solution and propose a definition of relaxed solution for mean-field games that allows to establish uniqueness under minimal regularity hypothesis. A special class of mean-field games that we discuss in some detail is equivalent to the Euler-Lagrange equation of suitable functionals. We present in detail various additional examples, including extensions to population dynamics models. This section ends with a brief overview of the random variables point of view as well as some applications to extended mean-field games models. These extended models arise in problems where the costs incurred by the agents depend not only on the distribution of the other agents, but also on their actions. The second part of the paper concerns mean-field games in master form. These mean-field games can be modeled as a partial differential equation in an infinite dimensional space. We discuss both deterministic models as well as problems where the agents are correlated. We end the paper with a mean-field model for price impact. © 2013 Springer Science+Business Media New York.

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

    Science.gov (United States)

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

    2017-05-01

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

  12. Long-term safety and efficacy of human-induced pluripotent stem cell (iPS) grafts in a preclinical model of retinitis pigmentosa.

    Science.gov (United States)

    Li, Yao; Tsai, Yi-Ting; Hsu, Chun-Wei; Erol, Deniz; Yang, Jin; Wu, Wen-Hsuan; Davis, Richard J; Egli, Dieter; Tsang, Stephen H

    2012-12-06

    The U.S. Food and Drug Administration recently approved phase I/II clinical trials for embryonic stem (ES) cell-based retinal pigmented epithelium (RPE) transplantation, but this allograft transplantation requires lifelong immunosuppressive therapy. Autografts from patient-specific induced pluripotent stem (iPS) cells offer an alternative solution to this problem. However, more data are required to establish the safety and efficacy of iPS transplantation in animal models before moving iPS therapy into clinical trials. This study examines the efficacy of iPS transplantation in restoring functional vision in Rpe65(rd12)/Rpe65(rd12) mice, a clinically relevant model of retinitis pigmentosa (RP). Human iPS cells were differentiated into morphologically and functionally RPE-like tissue. Quantitative real-time polymerase chain reaction (RT-PCR) and immunoblots confirmed RPE fate. The iPS-derived RPE cells were injected into the subretinal space of Rpe65(rd12)/Rpe65(rd12) mice at 2 d postnatally. After transplantation, the long-term surviving iPS-derived RPE graft colocalized with the host native RPE cells and assimilated into the host retina without disruption. None of the mice receiving transplants developed tumors over their lifetimes. Furthermore, electroretinogram, a standard method for measuring efficacy in human trials, demonstrated improved visual function in recipients over the lifetime of this RP mouse model. Our study provides the first direct evidence of functional recovery in a clinically relevant model of retinal degeneration using iPS transplantation and supports the feasibility of autologous iPS cell transplantation for retinal and macular degenerations featuring significant RPE loss.

  13. Applying an Experiential Learning Model to the Teaching of Gateway Strategy Board Games

    Directory of Open Access Journals (Sweden)

    Aiko Sato

    2016-01-01

    Full Text Available The board game hobby has rapidly grown and evolved in recent years, but most of the non-digital games lack tips and tutorials and remain difficult to learn and teach effectively. In this project, we integrated a popular hobbyist approach to teaching modern strategy games with classical experiential learning elements (i.e., demonstration, observation, reflection, discussion and repeated experiences. We tested our model by teaching two modern board games to Japanese high school and university students. Questionnaires, gameplay data, self-ratings and discussions showed improved understanding and enjoyment, more strategic play and more interest in modern board games over the course of the instructional sequence. The model's repetition (the participants played each game three times was rated the most useful in terms of learning the games. Overall, the integrated model was largely successful in teaching strategy board games to new players, and we offer several recommendations for teachers, designers and researchers of board games.

  14. Evolution Game Model of Travel Mode Choice in Metropolitan

    Directory of Open Access Journals (Sweden)

    Chaoqun Wu

    2015-01-01

    Full Text Available The paper describes an evolution game model of travel mode choice to determine whether transportation policies would have the desired effect. The model is first expressed as a two-stage sequential game in the extensive form based on the similarity between evolution game theory and the travel mode choice process. Second, backward induction is used to solve for Nash equilibrium of the game based on the Folk Theorem. Third, the sensitivity analysis suggests that a payoff reduction of travel by any mode will result in a rising proportion of inhabitants travelling by that mode and falling proportions of inhabitants travelling by other modes. Finally, the model is applied to Beijing inhabitants’ travel mode choices during morning peak hours and draws the conclusion that the proportion of inhabitants travelling by rail would increase when traffic congestion is more severe. This confirms that fast construction of the urban rail transit would be an effective means of alleviating traffic congestion. The model may be a useful tool for policy makers for analyzing the complex influence of travel mode choice processes on transport policies and transport construction projects.

  15. A Defense Model for Games with Incomplete Information

    NARCIS (Netherlands)

    Jamroga, W.J.; Baader, Franz; Brewka, Gerhard; Eiter, Thomas

    2001-01-01

    Making a decision, an agent must consider how his outcome can be influenced by possible actions of other agents. A 'best defense model' for games involving uncertainty assumes usually that the opponents know everything about the actual situation and the player's plans for certain. In this paper it's

  16. Five models of players' rule behavior for game balance.

    Science.gov (United States)

    Song, Seungkeun; Kim, Mijin

    2012-09-01

    We present a five-part model of players' rule behaviors in a multiplayer online game (utilization, emergence, usefulness, usefulness-balance, and balance-usefulness). The model was identified through a pilot study involving nine expert players. The model fitness was then verified in a main experiment involving eighteen regular players. Our results showed that the utilization (4 players) and emergence (4 players) models were most frequently used, followed by the balance-usefulness (3 players), usefulness (3 players), and usefulness-balance (2 players) models. The coding scheme for this research was built from video observations and a literature review. We suggest this model is applicable for the implementation of a human-like virtual character's artificial intelligence algorithm in the game editors and the server loader for quality assurance.

  17. Dynamic Stackelberg game model for water rationalization in drought emergency

    Science.gov (United States)

    Kicsiny, R.; Piscopo, V.; Scarelli, A.; Varga, Z.

    2014-09-01

    In water resource management, in case of a limited resource, there is a conflict situation between different consumers. In this paper, a dynamic game-theoretical model is suggested for the solution of such conflict. Let us suppose that in a region, water supply is based on a given aquifer, from which a quantity of effective reserve can be used without damaging the aquifer, and a long drought is foreseen. The use of water is divided between the social sector represented by the local authority, and the production sector, in our case, simplified to a single agricultural producer using water for irrigation; they are the players in the game. For a fixed time period, every day, a given amount is available, from which first the authority, then the producer takes a proportion, which corresponds to the strategy choices of the players. A price function is given, which depends on the total available reserve, the payoffs of both players are quantified as their net incomes for the whole period: for the producer: profit from selling the product minus price of water and tax paid, for the authority: tax received plus the gain for the authority from selling the water bought to the social sector minus price of water purchased. A solution (equilibrium) of the game consists of such strategy choices of both players, with which each player maximizes her/his total payoff (over the whole time horizon of the game) provided that the other player also maximizes her/his own payoff. In the paper, in a mathematical model for the above conflict situation, a deterministic continuum-strategy two-player discrete-time dynamic Stackelberg game with fixed finite time duration and closed-loop information structure is proposed, where the authority is “leader” and the producer is “follower”. The algorithms for the solution of the game are based on recent theoretical results of the authors. Illustrative numerical examples are also given.

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

    OpenAIRE

    Katryna eStarks

    2014-01-01

    Video games have a unique ability to engage, challenge, and motivate, which has led teachers, psychology specialists, political activists and health educators to find ways of using them to help people learn, grow and change. Serious games, as they are called, are defined as games that have a primary purpose other than entertainment. However, it is challenging to create games that both educate and entertain. While game designers have embraced some psychological concepts such as flow and mast...

  19. 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…

  20. PENGARUH MODEL PEMBELAJARAN KOOPERATIF TIPE TEAMS GAMES TOURNAMENT (TGT BERBANTUAN MEDIA GAME ONLINE TERHADAP PEMAHAMAN KONSEP DAN PENALARAN MATEMATIS SISWA

    Directory of Open Access Journals (Sweden)

    Emay Aenu Rohmah

    2017-02-01

    Keywords: Cooperative Learning TGT Type, Online Game Media, Conceptual Comprehension Abstrak:Penelitian ini dilatarbelakangi oleh permasalahan rendahnya kemampuan pemahaman konsep dan penalaran matematis siswa. Penelitian ini bertujuan untuk menelaah peningkatan kemampuan pemahaman konsep dan penalaran matematis siswa dengan menggunakan model pembelajaran kooperatif tipe TGT berbantuan media game online. Penelitian ini merupakan studi kuasi eksperimen dengan desain penelitian pretest posttest control group design. Instrumen penelitian yang digunakan adalah tes kemampuan pemahaman konsep dan penalaran matematis. Hasil penelitian menunjukkan bahwa 1 Tidak terdapat perbedaan kemampuan pemahaman konsep matematis siswa yang memperoleh pembelajaran kooperatif tipe TGT berbantuan media game online dengan siswa yang memperoleh pembelajaran langsung. 2 Tidak terdapat perbedaan kemampuan penalaran matematis siswa yang memperoleh pembelajaran kooperatif tipe TGT berbantuan media game online dengan siswa yang memperoleh pembelajaran langsung. 3 Terdapat perbedaan peningkatan kemampuan pemahaman konsep matematis siswa yang memperoleh pembelajaran kooperatif tipe TGT berbantuan media game online dengan siswa yang memperoleh pembelajaran langsung. 4 Terdapat perbedaan peningkatan kemampuan penalaran matematis siswa yang memperoleh pembelajaran kooperatif tipe TGT berbantuan media game online dengan siswa yang memperoleh pembelajaran langsung. Berdasarkan hasil tersebut dapat dibuat kesimpulan bahwa pembelajaran kooperatif tipe TGT berbantuan media game online dapat meningkatkan kemampuan pemahaman konsep dan penalaran matematis siswa. Kata Kunci: Pembelajaran Kooperatif Tipe TGT, Media Game online, Pemahaman Konsep dan Penalaran Matematis.

  1. Modeling of drug-mediated CYP3A4 induction by using human iPS cell-derived enterocyte-like cells

    Energy Technology Data Exchange (ETDEWEB)

    Negoro, Ryosuke [Laboratory of Biochemistry and Molecular Biology, Graduate School of Pharmaceutical Sciences, Osaka University, Osaka 565-0871 (Japan); Takayama, Kazuo [Laboratory of Biochemistry and Molecular Biology, Graduate School of Pharmaceutical Sciences, Osaka University, Osaka 565-0871 (Japan); The Keihanshin Consortium for Fostering the Next Generation of Global Leaders in Research (K-CONNEX), Kyoto University, Kyoto 606-8302 (Japan); Laboratory of Hepatocyte Regulation, National Institute of Biomedical Innovation, Health and Nutrition, Osaka 567-0085 (Japan); Nagamoto, Yasuhito [Laboratory of Biochemistry and Molecular Biology, Graduate School of Pharmaceutical Sciences, Osaka University, Osaka 565-0871 (Japan); Laboratory of Hepatocyte Regulation, National Institute of Biomedical Innovation, Health and Nutrition, Osaka 567-0085 (Japan); Sakurai, Fuminori [Laboratory of Biochemistry and Molecular Biology, Graduate School of Pharmaceutical Sciences, Osaka University, Osaka 565-0871 (Japan); Laboratory of Regulatory Sciences for Oligonucleotide Therapeutics, Clinical Drug Development Project, Graduate School of Pharmaceutical Sciences, Osaka University Osaka 565-0871 (Japan); Tachibana, Masashi [Laboratory of Biochemistry and Molecular Biology, Graduate School of Pharmaceutical Sciences, Osaka University, Osaka 565-0871 (Japan); Mizuguchi, Hiroyuki, E-mail: mizuguch@phs.osaka-u.ac.jp [Laboratory of Biochemistry and Molecular Biology, Graduate School of Pharmaceutical Sciences, Osaka University, Osaka 565-0871 (Japan); Laboratory of Hepatocyte Regulation, National Institute of Biomedical Innovation, Health and Nutrition, Osaka 567-0085 (Japan); Global Center for Medical Engineering and Informatics, Osaka University, Osaka 565-0871 (Japan)

    2016-04-15

    Many drugs have potential to induce the expression of drug-metabolizing enzymes, particularly cytochrome P450 3A4 (CYP3A4), in small intestinal enterocytes. Therefore, a model that can accurately evaluate drug-mediated CYP3A4 induction is urgently needed. In this study, we overlaid Matrigel on the human induced pluripotent stem cells-derived enterocyte-like cells (hiPS-ELCs) to generate the mature hiPS-ELCs that could be applied to drug-mediated CYP3A4 induction test. By overlaying Matrigel in the maturation process of enterocyte-like cells, the gene expression levels of intestinal markers (VILLIN, sucrase-isomaltase, intestine-specific homeobox, caudal type homeobox 2, and intestinal fatty acid-binding protein) were enhanced suggesting that the enterocyte-like cells were maturated by Matrigel overlay. The percentage of VILLIN-positive cells in the hiPS-ELCs found to be approximately 55.6%. To examine the CYP3A4 induction potential, the hiPS-ELCs were treated with various drugs. Treatment with dexamethasone, phenobarbital, rifampicin, or 1α,25-dihydroxyvitamin D3 resulted in 5.8-fold, 13.4-fold, 9.8-fold, or 95.0-fold induction of CYP3A4 expression relative to that in the untreated controls, respectively. These results suggest that our hiPS-ELCs would be a useful model for CYP3A4 induction test. - Highlights: • The hiPS-ELCs were matured by Matrigel overlay. • The hiPS-ELCs expressed intestinal nuclear receptors, such as PXR, GR and VDR. • The hiPS-ELC is a useful model for the drug-mediated CYP3A4 induction test.

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

    Science.gov (United States)

    Starks, Katryna

    2014-01-01

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

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

    Directory of Open Access Journals (Sweden)

    Katryna eStarks

    2014-02-01

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

  4. Modeling a Virtual World for the Educational Game Calangos

    Directory of Open Access Journals (Sweden)

    Angelo C. Loula

    2014-01-01

    Full Text Available Ecology plays a central role in biology and deserves special attention in scientific education. Nonetheless, the teaching and learning of ecology face a number of difficulties. In order to tackle these difficulties, electronic games have recently been used to mediate ecology learning. This paper presents an electronic game that fulfills these gaps in order to make the students’ work with ecological concepts more concrete, active, and systematic. The paper presents the computational model of the ecological system included in the game, based on a real ecological case, a sand dune ecosystem located in the semiarid Caatinga biome, namely, the sand dunes of the middle São Francisco River, in the state of Bahia, Brazil. It includes various ecological relationships between endemic lizards and the physical environment, preys, predators, cospecifics, and plants. The engine of the game simulates the physical conditions of the ecosystem (dune topography and climate conditions with their circadian and circannual cycles, its biota (plant species and animal species, and ecological relationships (predator-prey encounters, cospecific relationships. We also present results from one classroom study of a teaching sequence structured around Calangos, which showed positive outcomes regarding high school students’ understanding of thermal regulation in ectothermic animals.

  5. Modeling Misbehavior in Cooperative Diversity: A Dynamic Game Approach

    Directory of Open Access Journals (Sweden)

    Sintayehu Dehnie

    2009-01-01

    Full Text Available Cooperative diversity protocols are designed with the assumption that terminals always help each other in a socially efficient manner. This assumption may not be valid in commercial wireless networks where terminals may misbehave for selfish or malicious intentions. The presence of misbehaving terminals creates a social-dilemma where terminals exhibit uncertainty about the cooperative behavior of other terminals in the network. Cooperation in social-dilemma is characterized by a suboptimal Nash equilibrium where wireless terminals opt out of cooperation. Hence, without establishing a mechanism to detect and mitigate effects of misbehavior, it is difficult to maintain a socially optimal cooperation. In this paper, we first examine effects of misbehavior assuming static game model and show that cooperation under existing cooperative protocols is characterized by a noncooperative Nash equilibrium. Using evolutionary game dynamics we show that a small number of mutants can successfully invade a population of cooperators, which indicates that misbehavior is an evolutionary stable strategy (ESS. Our main goal is to design a mechanism that would enable wireless terminals to select reliable partners in the presence of uncertainty. To this end, we formulate cooperative diversity as a dynamic game with incomplete information. We show that the proposed dynamic game formulation satisfied the conditions for the existence of perfect Bayesian equilibrium.

  6. Modeling multiple communities of interest for interactive simulation and gaming: the dynamic adversarial gaming algorithm project

    Science.gov (United States)

    Santos, Eugene, Jr.; Zhao, Qunhua; Pratto, Felicia; Pearson, Adam R.; McQueary, Bruce; Breeden, Andy; Krause, Lee

    2007-04-01

    Nowadays, there is an increasing demand for the military to conduct operations that are beyond traditional warfare. In these operations, analyzing and understanding those who are involved in the situation, how they are going to behave, and why they behave in certain ways is critical for success. The challenge lies in that behavior does not simply follow universal/fixed doctrines; it is significantly influenced by soft factors (i.e. cultural factors, societal norms, etc.). In addition, there is rarely just one isolated enemy; the behaviors and responses of all groups in the region, and the dynamics of the interaction among them composes an important part of the whole picture. The Dynamic Adversarial Gaming Algorithm (DAGA) project aims to provide a wargaming environment for automation of simulating dynamics of geopolitical crisis and eventually be applied to military simulation and training domain, and/or commercial gaming arena. The focus of DAGA is on modeling communities of interest (COIs), where various individuals, groups, and organizations as well as their interactions are captured. The framework should provide a context for COIs to interact with each other and influence others' behaviors. These behaviors must incorporate soft factors by modeling cultural knowledge. We do so by representing cultural variables and their influence on behavior using probabilistic networks. In this paper, we describe our COI modeling, the development of cultural networks, the interaction architecture, and a prototype of DAGA.

  7. Phase-Field Based Multiscale Modeling of Heterogeneous Solid Electrolytes: Applications to Nanoporous Li3PS4.

    Science.gov (United States)

    Hu, Jia-Mian; Wang, Bo; Ji, Yanzhou; Yang, Tiannan; Cheng, Xiaoxing; Wang, Yi; Chen, Long-Qing

    2017-09-27

    Modeling the effective ion conductivities of heterogeneous solid electrolytes typically involves the use of a computer-generated microstructure consisting of randomly or uniformly oriented fillers in a matrix. However, the structural features of the filler/matrix interface, which critically determine the interface ion conductivity and the microstructure morphology, have not been considered during the microstructure generation. Using nanoporous β-Li3PS4 electrolyte as an example, we develop a phase-field model that enables generating nanoporous microstructures of different porosities and connectivity patterns based on the depth and the energy of the surface (pore/electrolyte interface), both of which are predicted through density functional theory (DFT) calculations. Room-temperature effective ion conductivities of the generated microstructures are then calculated numerically, using DFT-estimated surface Li-ion conductivity (3.14 × 10(-3) S/cm) and experimentally measured bulk Li-ion conductivity (8.93 × 10(-7) S/cm) of β-Li3PS4 as the inputs. We also use the generated microstructures to inform effective medium theories to rapidly predict the effective ion conductivity via analytical calculations. When porosity approaches the percolation threshold, both the numerical and analytical methods predict a significantly enhanced Li-ion conductivity (1.74 × 10(-4) S/cm) that is in good agreement with experimental data (1.64 × 10(-4) S/cm). The present phase-field based multiscale model is generally applicable to predict both the microstructure patterns and the effective properties of heterogeneous solid electrolytes.

  8. The rise of games and high-performance computing for modeling and simulation

    National Research Council Canada - National Science Library

    Committee on Modeling, Simulation, and Games; Standing Committee on Technology Insight--Gauge, Evaluate, and Review; National Research Council

    2010-01-01

    "The technical and cultural boundaries between modeling, simulation, and games are increasingly blurring, providing broader access to capabilities in modeling and simulation and further credibility...

  9. A cognitive-behavioral model of problematic online gaming in adolescents aged 12–22 years

    NARCIS (Netherlands)

    Haagsma, M.C.; Caplan, S.E.; Peters, O.; Pieterse, Marcel E.

    2013-01-01

    The aim of this study was to apply the cognitive behavioral model of problematic Internet use to the context of online game use to obtain a better understanding of problematic use of online games and its negative consequences. In total, 597 online game playing adolescents aged 12–22 years

  10. Playing with Process: Video Game Choice as a Model of Behavior

    Science.gov (United States)

    Waelchli, Paul

    2010-01-01

    Popular culture experience in video games creates avenues to practice information literacy skills and model research in a real-world setting. Video games create a unique popular culture experience where players can invest dozens of hours on one game, create characters to identify with, organize skill sets and plot points, collaborate with people…

  11. Teaching Tip: Using Rapid Game Prototyping for Exploring Requirements Discovery and Modeling

    Science.gov (United States)

    Dalal, Nikunj

    2012-01-01

    We describe the use of rapid game prototyping as a pedagogic technique to experientially explore and learn requirements discovery, modeling, and specification in systems analysis and design courses. Students have a natural interest in gaming that transcends age, gender, and background. Rapid digital game creation is used to build computer games…

  12. Defaultable Game Options in a Hazard Process Model

    Directory of Open Access Journals (Sweden)

    Tomasz R. Bielecki

    2009-01-01

    Full Text Available The valuation and hedging of defaultable game options is studied in a hazard process model of credit risk. A convenient pricing formula with respect to a reference filteration is derived. A connection of arbitrage prices with a suitable notion of hedging is obtained. The main result shows that the arbitrage prices are the minimal superhedging prices with sigma martingale cost under a risk neutral measure.

  13. Modeling evolutionary games in populations with demographic structure

    DEFF Research Database (Denmark)

    Li, Xiang-Yi; Giaimo, Stefano; Baudisch, Annette

    2015-01-01

    Classic life history models are often based on optimization algorithms, focusing on the adaptation of survival and reproduction to the environment, while neglecting frequency dependent interactions in the population. Evolutionary game theory, on the other hand, studies frequency dependent strategy...... interactions, but usually omits life history and the demographic structure of the population. Here we show how an integration of both aspects can substantially alter the underlying evolutionary dynamics. We study the replicator dynamics of strategy interactions in life stage structured populations. Individuals...

  14. Applying an Experiential Learning Model to the Teaching of Gateway Strategy Board Games

    OpenAIRE

    Aiko Sato; Jonathan de Haan

    2016-01-01

    The board game hobby has rapidly grown and evolved in recent years, but most of the non-digital games lack tips and tutorials and remain difficult to learn and teach effectively. In this project, we integrated a popular hobbyist approach to teaching modern strategy games with classical experiential learning elements (i.e., demonstration, observation, reflection, discussion and repeated experiences). We tested our model by teaching two modern board games to Japanese high school ...

  15. PPARγ agonist pioglitazone improves cerebellar dysfunction at pre-Aβ deposition stage in APPswe/PS1dE9 Alzheimer's disease model mice

    Energy Technology Data Exchange (ETDEWEB)

    Toba, Junya; Nikkuni, Miyu [Laboratory for Molecular Brain Science, Department of Life Science and Medical Bioscience, Graduate School of Advanced Science and Engineering, Waseda University, Tokyo, 162-8480 Japan (Japan); Ishizeki, Masato [Laboratory for Neurophysiology, Department of Life Science and Medical Bioscience, Graduate School of Advanced Science and Engineering, Waseda University, Tokyo, 162-8480 Japan (Japan); Yoshii, Aya; Watamura, Naoto [Laboratory for Molecular Brain Science, Department of Life Science and Medical Bioscience, Graduate School of Advanced Science and Engineering, Waseda University, Tokyo, 162-8480 Japan (Japan); Inoue, Takafumi [Laboratory for Neurophysiology, Department of Life Science and Medical Bioscience, Graduate School of Advanced Science and Engineering, Waseda University, Tokyo, 162-8480 Japan (Japan); Ohshima, Toshio, E-mail: ohshima@waseda.jp [Laboratory for Molecular Brain Science, Department of Life Science and Medical Bioscience, Graduate School of Advanced Science and Engineering, Waseda University, Tokyo, 162-8480 Japan (Japan)

    2016-05-13

    Alzheimer's disease (AD) is one of the best known neurodegenerative diseases; it causes dementia and its pathological features include accumulation of amyloid β (Aβ) and neurofibrillary tangles (NFTs) in the brain. Elevated Cdk5 activity and CRMP2 phosphorylation have been reported in the brains of AD model mice at the early stage of the disease, but the significance thereof in human AD remains unelucidated. We have recently reported that Aβ accumulation in the cerebellum of AD model APPswe/PS1dE9 (APP/PS1) mice, and cerebellar dysfunctions, such as impairment of motor coordination ability and long-term depression (LTD) induction, at the pre-Aβ accumulation stage. In the present study, we found increased phosphorylation levels of CRMP2 as well as increased p35 protein levels in the cerebellum of APP/PS1 mice. Interestingly, we show that pioglitazone, an agonist of peroxisome proliferator-activated receptor γ, normalized the p35 protein and CRMP2 phosphorylation levels in the cerebellum. Impaired motor coordination ability and LTD in APP/PS1 mice were ameliorated by pioglitazone treatment at the pre-Aβ accumulation stage. These results suggest a correlation between CRMP2 phosphorylation and AD pathophysiology, and indicate the effectiveness of pioglitazone treatment at the pre-Aβ accumulation stage in AD model mice. -- Highlights: •Phosphorylation level of CRMP2 increased in the cerebellum of APP/PS1 mice. •p35 protein levels increased in the cerebellum of APP/PS1 mice. •Pioglitazone treatment improved cerebellar dysfunction of APP/PS1 mice.

  16. A Study of Prisoner’s Dilemma Game Model with Incomplete Information

    Directory of Open Access Journals (Sweden)

    Xiuqin Deng

    2015-01-01

    Full Text Available Prisoners’ dilemma is a typical game theory issue. In our study, it is regarded as an incomplete information game with unpublicized game strategies. We solve our problem by establishing a machine learning model using Bayes formula. The model established is referred to as the Bayes model. Based on the Bayesian model, we can make the prediction of players’ choices to better complete the unknown information in the game. And we suggest the hash table to make improvement in space and time complexity. We build a game system with several types of game strategy for testing. In double- or multiplayer games, the Bayes model is more superior to other strategy models; the total income using Bayes model is higher than that of other models. Moreover, from the result of the games on the natural model with Bayes model, as well as the natural model with TFT model, it is found that Bayes model accrued more benefits than TFT model on average. This demonstrates that the Bayes model introduced in this study is feasible and effective. Therefore, it provides a novel method of solving incomplete information game problem.

  17. Symbolic Game Semantics for Model Checking Program Families

    DEFF Research Database (Denmark)

    Dimovski, Aleksandar

    2016-01-01

    represent program families with infinite integers as so-called (finite-state) featured symbolic automata. Specifically designed model checking algorithms are then employed to verify safety of all programs from a family at once and pinpoint those programs that are unsafe (respectively, safe). We present......Program families can produce a (potentially huge) number of related programs from a common code base. Many such programs are safety critical. However, most verification techniques are designed to work on the level of single programs, and thus are too costly to apply to the entire program family....... In this paper, we propose an efficient game semantics based approach for verifying open program families, i.e. program families with free (undefined) identifiers. We use symbolic representation of algorithmic game semantics, where concrete values are replaced with symbolic ones. In this way, we can compactly...

  18. A Model-driven Framework for Educational Game Design

    NARCIS (Netherlands)

    Roungas, Bill; Dalpiaz, Fabiano

    2015-01-01

    Educational games are a class of serious games whose main purpose is to teach some subject to their players. Despite the many existing design frameworks, these games are too often created in an ad-hoc manner, and typically without the use of a game design document GDD. We argue that a reason for

  19. Analisis Model Penelusuran Backward Chaining dalam Mendeteksi Tingkat Kecanduan Game pada Anak

    Directory of Open Access Journals (Sweden)

    Anastasya Latubessy

    2017-10-01

    Full Text Available Game addiction rate can be detected by applying expert system. This study developed a model of game addiction analysis using backward chaining. This model uses six types of game addiction behavior, among others, salience, euphoria, conflict, tolerance, withdrawal, relapse and reinstatement. Someone is said to be addicted to the game if it meets at least three types of game addiction behavior. Testing the validity of the model is done by testing the closeness of the agreement between the model analysis and expert analysis, resulting in a value of 0.78 which means having a strong agreement. Tingkat kecanduan game dapat dideteksi dengan mengaplikasikan sistem pakar. Penelitian ini mengembangkan model analisis tingkat kecanduan game menggunakan backward chaining. Model ini menggunakan enam jenis perilaku kecanduan game antara lain, salience, euphoria, conflict, tolerance, withdrawal, relapse dan reinstatement. Seseorang dikatakan kecanduan game jika memenuhi paling sedikit tiga jenis perilaku kecanduan game. Pengujian validitas model dilakukan dengan menguji keeratan kesepakatan antara analisis model dan analisis pakar, menghasilkan nilai 0,78 yang berarti memiliki keeratan kesepakatan kuat.

  20. Purpose, Processes, Partnerships, and Products: 4Ps to advance Participatory Socio-Environmental Modeling

    Science.gov (United States)

    Gray, S. G.; Voinov, A. A.; Jordan, R.; Paolisso, M.

    2016-12-01

    Model-based reasoning is a basic part of human understanding, decision-making, and communication. Including stakeholders in environmental model building and analysis is an increasingly popular approach to understanding environmental change since stakeholders often hold valuable knowledge about socio-environmental dynamics and since collaborative forms of modeling produce important boundary objects used to collectively reason about environmental problems. Although the number of participatory modeling (PM) case studies and the number of researchers adopting these approaches has grown in recent years, the lack of standardized reporting and limited reproducibility have prevented PM's establishment and advancement as a cohesive field of study. We suggest a four dimensional framework that includes reporting on dimensions of: (1) the Purpose for selecting a PM approach (the why); (2) the Process by which the public was involved in model building or evaluation (the how); (3) the Partnerships formed (the who); and (4) the Products that resulted from these efforts (the what). We highlight four case studies that use common PM software-based approaches (fuzzy cognitive mapping, agent-based modeling, system dynamics, and participatory geospatial modeling) to understand human-environment interactions and the consequences of environmental changes, including bushmeat hunting in Tanzania and Cameroon, agricultural production and deforestation in Zambia, and groundwater management in India. We demonstrate how standardizing communication about PM case studies can lead to innovation and new insights about model-based reasoning in support of environmental policy development. We suggest that our 4P framework and reporting approach provides a way for new hypotheses to be identified and tested in the growing field of PM.

  1. Purpose, processes, partnerships, and products: four Ps to advance participatory socio-environmental modeling.

    Science.gov (United States)

    Gray, Steven; Voinov, Alexey; Paolisso, Michael; Jordan, Rebecca; BenDor, Todd; Bommel, Pierre; Glynn, Pierre; Hedelin, Beatrice; Hubacek, Klaus; Introne, Josh; Kolagani, Nagesh; Laursen, Bethany; Prell, Christina; Schmitt Olabisi, Laura; Singer, Alison; Sterling, Eleanor; Zellner, Moira

    2018-01-01

    Including stakeholders in environmental model building and analysis is an increasingly popular approach to understanding ecological change. This is because stakeholders often hold valuable knowledge about socio-environmental dynamics and collaborative forms of modeling produce important boundary objects used to collectively reason about environmental problems. Although the number of participatory modeling (PM) case studies and the number of researchers adopting these approaches has grown in recent years, the lack of standardized reporting and limited reproducibility have prevented PM's establishment and advancement as a cohesive field of study. We suggest a four-dimensional framework (4P) that includes reporting on dimensions of (1) the Purpose for selecting a PM approach (the why); (2) the Process by which the public was involved in model building or evaluation (the how); (3) the Partnerships formed (the who); and (4) the Products that resulted from these efforts (the what). We highlight four case studies that use common PM software-based approaches (fuzzy cognitive mapping, agent-based modeling, system dynamics, and participatory geospatial modeling) to understand human-environment interactions and the consequences of ecological changes, including bushmeat hunting in Tanzania and Cameroon, agricultural production and deforestation in Zambia, and groundwater management in India. We demonstrate how standardizing communication about PM case studies can lead to innovation and new insights about model-based reasoning in support of ecological policy development. We suggest that our 4P framework and reporting approach provides a way for new hypotheses to be identified and tested in the growing field of PM. © 2017 by the Ecological Society of America.

  2. Purpose, processes, partnerships, and products: four Ps to advance participatory socio-environmental modeling

    Science.gov (United States)

    Gray, Steven; Voinov, Alexey; Paolisso, Michael; Jordan, Rebecca; BenDor, Todd; Bommel, Pierre; Glynn, Pierre D.; Hedelin, Beatrice; Hubacek, Klaus; Introne, Josh; Kolagani, Nagesh; Laursen, Bethany; Prell, Christina; Schmitt-Olabisi, Laura; Singer, Alison; Sterling, Eleanor J.; Zellner, Moira

    2018-01-01

    Including stakeholders in environmental model building and analysis is an increasingly popular approach to understanding ecological change. This is because stakeholders often hold valuable knowledge about socio-environmental dynamics and collaborative forms of modeling produce important boundary objects used to collectively reason about environmental problems. Although the number of participatory modeling (PM) case studies and the number of researchers adopting these approaches has grown in recent years, the lack of standardized reporting and limited reproducibility have prevented PM's establishment and advancement as a cohesive field of study. We suggest a four-dimensional framework (4P) that includes reporting on dimensions of (1) the Purpose for selecting a PM approach (the why); (2) the Process by which the public was involved in model building or evaluation (the how); (3) the Partnerships formed (the who); and (4) the Products that resulted from these efforts (the what). We highlight four case studies that use common PM software-based approaches (fuzzy cognitive mapping, agent-based modeling, system dynamics, and participatory geospatial modeling) to understand human–environment interactions and the consequences of ecological changes, including bushmeat hunting in Tanzania and Cameroon, agricultural production and deforestation in Zambia, and groundwater management in India. We demonstrate how standardizing communication about PM case studies can lead to innovation and new insights about model-based reasoning in support of ecological policy development. We suggest that our 4P framework and reporting approach provides a way for new hypotheses to be identified and tested in the growing field of PM.

  3. Modeling evolutionary games in populations with demographic structure.

    Science.gov (United States)

    Li, Xiang-Yi; Giaimo, Stefano; Baudisch, Annette; Traulsen, Arne

    2015-09-07

    Classic life history models are often based on optimization algorithms, focusing on the adaptation of survival and reproduction to the environment, while neglecting frequency dependent interactions in the population. Evolutionary game theory, on the other hand, studies frequency dependent strategy interactions, but usually omits life history and the demographic structure of the population. Here we show how an integration of both aspects can substantially alter the underlying evolutionary dynamics. We study the replicator dynamics of strategy interactions in life stage structured populations. Individuals have two basic strategic behaviours, interacting in pairwise games. A player may condition behaviour on the life stage of its own, or that of the opponent, or the matching of life stages between both players. A strategy is thus defined as the set of rules that determines a player׳s life stage dependent behaviours. We show that the diversity of life stage structures and life stage dependent strategies can promote each other, and the stable frequency of basic strategic behaviours can deviate from game equilibrium in populations with life stage structures. Copyright © 2015 Elsevier Ltd. All rights reserved.

  4. A Tripartite Neurocognitive Model of Internet Gaming Disorder

    Science.gov (United States)

    Wei, Lei; Zhang, Shuyue; Turel, Ofir; Bechara, Antoine; He, Qinghua

    2017-01-01

    Playing Internet games has emerged as a growing in prevalence leisure activity. In some cases, excess gaming can lead to addiction-like symptoms and aversive outcomes that may be seen by some as manifestations of a behavioral addiction. Even though agreement regarding the pathologizing of excessive video gaming is not yet achieved and perhaps because the field requires more research, many works have examined the antecedents and outcomes of what is termed internet gaming disorder (IGD). In this article, we aim at summarizing perspectives and findings related to the neurocognitive processes that may underlie IGD and map such findings onto the triadic-system that governs behavior and decision-making, the deficits in which have been shown to be associated with many addictive disorders. This tripartite system model includes the following three brain systems: (1) the impulsive system, which often mediates fast, automatic, unconscious, and habitual behaviors; (2) the reflective system, which mediates deliberating, planning, predicting future outcomes of selected behaviors, and exerting inhibitory control; and (3) the interoceptive awareness system, which generates a state of craving through the translation of somatic signals into a subjective state of drive. We suggest that IGD formation and maintenance can be associated with (1) a hyperactive “impulsive” system; (2) a hypoactive “reflective” system, as exacerbated by (3) an interoceptive awareness system that potentiates the activity of the impulsive system, and/or hijacks the goal-driven cognitive resources needed for the normal operation of the reflective system. Based on this review, we propose ways to improve the therapy and treatment of IGD and reduce the risk of relapse among recovering IGD populations. PMID:29312016

  5. A Tripartite Neurocognitive Model of Internet Gaming Disorder

    Directory of Open Access Journals (Sweden)

    Lei Wei

    2017-12-01

    Full Text Available Playing Internet games has emerged as a growing in prevalence leisure activity. In some cases, excess gaming can lead to addiction-like symptoms and aversive outcomes that may be seen by some as manifestations of a behavioral addiction. Even though agreement regarding the pathologizing of excessive video gaming is not yet achieved and perhaps because the field requires more research, many works have examined the antecedents and outcomes of what is termed internet gaming disorder (IGD. In this article, we aim at summarizing perspectives and findings related to the neurocognitive processes that may underlie IGD and map such findings onto the triadic-system that governs behavior and decision-making, the deficits in which have been shown to be associated with many addictive disorders. This tripartite system model includes the following three brain systems: (1 the impulsive system, which often mediates fast, automatic, unconscious, and habitual behaviors; (2 the reflective system, which mediates deliberating, planning, predicting future outcomes of selected behaviors, and exerting inhibitory control; and (3 the interoceptive awareness system, which generates a state of craving through the translation of somatic signals into a subjective state of drive. We suggest that IGD formation and maintenance can be associated with (1 a hyperactive “impulsive” system; (2 a hypoactive “reflective” system, as exacerbated by (3 an interoceptive awareness system that potentiates the activity of the impulsive system, and/or hijacks the goal-driven cognitive resources needed for the normal operation of the reflective system. Based on this review, we propose ways to improve the therapy and treatment of IGD and reduce the risk of relapse among recovering IGD populations.

  6. KioskAR: An Augmented Reality Game as a New Business Model to Present Artworks

    Directory of Open Access Journals (Sweden)

    Yoones A. Sekhavat

    2016-01-01

    Full Text Available This paper presents the architecture of KioskAR, which is a pervasive game implemented using augmented reality (AR. This game introduces a new business model that makes it possible for players to present their artworks in virtual kiosks using augmented reality, while they are having fun playing the game. In addition to competition between the players in the game, this game requires social interaction between players to earn more points. A user study is conducted to evaluate the sense of presence and the usability of the application. The results of experiments show that KioskAR can achieve a high level of usability as well as sense of presence.

  7. Lyapunov stability in an evolutionary game theory model of the labour market

    Directory of Open Access Journals (Sweden)

    Ricardo Azevedo Araujo

    2014-01-01

    Full Text Available In this paper the existence and stability of equilibriums in an evolutionary game theory model of the labour market is studied by using the Lyapunov method. The model displays multiple equilibriums and it is shown that the Nash equilibriums of the static game are evolutionary stable equilibrium in the game theory evolutionary set up. A complete characterization of the dynamics of an evolutionary model of the labour market is provided.

  8. Biform Games

    OpenAIRE

    Adam Brandenburger; Harborne Stuart

    2007-01-01

    Both noncooperative and cooperative game theory have been applied to business strategy. We propose a hybrid noncooperative-cooperative game model, which we call a biform game. This is designed to formalize the notion of business strategy as making moves to try to shape the competitive environment in a favorable way. (The noncooperative component of a biform game models the strategic moves. The cooperative component models the resulting competitive environment.) We give biform models of variou...

  9. PS-wave moveout inversion for tilted TI media: A physical modeling study

    Digital Repository Service at National Institute of Oceanography (India)

    Dewangan, P.; Tsvankin, I.; Batzle, M.; Van Wijk, K.; Haney, M.

    Acoustics Laboratory at Colorado School of Mines H20849CSMH20850. Measurements H20849reflection and transmission surveysH20850 were made only in the symmetry-axis plane of the sample, where the velocities and polarizations are described by TI equations, even... asymmetry is caused entirely by the oblique orientation of the sym- metry axis. Note that the moveout of converted waves is symmetric in any laterally homogeneous medium with a horizontal symmetry plane, including TI models with a vertical H20849VTIH20850...

  10. Game mechanics engine

    OpenAIRE

    Magnusson, Lars V

    2011-01-01

    Game logic and game rules exists in all computer games, but they are created di erently for all game engines. This game engine dependency exists because of how the internal object model is implemented in the engine, as a place where game logic data is intermingled with the data needed by the low- level subsystems. This thesis propose a game object model design, based on existing theory, that removes this dependency and establish a general game logic framework. The thesis the...

  11. Chronic stress induced cognitive impairment in APP/PS-1 double transgenic mouse model of Alzheimer's disease

    Directory of Open Access Journals (Sweden)

    Bing HAN

    2015-08-01

    Full Text Available Objective  To observe the effect of chronic unpredictable mild stress (CUMS on the cognitive function and brain morphological changes in APP/PS-1 mice, one of the genetic mouse models of Alzheimer's disease (AD, and to investigate the possible role of environmental factors in genetic mouse model of AD. Methods  There were 22-week-old wild-type C57BL/6 male mice (control group, N = 15 and APP/PS-1 double transgenic male mice [N = 27: AD group (N = 13 and AD + CUMS group (N = 14] tested in this study. Morris water maze test was used to evaluate spatial learning and memory of the mice. Amyloid deposition in the hippocampus was determined by Congo red staining. The ultrastructure of neurons in hippocampal CA1 region was observed by transmission electron microscope (TEM.  Results  Compared with control group, AD + CUMS group had significantly longer fifth-day escape latency [(33.14 ± 14.37 s vs (21.22 ± 12.16 s; t = -2.701, P = 0.045], and significantly shortened time spent in platform quadrant [(9.74±1.35 s vs (15.02 ± 1.33 s; t = 2.639, P = 0.012] in Morris water maze test. Compared with AD group, the percentage of amyloid plaque area in hippocampal area was increased in AD + CUMS group [(0.59 ± 0.03% vs (0.04 ± 0.03%; t = -2.900, P = 0.005]. The ultrastructure of hippocampal neurons in AD group was slightly damaged: cellular membrane was intact; cell matrix was uniform; intracelluar lipofuscin could be seen; the structure of nucleus and nuclear membrane had no obvious changes; mild fusion of cristae and membrane was seen in mitochondria; Golgi apparatus was partially indistinct; endoplasmic reticulum was mildly expanded. The ultrastructure of hippocampal neurons in AD + CUMS group was obviously damaged, including blurred cell membrane, reduced low-density and high-density granules in cytoplasm, uneven cell matrix, reduced number of organelles, lipofuscin and autophagosome deposition, obvious condensation of chromatin distributing over

  12. Complex Dynamics of an Adnascent-Type Game Model

    Directory of Open Access Journals (Sweden)

    Baogui Xin

    2008-01-01

    Full Text Available The paper presents a nonlinear discrete game model for two oligopolistic firms whose products are adnascent. (In biology, the term adnascent has only one sense, “growing to or on something else,” e.g., “moss is an adnascent plant.” See Webster's Revised Unabridged Dictionary published in 1913 by C. & G. Merriam Co., edited by Noah Porter. The bifurcation of its Nash equilibrium is analyzed with Schwarzian derivative and normal form theory. Its complex dynamics is demonstrated by means of the largest Lyapunov exponents, fractal dimensions, bifurcation diagrams, and phase portraits. At last, bifurcation and chaos anticontrol of this system are studied.

  13. A mean-field game economic growth model

    KAUST Repository

    Gomes, Diogo A.

    2016-08-05

    Here, we examine a mean-field game (MFG) that models the economic growth of a population of non-cooperative, rational agents. In this MFG, agents are described by two state variables - the capital and consumer goods they own. Each agent seeks to maximize his/her utility by taking into account statistical data about the whole population. The individual actions drive the evolution of the players, and a market-clearing condition determines the relative price of capital and consumer goods. We study the existence and uniqueness of optimal strategies of the agents and develop numerical methods to compute these strategies and the equilibrium price.

  14. Developing and investigating validity of a knowledge management game simulation model

    NARCIS (Netherlands)

    Tsjernikova, Irina

    2009-01-01

    The goals of this research project were to develop a game simulation model which supports learning knowledge management in a game environment and to investigate the validity of that model. The validity of the model is approached from two perspectives: educational validity and representational

  15. Categorization of Digital Games in English Language Learning Studies: Introducing the SSI Model

    Science.gov (United States)

    Sundqvist, Pia

    2013-01-01

    The main aim of the present paper is to introduce a model for digital game categorization suitable for use in English language learning studies: the Scale of Social Interaction (SSI) Model (original idea published as Sundqvist, 2013). The SSI Model proposes a classification of commercial off-the-shelf (COTS) digital games into three categories:…

  16. Game Theory Models for Multi-Robot Patrolling of Infrastructures

    Directory of Open Access Journals (Sweden)

    Erik Hernández

    2013-03-01

    Full Text Available This work is focused on the problem of performing multi-robot patrolling for infrastructure security applications in order to protect a known environment at critical facilities. Thus, given a set of robots and a set of points of interest, the patrolling task consists of constantly visiting these points at irregular time intervals for security purposes. Current existing solutions for these types of applications are predictable and inflexible. Moreover, most of the previous work has tackled the patrolling problem with centralized and deterministic solutions and only few efforts have been made to integrate dynamic methods. Therefore, one of the main contributions of this work is the development of new dynamic and decentralized collaborative approaches in order to solve the aforementioned problem by implementing learning models from Game Theory. The model selected in this work that includes belief-based and reinforcement models as special cases is called Experience-Weighted Attraction. The problem has been defined using concepts of Graph Theory to represent the environment in order to work with such Game Theory techniques. Finally, the proposed methods have been evaluated experimentally by using a patrolling simulator. The results obtained have been compared with previous available approaches.

  17. Magnetization transfer contrast imaging detects early white matter changes in the APP/PS1 amyloidosis mouse model

    Directory of Open Access Journals (Sweden)

    Jelle Praet

    2016-01-01

    Full Text Available While no definitive cure for Alzheimer's disease exists yet, currently available treatments would benefit greatly from an earlier diagnosis. It has previously been shown that Magnetization transfer contrast (MTC imaging is able to detect amyloid β plaques in old APP/PS1 mice. In the current study we investigated if MTC is also able to visualize early amyloid β (Aβ induced pathological changes. In a cross-sectional study, a comparison was made between the MT ratio of wild type (WT and APP/PS1 mice at 2, 4, 6, 8 and 24 months of age. We observed an increased MT-ratio in the cortex of 24 month old APP/PS1 mice as compared to WT mice. However, when comparing the MT-ratio of the cortex of WT mice with the MT-ratio of the APP/PS1 mice at 2, 4, 6 or 8 months of age, no significant changes could be observed. In contrast to the cortex, we consistently observed a decreased MT-ratio in the splenium of 4, 6 and 8 month old APP/PS1 mice as compared to age-matched WT mice. Lastly, the decreased MT-ratio in the splenium of APP/PS1 mice correlated to the Aβ plaque deposition, astrogliosis and microgliosis. This MT-ratio decrease did however not correlate to the myelin content. Combined, our results suggest that MTC is able to visualize early Aβ-induced changes in the splenium but not the cortex of APP/PS1 mice.

  18. An Evolutionary Game Theory Model of Spontaneous Brain Functioning.

    Science.gov (United States)

    Madeo, Dario; Talarico, Agostino; Pascual-Leone, Alvaro; Mocenni, Chiara; Santarnecchi, Emiliano

    2017-11-22

    Our brain is a complex system of interconnected regions spontaneously organized into distinct networks. The integration of information between and within these networks is a continuous process that can be observed even when the brain is at rest, i.e. not engaged in any particular task. Moreover, such spontaneous dynamics show predictive value over individual cognitive profile and constitute a potential marker in neurological and psychiatric conditions, making its understanding of fundamental importance in modern neuroscience. Here we present a theoretical and mathematical model based on an extension of evolutionary game theory on networks (EGN), able to capture brain's interregional dynamics by balancing emulative and non-emulative attitudes among brain regions. This results in the net behavior of nodes composing resting-state networks identified using functional magnetic resonance imaging (fMRI), determining their moment-to-moment level of activation and inhibition as expressed by positive and negative shifts in BOLD fMRI signal. By spontaneously generating low-frequency oscillatory behaviors, the EGN model is able to mimic functional connectivity dynamics, approximate fMRI time series on the basis of initial subset of available data, as well as simulate the impact of network lesions and provide evidence of compensation mechanisms across networks. Results suggest evolutionary game theory on networks as a new potential framework for the understanding of human brain network dynamics.

  19. Communicating with sentences: A multi-word naming game model

    Science.gov (United States)

    Lou, Yang; Chen, Guanrong; Hu, Jianwei

    2018-01-01

    Naming game simulates the process of naming an object by a single word, in which a population of communicating agents can reach global consensus asymptotically through iteratively pair-wise conversations. We propose an extension of the single-word model to a multi-word naming game (MWNG), simulating the case of describing a complex object by a sentence (multiple words). Words are defined in categories, and then organized as sentences by combining them from different categories. We refer to a formatted combination of several words as a pattern. In such an MWNG, through a pair-wise conversation, it requires the hearer to achieve consensus with the speaker with respect to both every single word in the sentence as well as the sentence pattern, so as to guarantee the correct meaning of the saying; otherwise, they fail reaching consensus in the interaction. We validate the model in three typical topologies as the underlying communication network, and employ both conventional and man-designed patterns in performing the MWNG.

  20. Exact Algorithms for Solving Stochastic Games

    DEFF Research Database (Denmark)

    Hansen, Kristoffer Arnsfelt; Koucky, Michal; Lauritzen, Niels

    2012-01-01

    Shapley's discounted stochastic games, Everett's recursive games and Gillette's undiscounted stochastic games are classical models of game theory describing two-player zero-sum games of potentially infinite duration. We describe algorithms for exactly solving these games.......Shapley's discounted stochastic games, Everett's recursive games and Gillette's undiscounted stochastic games are classical models of game theory describing two-player zero-sum games of potentially infinite duration. We describe algorithms for exactly solving these games....

  1. Simulating serious games: a discrete-time computational model based on cognitive flow theory

    NARCIS (Netherlands)

    Westera, Wim

    2017-01-01

    This paper presents a computational model for simulating how people learn from serious games. While avoiding the combinatorial explosion of a games micro-states, the model offers a meso-level pathfinding approach, which is guided by cognitive flow theory and various concepts from learning sciences.

  2. How people learn while playing serious games: A computational modelling approach

    NARCIS (Netherlands)

    Westera, Wim

    2017-01-01

    This paper proposes a computational modelling approach for investigating the interplay of learning and playing in serious games. A formal model is introduced that allows for studying the details of playing a serious game under diverse conditions. The dynamics of player action and motivation is based

  3. 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…

  4. The effect of focal brain injury on beta-amyloid plaque deposition, inflammation and synapses in the APP/PS1 mouse model of Alzheimer's disease.

    Science.gov (United States)

    Collins, Jessica M; King, Anna E; Woodhouse, Adele; Kirkcaldie, Matthew T K; Vickers, James C

    2015-05-01

    Traumatic brain injury is a risk factor for Alzheimer's disease (AD), however the effect of such neural damage on the onset and progression of beta-amyloid (Aβ) plaque pathology is not well understood. This study utilized an in vivo model of focal brain injury to examine how localized damage may acutely affect the onset and progression of Aβ plaque deposition as well as inflammatory and synaptic changes, in the APP/PS1 (APPSWE, PSEN1dE9) transgenic model of AD relative to wild-type (Wt) mice. Acute focal brain injury in 3- and 9-month-old APP/PS1 and Wt mice was induced by insertion of a needle into the somatosensory neocortex, as compared to sham surgery, and examined at 24h and 7d post-injury (PI). Focal brain injury did not induce thioflavine-S stained or (pan-Aβ antibody) MOAB-2-labeled plaques at either 24h or 7d PI in 3-month-old APP/PS1 mice or Wt mice. Nine-month-old APP/PS1 mice demonstrate cortical Aβ plaques but focal injury had no statistically significant (p>0.05) effect on thioflavine-S or MOAB-2 plaque load surrounding the injury site at 24h PI or 7d PI. There was a significant (p0.05). For both Wt and APP/PS1 mice alike, synaptophysin puncta near the injury site were significantly reduced 24h PI (compared to sites distant to the injury and the corresponding area in sham mice; p0.05). There was no significant effect of genotype on this response (p>0.05). These results indicate that focal brain injury and the associated microglial response do not acutely alter Aβ plaque deposition in the APP/PS1 mouse model. Furthermore the current study demonstrated that the brains of both Wt and APP/PS1 mice are capable of recovering lost synaptophysin immunoreactivity post-injury, the latter in the presence of Aβ plaque pathology that causes synaptic degeneration. Copyright © 2015 Elsevier Inc. All rights reserved.

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

    Science.gov (United States)

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

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

  6. A Game-Theoretic Model of Marketing Skin Whiteners.

    Science.gov (United States)

    Mendoza, Roger Lee

    2015-01-01

    Empirical studies consistently find that people in less developed countries tend to regard light or "white" skin, particularly among women, as more desirable or superior. This is a study about the marketing of skin whiteners in these countries, where over 80 percent of users are typically women. It proceeds from the following premises: a) Purely market or policy-oriented approaches toward the risks and harms of skin whitening are cost-inefficient; b) Psychosocial and informational factors breed uninformed and risky consumer choices that favor toxic skin whiteners; and c) Proliferation of toxic whiteners in a competitive buyer's market raises critical supplier accountability issues. Is intentional tort a rational outcome of uncooperative game equilibria? Can voluntary cooperation nonetheless evolve between buyers and sellers of skin whiteners? These twin questions are key to addressing the central paradox in this study: A robust and expanding buyer's market, where cheap whitening products abound at a high risk to personal and societal health and safety. Game-theoretic modeling of two-player and n-player strategic interactions is proposed in this study for both its explanatory and predictive value. Therein also lie its practical contributions to the economic literature on skin whitening.

  7. The Integrated Model of (Dys- Functionality: Reconstructing Patterns of Gaming as Self-Medication in Biographical Interviews with Video Game Addicts

    Directory of Open Access Journals (Sweden)

    Paula Bleckmann

    2015-07-01

    Full Text Available We aim to build a new theory of highly committed problematic video gaming based on rich qualitative data and to compare it to existing theories. To do this, we used hermeneutic analytical methods and grounded theory methodology to analyze 125 hours of recording from 42 biographical interviews, 23 of them with long-term follow-up. Participants were addicted (ex- gamers according to screening instruments, aged 16 to 44, 29 males and 13 females. The integrated (dys- functionality model shows in-game behavior of participants to be dysfunctional in that it hinders advancement in several distinguishable real-life biographical quests (for success, for belonging, and for autonomy and at the same time functional in that it matches these quests. The model integrates two seemingly irreconcilable research traditions: The addiction/disease model in medical-psychological research investigates dysfunctionality of gaming in pathological gamers. Game studies focus on functionality of in-game behavior and establish gamer typologies based on gaming motives. By adding the biographical context to game studies, but keeping the gamer's perspective, we show that gamers whose lives become dominated by gaming may know what they want and "virtually" get it, but still not "really" get it in the long term. "Compensatory" gaming does not, thus, equal unproblematic or "non-addicted" gaming. URN: http://nbn-resolving.de/urn:nbn:de:0114-fqs150387

  8. Chronic caffeine treatment reverses memory impairment and the expression of brain BNDF and TrkB in the PS1/APP double transgenic mouse model of Alzheimer's disease.

    Science.gov (United States)

    Han, Kun; Jia, Ning; Li, Ji; Yang, Li; Min, Lian-Qiu

    2013-09-01

    The objective of this study was to investigate the effects of varying doses of caffeine on memory impairment and the expression of brain neurotrophic derived factor (BNDF) and TrkB in PS1/APP double transgenic mouse models. PS1/APP double transgenic mice were administered 0.3 ml/day of saline, 1.5 mg/day of caffeine or 0.75 mg/day of caffeine for eight weeks. A water maze test and western blotting were used to determine the memory capability and expression of hippocampal BNDF and TrkB of the mice. The results demonstrated that 0.75 mg/day and 1.5 mg/day doses of caffeine significantly increased memory capability and the expression of hippocampal BDNF and TrkB in PS1/APP mice with a dose-response effect. The results suggested that chronic caffeine treatment may reverse memory impairment in PS1/APP transgenic mice, and BDNF and its receptor TrkB, may be involved in this process.

  9. Beyond iPS!

    Directory of Open Access Journals (Sweden)

    Editorial

    2012-01-01

    Full Text Available It’s undoubtedly a jubilant moment for scientists and clinicians working in the stem cell arena as Prof. Gurdon and Prof. Shinya Yamanaka have been chosen for the Nobel Prize in Physiology & Medicine this year. The mystery of cell biology is something unfathomable and probably the work of this duo as well as the other scientists, who have put their hands on in- vitro de-differentiation have opened our eyes to a new window or a new paradigm in cell biology. The iPS invention has brought a lot of hope in terms of potential direct benefits to treat several diseases, which have no definite options at the moment. But, we envisage that several spin-offs could come out of this invention and one very significant spin-off finding recently witnessed is the finding by Prof. Masaharu Seno and his team of researchers at the Okayama University, Japan (Chen L, et al. 2012, PLoS ONE 7(4:e33544.doi:10.1371/journal.pone.0033544. According to Prof. Seno, mouse iPS cells (miPS when cultured in the conditioned medium derived from cancer cell lines, differentiate into cancer stem cells (CSCs. While differentiating into CSCs, they do retain the potential to develop endothelial progenitor cells. Several questions arise here: 1.Are these miPS derived CSCs really pluripotent, even if the terminal differentiation destined to specific phenotypes? 2.Shouldn’t the Cancer Stem Cells be termed as cancer progenitor cells, as till date they are considered to be producing only cancer cells but not pluripotent to yield other types of normal tissues? The spin-offs could be infinite as the process of differentiation and de-differentiation happening due to trillions of signals and pathways, most still remaining not-so-well understood. A special mention should be made to Prof. Shinya Yamanaka as he has several sterling qualities to be a role-model for budding scientists. Apart from his passion for science, which made him shift his career from orthopedics to a cell biologist, his

  10. Video Game Acceptance: A Meta-Analysis of the Extended Technology Acceptance Model.

    Science.gov (United States)

    Wang, Xiaohui; Goh, Dion Hoe-Lian

    2017-11-01

    The current study systematically reviews and summarizes the existing literature of game acceptance, identifies the core determinants, and evaluates the strength of the relationships in the extended technology acceptance model. Moreover, this study segments video games into two categories: hedonic and utilitarian and examines player acceptance of these two types separately. Through a meta-analysis of 50 articles, we find that perceived ease of use (PEOU), perceived usefulness (PU), and perceived enjoyment (PE) significantly associate with attitude and behavioral intention. PE is the dominant predictor of hedonic game acceptance, while PEOU and PU are the main determinants of utilitarian game acceptance. Furthermore, we find that respondent type and game platform are significant moderators. Findings of this study provide critical insights into the phenomenon of game acceptance and suggest directions for future research.

  11. 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.

  12. Language learning apps or games: an investigation utilizing the RETAIN model

    Directory of Open Access Journals (Sweden)

    Glenda A. Gunter

    2016-01-01

    Full Text Available Abstract: Combining games with mobile devices can promote learning opportunities at the learners' fingertips and enable ubiquitous learning experiences. As teachers increasingly assign games to reinforce language learning, it becomes essential to evaluate how effective these applications are in helping students learn the content or develop the skills that the games are reinforcing. This article examines two English language learning apps under the RETAIN model (GUNTER; KENNY; VICK, 2008. The findings indicate that although these apps offer some language learning opportunities, they do not present scenario-based quality or gameplay, among other elements, if they are to be considered games.

  13. Aerobic Glycolysis in the Frontal Cortex Correlates with Memory Performance in Wild-Type Mice But Not the APP/PS1 Mouse Model of Cerebral Amyloidosis.

    Science.gov (United States)

    Harris, Richard A; Tindale, Lauren; Lone, Asad; Singh, Olivia; Macauley, Shannon L; Stanley, Molly; Holtzman, David M; Bartha, Robert; Cumming, Robert C

    2016-02-10

    Aerobic glycolysis and lactate production in the brain plays a key role in memory, yet the role of this metabolism in the cognitive decline associated with Alzheimer's disease (AD) remains poorly understood. Here we examined the relationship between cerebral lactate levels and memory performance in an APP/PS1 mouse model of AD, which progressively accumulates amyloid-β. In vivo (1)H-magnetic resonance spectroscopy revealed an age-dependent decline in lactate levels within the frontal cortex of control mice, whereas lactate levels remained unaltered in APP/PS1 mice from 3 to 12 months of age. Analysis of hippocampal interstitial fluid by in vivo microdialysis revealed a significant elevation in lactate levels in APP/PS1 mice relative to control mice at 12 months of age. An age-dependent decline in the levels of key aerobic glycolysis enzymes and a concomitant increase in lactate transporter expression was detected in control mice. Increased expression of lactate-producing enzymes correlated with improved memory in control mice. Interestingly, in APP/PS1 mice the opposite effect was detected. In these mice, increased expression of lactate producing enzymes correlated with poorer memory performance. Immunofluorescent staining revealed localization of the aerobic glycolysis enzymes pyruvate dehydrogenase kinase and lactate dehydrogenase A within cortical and hippocampal neurons in control mice, as well as within astrocytes surrounding amyloid plaques in APP/PS1 mice. These observations collectively indicate that production of lactate, via aerobic glycolysis, is beneficial for memory function during normal aging. However, elevated lactate levels in APP/PS1 mice indicate perturbed lactate processing, a factor that may contribute to cognitive decline in AD. Lactate has recently emerged as a key metabolite necessary for memory consolidation. Lactate is the end product of aerobic glycolysis, a unique form of metabolism that occurs within certain regions of the brain. Here

  14. Visualizing and modelling complex rockfall slopes using game-engine hosted models

    Science.gov (United States)

    Ondercin, Matthew; Hutchinson, D. Jean; Harrap, Rob

    2015-04-01

    Innovations in computing in the past few decades have resulted in entirely new ways to collect 3d geological data and visualize it. For example, new tools and techniques relying on high performance computing capabilities have become widely available, allowing us to model rockfalls with more attention to complexity of the rock slope geometry and rockfall path, with significantly higher quality base data, and with more analytical options. Model results are used to design mitigation solutions, considering the potential paths of the rockfall events and the energy they impart on impacted structures. Such models are currently implemented as general-purpose GIS tools and in specialized programs. These tools are used to inspect geometrical and geomechanical data, model rockfalls, and communicate results to researchers and the larger community. The research reported here explores the notion that 3D game engines provide a high speed, widely accessible platform on which to build rockfall modelling workflows and to provide a new and accessible outreach method. Taking advantage of the in-built physics capability of the 3D game codes, and ability to handle large terrains, these models are rapidly deployed and generate realistic visualizations of rockfall trajectories. Their utility in this area is as yet unproven, but preliminary research shows that they are capable of producing results that are comparable to existing approaches. Furthermore, modelling of case histories shows that the output matches the behaviour that is observed in the field. The key advantage of game-engine hosted models is their accessibility to the general public and to people with little to no knowledge of rockfall hazards. With much of the younger generation being very familiar with 3D environments such as Minecraft, the idea of a game-like simulation is intuitive and thus offers new ways to communicate to the general public. We present results from using the Unity game engine to develop 3D voxel worlds

  15. War-gaming application for future space systems acquisition part 1: program and technical baseline war-gaming modeling and simulation approaches

    Science.gov (United States)

    Nguyen, Tien M.; Guillen, Andy T.

    2017-05-01

    This paper describes static Bayesian game models with "Pure" and "Mixed" games for the development of an optimum Program and Technical Baseline (PTB) solution for affordable acquisition of future space systems. The paper discusses System Engineering (SE) frameworks and analytical and simulation modeling approaches for developing the optimum PTB solutions from both the government and contractor perspectives.

  16. A survey of game-theoretic models of cooperative advertising

    DEFF Research Database (Denmark)

    Jørgensen, Steffen; Zaccour, G.

    2014-01-01

    The paper surveys the literature on cooperative advertising in marketing channels (supply chains) using game theoretic methods. During the last decade, in particular, this literature has expanded considerably and has studied static as well as dynamic settings. The survey is divided into two main...... parts. The first one deals with simple marketing channels having one supplier and one reseller only. The second one covers marketing channels of a more complex structure, having more than one supplier and/or reseller. In the first part we find that a number of results carry over from static to dynamic...... problems of cooperative advertising also shows some similarities. The second part shows that models incorporating horizontal interaction on either or both layers of the supply chain are much less numerous than those supposing its absence. Participation rates in co-op advertising programs depend on inter...

  17. Utilization of board gaming for conceptual models of nursing.

    Science.gov (United States)

    Cessario, L

    1987-04-01

    Gaming can be an effective teaching strategy for reinforcing and motivating students to learn. Development of the game discussed in this article is not intended to replace classroom instruction. Instead, it is intended to augment course content. Board gaming can make learning a pleasant experience. It provides students and educators an opportunity to interact in an informal atmosphere and provides enjoyment, while at the same time may promote learning. Therefore, educators should consider further development of games for use with students in nursing education.

  18. 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.

  19. A Game-Theoretic Model of Grounding for Referential Communication Tasks

    Science.gov (United States)

    Thompson, William

    2009-01-01

    Conversational grounding theory proposes that language use is a form of rational joint action, by which dialog participants systematically and collaboratively add to their common ground of shared knowledge and beliefs. Following recent work applying "game theory" to pragmatics, this thesis develops a game-theoretic model of grounding that…

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

    Science.gov (United States)

    Amory, Alan; Molomo, Bolepo; Blignaut, Seugnet

    2011-01-01

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

  1. Fusing visual and behavioral cues for modeling user experience in games.

    Science.gov (United States)

    Shaker, Noor; Asteriadis, Stylianos; Yannakakis, Georgios N; Karpouzis, Kostas

    2013-12-01

    Estimating affective and cognitive states in conditions of rich human-computer interaction, such as in games, is a field of growing academic and commercial interest. Entertainment and serious games can benefit from recent advances in the field as, having access to predictors of the current state of the player (or learner) can provide useful information for feeding adaptation mechanisms that aim to maximize engagement or learning effects. In this paper, we introduce a large data corpus derived from 58 participants that play the popular Super Mario Bros platform game and attempt to create accurate models of player experience for this game genre. Within the view of the current research, features extracted both from player gameplay behavior and game levels, and player visual characteristics have been used as potential indicators of reported affect expressed as pairwise preferences between different game sessions. Using neuroevolutionary preference learning and automatic feature selection, highly accurate models of reported engagement, frustration, and challenge are constructed (model accuracies reach 91%, 92%, and 88% for engagement, frustration, and challenge, respectively). As a step further, the derived player experience models can be used to personalize the game level to desired levels of engagement, frustration, and challenge as game content is mapped to player experience through the behavioral and expressivity patterns of each player.

  2. Silent game as Model for Examining Student Online Creativity - Preliminary Results from an Experiment

    DEFF Research Database (Denmark)

    Sørensen, Jannick Kirk

    2016-01-01

    -called “Silent game” (Habraken & Gross, 1988). But where Habraken et al.’s research in design games focussed on how professional architects and designers collaborate, we examine the potential of Silent game as model for researching online creative collaboration among students. This paper presents the results...

  3. User experience & user-centered design : Health games user research model

    NARCIS (Netherlands)

    Jef Folkerts

    2014-01-01

    This poster sketches the outlines of a theoretical research framework to assess whether and on what grounds certain behavioral effects may be attributed to particular game mechanics and game play aspects. It is founded on the Elaboration Likelihood Model of Persuasion (ELM), which is quite

  4. PENGARUH MODEL PEMBELAJARAN TERHADAP PEMAHAMAN KONSEP BERMAIN FIELD GAME SISWA SEKOLAH DASAR

    Directory of Open Access Journals (Sweden)

    Y. Touvan Juni Samodra

    2015-06-01

    Full Text Available Abstrak: Tujuan penelitian adalah untuk mengetahui pengaruh dua model pembelajaran terhadap pemahaman konsep bermain field game. Model pembelajaran dalam penelitian ini adalah direct instructional (DI dan Teaching Game for Undertanding (TGfU Metzler (2000. Desain penelitian adalah eksperimen post tes only. Sampel penelitian 80 siswa sekolah dasar yang terbagi atas dua kelompok eksperimen. Kelompok dengan treatment TGfU dan DI. Penelitian dilaksanakan selama 16 kali pertemuan. Pemahaman konsep bermain diukur dengan game performance assessment instrument (GPAI. Analisis data melalui teknik statistik inferensial (t-tes. Hasil uji t menunjukkan bahwa pemahaman konsep bermain tidak berbeda secara signifikan antara kedua kelompok eksperimen. Hal ini dilihat dari signifikansi hitung Uji t 0.869. Kata Kunci: TGfU, direct instructional, pemahaman konsep bermain field game THE INFLUENCES OF LEARNING MODELS ON UNDERSTANDING OF THE CONCEPT OF PLAYING FIELD GAME OF PRIMARY SCHOOL STUDENTS Abstract: The research was aimed to find influences of two learning models on the basic skills of play and the concept of field game. The learning models in this research included direct instructional (DI and teaching game for understanding (TGfU by Metzler (2000. Research design was exsperiment post test only. Sampel were 80 students elementary school with two groups exsperiment. One group treatment by DI and other with TGfU. The research was carry out in 16 meeting. The understanding of the concept of play was measured with game performance assessment instrument (GPAI. Independent samples T test show that learning model have the same effect on understanding of the concept of game with sig. score 0.8. Keywords: TGfU, direct instructional, understanding of the concepts of play field game

  5. Teaching Using Computer Games

    Science.gov (United States)

    Miller, Lee Dee; Shell, Duane; Khandaker, Nobel; Soh, Leen-Kiat

    2011-01-01

    Computer games have long been used for teaching. Current reviews lack categorization and analysis using learning models which would help instructors assess the usefulness of computer games. We divide the use of games into two classes: game playing and game development. We discuss the Input-Process-Outcome (IPO) model for the learning process when…

  6. Petri Net Model for Serious Games Based on Motivation Behavior Classification

    Directory of Open Access Journals (Sweden)

    Moh. Aries Syufagi

    2013-01-01

    Full Text Available Petri nets are graphical and mathematical tool for modeling, analyzing, and designing discrete event applicable to many systems. They can be applied to game design too, especially to design serous game. This paper describes an alternative approach to the modeling of serious game systems and classification of motivation behavior with Petri nets. To assess the motivation level of player ability, this research aims at Motivation Behavior Game (MBG. MBG improves this motivation concept to monitor how players interact with the game. This modeling employs Learning Vector Quantization (LVQ for optimizing the motivation behavior input classification of the player. MBG may provide information when a player needs help or when he wants a formidable challenge. The game will provide the appropriate tasks according to players’ ability. MBG will help balance the emotions of players, so players do not get bored and frustrated. Players have a high interest to finish the game if the players are emotionally stable. Interest of the players strongly supports the procedural learning in a serious game.

  7. A Dynamic Evolutionary Game Model of Modular Production Network

    Directory of Open Access Journals (Sweden)

    Wei He

    2016-01-01

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

  8. Game Theory and its Relationship with Linear Programming Models ...

    African Journals Online (AJOL)

    Game theory, a branch of operations research, has been successfully applied to solve various categories of problems arising from human decisions making characterized by the complexity of situations and the limits of individual processing abilities. This paper shows that game theory and linear programming problem are ...

  9. Model technical and tactical training karate «game» manner of conducting a duel

    Directory of Open Access Journals (Sweden)

    Natalya Boychenko

    2015-04-01

    Full Text Available Purpose: optimization of technical and tactical training karate «gaming» the manner of conducting a duel. Material and Methods: analysis and compilation of scientific and methodological literature, interviews with coaches for shock combat sports, video analysis techniques, teacher observations. Results: the model of technical and tactical training karate «game» manner of conducting a duel. Selection was done complexes jobs matching techniques to improve athletes 'game' in the manner of conducting a duel «Kyokushin» karate. Conclusion: the model of technical and tactical training fighters "game" manner of conducting a duel, which reveals the particular combination technique karate style «Kyokushin». Selection was done complexes jobs matching techniques to improve athletes 'game' in the manner of conducting a duel «Kyokushin» karate, aimed at improving the combinations with the action on the response of the enemy.

  10. Linear programming models and methods of matrix games with payoffs of triangular fuzzy numbers

    CERN Document Server

    Li, Deng-Feng

    2016-01-01

    This book addresses two-person zero-sum finite games in which the payoffs in any situation are expressed with fuzzy numbers. The purpose of this book is to develop a suite of effective and efficient linear programming models and methods for solving matrix games with payoffs in fuzzy numbers. Divided into six chapters, it discusses the concepts of solutions of matrix games with payoffs of intervals, along with their linear programming models and methods. Furthermore, it is directly relevant to the research field of matrix games under uncertain economic management. The book offers a valuable resource for readers involved in theoretical research and practical applications from a range of different fields including game theory, operational research, management science, fuzzy mathematical programming, fuzzy mathematics, industrial engineering, business and social economics. .

  11. Mapping of the stochastic Lotka-Volterra model to models of population genetics and game theory

    Science.gov (United States)

    Constable, George W. A.; McKane, Alan J.

    2017-08-01

    The relationship between the M -species stochastic Lotka-Volterra competition (SLVC) model and the M -allele Moran model of population genetics is explored via timescale separation arguments. When selection for species is weak and the population size is large but finite, precise conditions are determined for the stochastic dynamics of the SLVC model to be mappable to the neutral Moran model, the Moran model with frequency-independent selection, and the Moran model with frequency-dependent selection (equivalently a game-theoretic formulation of the Moran model). We demonstrate how these mappings can be used to calculate extinction probabilities and the times until a species' extinction in the SLVC model.

  12. Regional brain metabolism with cytochrome c oxidase histochemistry in a PS1/A246E mouse model of autosomal dominant Alzheimer's disease: correlations with behavior and oxidative stress.

    Science.gov (United States)

    Strazielle, Catherine; Jazi, Rozat; Verdier, Yann; Qian, Sue; Lalonde, Robert

    2009-12-01

    Mitochondrial dysfunction and brain metabolic alteration are early neurofunctional aspects in Alzheimer's disease (AD). Regional brain metabolism was analyzed by cytochrome c oxidase (COX) histochemistry in PS1-A246E mouse mutants, a model of autosomal dominant AD overexpressing beta-amyloid (Abeta) peptide without amyloidosis or cell degeneration. Immunohistochemical samples were analyzed on adjacent sections for regional Abeta1-42 levels, as well as DNA oxidative damage with 8-hydroxy-2-deoxyguanosine (8-OHdG). COX activity increased in the basal forebrain nuclear complex, specific parts of the amygdala and hippocampus, as well as in striatum and connected regions. On the contrary, a hypometabolism was observed in midline thalamic, interpeduncular, and pedonculopontine nuclei. The integration of these regions in circuitries subserving emotions, arousal, and cognitive functions may explain why neurochemical alterations in specific brain regions were linearly correlated with psychomotor slowing and disinhibition previously reported in the mutant. As the PS1-A246E model appears to mimick prodromal AD, the results support the existence of mitochondrial abnormalities prior to AD-related cognitive deficits. However, since affected PS1-A246E brain regions were not primarily those altered in AD-associated histopathological features and did not systematically display either Abeta overexpression or higher 8-OHdG immunolabelling, the hypermetabolism observed seems to comprise a compensatory reaction to early mitochondrial abnormalities; furthermore, neuronal synaptic function should be considered as particularly relevant in COX activity changes.

  13. Grammar Games: A Case for Instructionist Game Models to Enhance Grammar Awareness and Accuracy

    Science.gov (United States)

    Raftery, Brian; Santos, Jennifer

    2015-01-01

    Based on our own experiences teaching grammar in developmental writing classes and classes not dedicated to writing instruction, along with a history of scholarship that indicates a need for grammar pedagogies (e.g., Dougherty, 2012), instructor-designed grammar games can likely help facilitate learning about these mechanics of writing while…

  14. Noncooperative Dynamic Game Model between Drivers and Crossing Pedestrians

    Directory of Open Access Journals (Sweden)

    Guozhu Cheng

    2015-01-01

    Full Text Available In China, unsignalized crosswalks lead to the increasing ofconflicts between vehicles and crossing pedestrians. In this paper, the relationships of risks perceived by drivers, crossing pedestrians, and vehicle speed were revealed through a decision-making risk experiment. The model of collision risk probability was established by using probability theory. Then the strategy spaces, the payoff function, and payoff matrix were given. The model of dynamic noncooperative game between the drivers and crossing pedestrians was established. In addition, the equilibrium solutions of the model were analyzed as well. The results of analysis shows that the crossing state is the best decision for pedestrians and drivers should keep uniform speed or accelerate when vehicle speed is low. At medium speed, there is no clear difference between waiting and crossing state for pedestrians. Actually, the crossing state is better than waiting state. For drivers, there is no evident difference among acceleration, deceleration, and keeping uniform speed of vehicles, but the better choice is keeping uniform speed of vehicles. At high speed, pedestrians should not cross because of there are high risks. Therefore, the best solution is that the drivers keep uniform speed of vehicles.

  15. Examining human behavior in video games: The development of a computational model to measure aggression.

    Science.gov (United States)

    Lamb, Richard; Annetta, Leonard; Hoston, Douglas; Shapiro, Marina; Matthews, Benjamin

    2017-04-24

    Video games with violent content have raised considerable concern in popular media and within academia. Recently, there has been considerable attention regarding the claim of the relationship between aggression and video game play. The authors of this study propose the use of a new class of tools developed via computational models to allow examination of the question of whether there is a relationship between violent video games and aggression. The purpose of this study is to computationally model and compare the General Aggression Model with the Diathesis Mode of Aggression related to the play of violent content in video games. A secondary purpose is to provide a method of measuring and examining individual aggression arising from video game play. Total participants examined for this study are N = 1065. This study occurs in three phases. Phase 1 is the development and quantification of the profile combination of traits via latent class profile analysis. Phase 2 is the training of the artificial neural network. Phase 3 is the comparison of each model as a computational model with and without the presence of video game violence. Results suggest that a combination of environmental factors and genetic predispositions trigger aggression related to video games.

  16. The Impact of a Hybrid Sport Education-Invasion Games Competence Model Soccer Unit on Students' Decision Making, Skill Execution and Overall Game Performance

    Science.gov (United States)

    Mesquita, Isabel; Farias, Claudio; Hastie, Peter

    2012-01-01

    The purpose of this study was to examine the impact of a hybrid Sport Education-Invasion Games Competence Model (SE-IGCM) unit application on students' improvements in decision making, skill execution and overall game performance, during a soccer season. Twenty-six fifth-grade students from a Portuguese public elementary school participated in a…

  17. A game theoretic model of drug launch in India.

    Science.gov (United States)

    Bhaduri, Saradindu; Ray, Amit Shovon

    2006-01-01

    There is a popular belief that drug launch is delayed in developing countries like India because of delayed transfer of technology due to a 'post-launch' imitation threat through weak intellectual property rights (IPR). In fact, this belief has been a major reason for the imposition of the Trade Related Intellectual Property Rights regime under the WTO. This construct undermines the fact that in countries like India, with high reverse engineering capabilities, imitation can occur even before the formal technology transfer, and fails to recognize the first mover advantage in pharmaceutical markets. This paper argues that the first mover advantage is important and will vary across therapeutic areas, especially in developing countries with diverse levels of patient enlightenment and quality awareness. We construct a game theoretic model of incomplete information to examine the delay in drug launch in terms of costs and benefits of first move, assumed to be primarily a function of the therapeutic area of the new drug. Our model shows that drug launch will be delayed only for external (infective/communicable) diseases, while drugs for internal, non-communicable diseases (accounting for the overwhelming majority of new drug discovery) will be launched without delay.

  18. Last PS magnet refurbished

    CERN Document Server

    2009-01-01

    PS Magnet Refurbishment Programme Completed. The 51st and final refurbished magnet was transported to the PS on Tuesday 3 February. The repair and consolidation work on the PS started back in 2003 when two magnets and a busbar connection were found to be faulty during routine high-voltage tests. The cause of the fault was a combination of age and radiation on electrical insulation. After further investigation the decision was taken to overhaul half of the PS’s 100 magnets to reduce the risk of a similar fault. As from 20 February the PS ring will start a five-week test programme to be ready for operation at the end of March.

  19. Optimal Day-ahead Charging Scheduling of Electric Vehicles through an Aggregative Game Model

    DEFF Research Database (Denmark)

    Liu, Zhaoxi; Wu, Qiuwei; Huang, Shaojun

    2017-01-01

    in a grid, it will impact spot prices in the electricity market and consequently influence the charging scheduling itself. The interaction between the spot prices and the EV demand needs to be considered in the EV charging scheduling, otherwise it will lead to a higher charging cost. A day-ahead EV charging...... scheduling based on an aggregative game model is proposed in this paper. The impacts of the EV demand on the electricity prices are formulated with the game model in the scheduling considering possible actions of other EVs. The existence and uniqueness of the pure strategy Nash equilibrium are proved...... with the proposed game model were carried out using real world driving data from the Danish National Travel Surveys. The impacts of the EV driving patterns and price forecasts on the EV demand with the proposed game model were also analysed....

  20. An integrated proteomics approach shows synaptic plasticity changes in an APP/PS1 Alzheimer's mouse model

    DEFF Research Database (Denmark)

    Kempf, Stefan J; Metaxas, Athanasios; Ibáñez-Vea, María

    2016-01-01

    -linked glycosylation patterns, pathway-focused transcriptome and neurological disease-associated miRNAome with age-matched controls in neocortex, hippocampus, olfactory bulb and brainstem. We report that signalling pathways related to synaptic functions associated with dendritic spine morphology, neurite outgrowth......, long-term potentiation, CREB signalling and cytoskeletal dynamics were altered in 12 month old APPswe/PS1ΔE9 mice, particularly in the neocortex and olfactory bulb. This was associated with cerebral amyloidosis as well as formation of argyrophilic tangle-like structures and microglial clustering in all...

  1. Internet gaming disorder: Inadequate diagnostic criteria wrapped in a constraining conceptual model.

    Science.gov (United States)

    Starcevic, Vladan

    2017-06-01

    Background and aims The paper "Chaos and confusion in DSM-5 diagnosis of Internet Gaming Disorder: Issues, concerns, and recommendations for clarity in the field" by Kuss, Griffiths, and Pontes (in press) critically examines the DSM-5 diagnostic criteria for Internet gaming disorder (IGD) and addresses the issue of whether IGD should be reconceptualized as gaming disorder, regardless of whether video games are played online or offline. This commentary provides additional critical perspectives on the concept of IGD. Methods The focus of this commentary is on the addiction model on which the concept of IGD is based, the nature of the DSM-5 criteria for IGD, and the inclusion of withdrawal symptoms and tolerance as the diagnostic criteria for IGD. Results The addiction framework on which the DSM-5 concept of IGD is based is not without problems and represents only one of multiple theoretical approaches to problematic gaming. The polythetic, non-hierarchical DSM-5 diagnostic criteria for IGD make the concept of IGD unacceptably heterogeneous. There is no support for maintaining withdrawal symptoms and tolerance as the diagnostic criteria for IGD without their substantial revision. Conclusions The addiction model of IGD is constraining and does not contribute to a better understanding of the various patterns of problematic gaming. The corresponding diagnostic criteria need a thorough overhaul, which should be based on a model of problematic gaming that can accommodate its disparate aspects.

  2. Utility of Parental Mediation Model on Youth’s Problematic Online Gaming

    OpenAIRE

    Benrazavi, R; Teimouri, M; Griffiths, MD

    2015-01-01

    The Parental Mediation Model PMM) was initially designed to regulate children’s attitudes towards the traditional media. In the present era, because of prevalent online media there is a need for similar regulative measures. Spending long hours on social media and playing online games increase the risks of exposure to the negative outcomes of online gaming. This paper initially applied the PMM developed by European Kids Online to (i) test the reliability and validity of this model and (ii) ide...

  3. Conceptual Model for the Design of a Serious Video Game Promoting Self-Management among Youth with Type 1 Diabetes

    OpenAIRE

    Thompson, Debbe; Baranowski, Tom; Buday, Richard

    2010-01-01

    Video games are a popular form of entertainment. Serious video games for health attempt to use entertainment to promote health behavior change. When designed within a framework informed by behavioral science and supported by commercial game-design principles, serious video games for health have the potential to be an effective method for promoting self-management behaviors among youth with diabetes. This article presents a conceptual model of how this may be achieved. It concludes by identify...

  4. A Survey of Game Theoretic Approaches to Modelling Decision-Making in Information Warfare Scenarios

    Directory of Open Access Journals (Sweden)

    Kathryn Merrick

    2016-07-01

    Full Text Available Our increasing dependence on information technologies and autonomous systems has escalated international concern for information- and cyber-security in the face of politically, socially and religiously motivated cyber-attacks. Information warfare tactics that interfere with the flow of information can challenge the survival of individuals and groups. It is increasingly important that both humans and machines can make decisions that ensure the trustworthiness of information, communication and autonomous systems. Subsequently, an important research direction is concerned with modelling decision-making processes. One approach to this involves modelling decision-making scenarios as games using game theory. This paper presents a survey of information warfare literature, with the purpose of identifying games that model different types of information warfare operations. Our contribution is a systematic identification and classification of information warfare games, as a basis for modelling decision-making by humans and machines in such scenarios. We also present a taxonomy of games that map to information warfare and cyber crime problems as a precursor to future research on decision-making in such scenarios. We identify and discuss open research questions including the role of behavioural game theory in modelling human decision making and the role of machine decision-making in information warfare scenarios.

  5. Long-Term Treatment with Liraglutide, a Glucagon-Like Peptide-1 (GLP-1 Receptor Agonist, Has No Effect on β-Amyloid Plaque Load in Two Transgenic APP/PS1 Mouse Models of Alzheimer's Disease.

    Directory of Open Access Journals (Sweden)

    Henrik H Hansen

    Full Text Available One of the major histopathological hallmarks of Alzheimer's disease (AD is cerebral deposits of extracellular β-amyloid peptides. Preclinical studies have pointed to glucagon-like peptide 1 (GLP-1 receptors as a potential novel target in the treatment of AD. GLP-1 receptor agonists, including exendin-4 and liraglutide, have been shown to promote plaque-lowering and mnemonic effects of in a number of experimental models of AD. Transgenic mouse models carrying genetic mutations of amyloid protein precursor (APP and presenilin-1 (PS1 are commonly used to assess the pharmacodynamics of potential amyloidosis-lowering and pro-cognitive compounds. In this study, effects of long-term liraglutide treatment were therefore determined in two double APP/PS1 transgenic mouse models of Alzheimer's disease carrying different clinical APP/PS1 mutations, i.e. the 'London' (hAPPLon/PS1A246E and 'Swedish' mutation variant (hAPPSwe/PS1ΔE9 of APP, with co-expression of distinct PS1 variants. Liraglutide was administered in 5 month-old hAPPLon/PS1A246E mice for 3 months (100 or 500 ng/kg/day, s.c., or 7 month-old hAPPSwe/PS1ΔE9 mice for 5 months (500 ng/kg/day, s.c.. In both models, regional plaque load was quantified throughout the brain using stereological methods. Vehicle-dosed hAPPSwe/PS1ΔE9 mice exhibited considerably higher cerebral plaque load than hAPPLon/PS1A246E control mice. Compared to vehicle-dosed transgenic controls, liraglutide treatment had no effect on the plaque levels in hAPPLon/PS1A246E and hAPPSwe/PS1ΔE9 mice. In conclusion, long-term liraglutide treatment exhibited no effect on cerebral plaque load in two transgenic mouse models of low- and high-grade amyloidosis, which suggests differential sensitivity to long-term liraglutide treatment in various transgenic mouse models mimicking distinct pathological hallmarks of AD.

  6. Long-Term Treatment with Liraglutide, a Glucagon-Like Peptide-1 (GLP-1) Receptor Agonist, Has No Effect on β-Amyloid Plaque Load in Two Transgenic APP/PS1 Mouse Models of Alzheimer’s Disease

    Science.gov (United States)

    Barkholt, Pernille; Kongsbak-Wismann, Pernille; Schlumberger, Chantal; Jelsing, Jacob; Terwel, Dick; Termont, Annelies; Pyke, Charles; Knudsen, Lotte Bjerre; Vrang, Niels

    2016-01-01

    One of the major histopathological hallmarks of Alzheimer’s disease (AD) is cerebral deposits of extracellular β-amyloid peptides. Preclinical studies have pointed to glucagon-like peptide 1 (GLP-1) receptors as a potential novel target in the treatment of AD. GLP-1 receptor agonists, including exendin-4 and liraglutide, have been shown to promote plaque-lowering and mnemonic effects of in a number of experimental models of AD. Transgenic mouse models carrying genetic mutations of amyloid protein precursor (APP) and presenilin-1 (PS1) are commonly used to assess the pharmacodynamics of potential amyloidosis-lowering and pro-cognitive compounds. In this study, effects of long-term liraglutide treatment were therefore determined in two double APP/PS1 transgenic mouse models of Alzheimer’s disease carrying different clinical APP/PS1 mutations, i.e. the ‘London’ (hAPPLon/PS1A246E) and ‘Swedish’ mutation variant (hAPPSwe/PS1ΔE9) of APP, with co-expression of distinct PS1 variants. Liraglutide was administered in 5 month-old hAPPLon/PS1A246E mice for 3 months (100 or 500 ng/kg/day, s.c.), or 7 month-old hAPPSwe/PS1ΔE9 mice for 5 months (500 ng/kg/day, s.c.). In both models, regional plaque load was quantified throughout the brain using stereological methods. Vehicle-dosed hAPPSwe/PS1ΔE9 mice exhibited considerably higher cerebral plaque load than hAPPLon/PS1A246E control mice. Compared to vehicle-dosed transgenic controls, liraglutide treatment had no effect on the plaque levels in hAPPLon/PS1A246E and hAPPSwe/PS1ΔE9 mice. In conclusion, long-term liraglutide treatment exhibited no effect on cerebral plaque load in two transgenic mouse models of low- and high-grade amyloidosis, which suggests differential sensitivity to long-term liraglutide treatment in various transgenic mouse models mimicking distinct pathological hallmarks of AD. PMID:27421117

  7. Long-Term Treatment with Liraglutide, a Glucagon-Like Peptide-1 (GLP-1) Receptor Agonist, Has No Effect on β-Amyloid Plaque Load in Two Transgenic APP/PS1 Mouse Models of Alzheimer's Disease.

    Science.gov (United States)

    Hansen, Henrik H; Fabricius, Katrine; Barkholt, Pernille; Kongsbak-Wismann, Pernille; Schlumberger, Chantal; Jelsing, Jacob; Terwel, Dick; Termont, Annelies; Pyke, Charles; Knudsen, Lotte Bjerre; Vrang, Niels

    2016-01-01

    One of the major histopathological hallmarks of Alzheimer's disease (AD) is cerebral deposits of extracellular β-amyloid peptides. Preclinical studies have pointed to glucagon-like peptide 1 (GLP-1) receptors as a potential novel target in the treatment of AD. GLP-1 receptor agonists, including exendin-4 and liraglutide, have been shown to promote plaque-lowering and mnemonic effects of in a number of experimental models of AD. Transgenic mouse models carrying genetic mutations of amyloid protein precursor (APP) and presenilin-1 (PS1) are commonly used to assess the pharmacodynamics of potential amyloidosis-lowering and pro-cognitive compounds. In this study, effects of long-term liraglutide treatment were therefore determined in two double APP/PS1 transgenic mouse models of Alzheimer's disease carrying different clinical APP/PS1 mutations, i.e. the 'London' (hAPPLon/PS1A246E) and 'Swedish' mutation variant (hAPPSwe/PS1ΔE9) of APP, with co-expression of distinct PS1 variants. Liraglutide was administered in 5 month-old hAPPLon/PS1A246E mice for 3 months (100 or 500 ng/kg/day, s.c.), or 7 month-old hAPPSwe/PS1ΔE9 mice for 5 months (500 ng/kg/day, s.c.). In both models, regional plaque load was quantified throughout the brain using stereological methods. Vehicle-dosed hAPPSwe/PS1ΔE9 mice exhibited considerably higher cerebral plaque load than hAPPLon/PS1A246E control mice. Compared to vehicle-dosed transgenic controls, liraglutide treatment had no effect on the plaque levels in hAPPLon/PS1A246E and hAPPSwe/PS1ΔE9 mice. In conclusion, long-term liraglutide treatment exhibited no effect on cerebral plaque load in two transgenic mouse models of low- and high-grade amyloidosis, which suggests differential sensitivity to long-term liraglutide treatment in various transgenic mouse models mimicking distinct pathological hallmarks of AD.

  8. Concept Model For Designing Engaging And Motivating Games For Learning - The Smiley-Model

    DEFF Research Database (Denmark)

    Weitze, Charlotte Lærke; Ørngreen, Rikke

    2012-01-01

    a music learning game that teaches children to play piano using sheet music, and at the same time is fun and engaging. Although the model was originally developed for and through music, it has a more generic nature, and may be relevant for other fields as well. The Smiley-model is a condensed version...... of a design manual developed in a Master's thesis (Weitze, 2011), created on the basis of theoretical and empirical analysis, and is currently being applied to other research projects. The research concerning design for learning was carried out with an analysis of specific and general learning theory......, the design manual was used for development of various prototypes of the learning game concept. This happened through action research in collaboration with the users, in participatory design workshops, combined with observation, qualitative interviews, and peer reviews. Through empirical studies and design...

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

    Science.gov (United States)

    2016-04-01

    interactive digital simulations for modernizing professional training, often referred to as game -based training or “serious games ,” has attracted a...helping the reader to select an appropriate model for their program objectives. 3 2. TASKS FOR GAME -BASED TRAINING DESIGN Creation of a digital ...DARPA Urban Challenge, DARPA Robotics Challenge) and game developers (e.g., Global Game Jam, Game Jam Central), and thus be effective at bringing those

  10. D Model Visualization Enhancements in Real-Time Game Engines

    Science.gov (United States)

    Merlo, A.; Sánchez Belenguer, C.; Vendrell Vidal, E.; Fantini, F.; Aliperta, A.

    2013-02-01

    This paper describes two procedures used to disseminate tangible cultural heritage through real-time 3D simulations providing accurate-scientific representations. The main idea is to create simple geometries (with low-poly count) and apply two different texture maps to them: a normal map and a displacement map. There are two ways to achieve models that fit with normal or displacement maps: with the former (normal maps), the number of polygons in the reality-based model may be dramatically reduced by decimation algorithms and then normals may be calculated by rendering them to texture solutions (baking). With the latter, a LOD model is needed; its topology has to be quad-dominant for it to be converted to a good quality subdivision surface (with consistent tangency and curvature all over). The subdivision surface is constructed using methodologies for the construction of assets borrowed from character animation: these techniques have been recently implemented in many entertainment applications known as "retopology". The normal map is used as usual, in order to shade the surface of the model in a realistic way. The displacement map is used to finish, in real-time, the flat faces of the object, by adding the geometric detail missing in the low-poly models. The accuracy of the resulting geometry is progressively refined based on the distance from the viewing point, so the result is like a continuous level of detail, the only difference being that there is no need to create different 3D models for one and the same object. All geometric detail is calculated in real-time according to the displacement map. This approach can be used in Unity, a real-time 3D engine originally designed for developing computer games. It provides a powerful rendering engine, fully integrated with a complete set of intuitive tools and rapid workflows that allow users to easily create interactive 3D contents. With the release of Unity 4.0, new rendering features have been added, including Direct

  11. Detailed magnetic model simulations of the H- injection chicane magnets for the CERN PS Booster Upgrade, including eddy currents and influence on beam dynamics

    CERN Document Server

    Benedetto, E; Borburgh, J; Carli, C; Martini, M; Forte, V

    2014-01-01

    The CERN PS Booster will be upgraded with an H- injection system. The chicanemagnets for the injection bump ramp-down in 5 ms and generate eddy currents in the inconel vacuum chamber which perturb the homogeneity of the magnetic field. The multipolar field components are extracted from 3D OPERA simulations and are included in the lattice model. The -beating correction is computed all along the ramp and complete tracking simulations including space-charge are performed to evaluate the impact of these perturbations and correction on beam dynamics.

  12. Modeling the Nucleus Laminaris of the Barn Owl: Achieving 20 ps resolution on a 85MHz-Clocked Digital Device

    Directory of Open Access Journals (Sweden)

    Ralf eSalomon

    2012-02-01

    Full Text Available The nucleus laminaris of the barn owl auditory system is quite impressive, since its underlying time estimation is much better than the processing speed of the involved neurons. Since precise localization is also very important in many technical applications, this paper explores to what extent the main principles of the nucleus laminaris can be implemented in digital hardware. The first prototypical implementation yields a time resolution of about 20 ps, even though the chosen standard, lowcost device is clocked at only 85MHz, which leads to an internal duty cycle of approximately 12 ns. In addition, this paper also explores the utility of an advanced sampling scheme, known as unfolding-in-time. It turns out that with this sampling method, the prototyp can easily process input signals of up to 300MHz, which is almost four times higher than the sampling rate.

  13. Serious games for digital tablets as an introduction to 3D modeling and printing

    Directory of Open Access Journals (Sweden)

    José Luis SAORIN

    2015-07-01

    Full Text Available Currently, one of the most direct ways children access to digital technology is through games. This aspect is usually not considered in educational settings in the acquisition of Basic Skills. However, there are international reports assessing the potential of video games as an educational resource. Since 2006, the Horizon Report includes educational video games as a technology impact on teaching, learning and creative expression in education environments. In the 2012 Report, Digital Tablets are considered as one of the technologies most likely to be in widespread use in education in the short term. On the other hand, there are studies linking student interest in careers in science, art and technology to the premature use of 3D modeling tools or 3D printing. In this article, we want to value two applications, Blokify and Pottery, available for digital tablets, which work like games that introduce students to the three-dimensional digital modeling and printing.

  14. Computational models of emotion, personality, and social relationships for interactions in games

    OpenAIRE

    Chowanda, Andry; Blanchfield, Peter; Flintham, Martin; Valstar, Michel

    2016-01-01

    We present a novel computational model of emotion, personality and social relationships, implemented and evaluated in an existing commercial game (The Elder Scrolls V: Skyrim). We argue that Non Player Characters (NPCs) with such capabilities will accommodate a new experience in playing games and provide evidence supporting this. Applying the ERiSA Framework [1, 2] to the Skyrim Creation Kit, we designed a simple quest and 2 unique NPCs to interact with. When the ERiSA framework is used, play...

  15. Game theory in models of pedestrian room evacuation.

    Science.gov (United States)

    Bouzat, S; Kuperman, M N

    2014-03-01

    We analyze the pedestrian evacuation of a rectangular room with a single door considering a lattice gas scheme with the addition of behavioral aspects of the pedestrians. The movement of the individuals is based on random and rational choices and is affected by conflicts between two or more agents that want to advance to the same position. Such conflicts are solved according to certain rules closely related to the concept of strategies in game theory, cooperation and defection. We consider game rules analogous to those from the Prisoner's Dilemma and Stag Hunt games, with payoffs associated to the probabilities of the individuals to advance to the selected site. We find that, even when defecting is the rational choice for any agent, under certain conditions, cooperators can take advantage from mutual cooperation and leave the room more rapidly than defectors.

  16. Generative Agents for Player Decision Modeling in Games

    DEFF Research Database (Denmark)

    Holmgård, Christoffer; Liapis, Antonios; Togelius, Julian

    2014-01-01

    ’s internal decision making processes. Such agents can then be used to interpret human decision making, as personas and playtesting tools in the game design process, as baselines for adapting agents to mimic classes of human players, or as believable, human-like opponents. This argument is explored...... in a crowdsourced decision making experiment, in which the decisions of human players are recorded in a small-scale dungeon themed puzzle game. Human decisions are compared to the decisions of a number of a priori defined “archetypical” agent-personas, and the humans are characterized by their likeness...

  17. Triheptanoin supplementation to ketogenic diet curbs cognitive impairment in APP/PS1 mice used as a model of familial Alzheimer's disease.

    Science.gov (United States)

    Aso, Ester; Semakova, Jana; Joda, Laura; Semak, Vladislav; Halbaut, Lyda; Calpena, Ana; Escolano, Carmen; Perales, Jose C; Ferrer, Isidro

    2013-03-01

    Diets containing a high proportion of fat with respect to protein plus carbohydrates are capable of inducing ketone body production in the liver, which provides an energetic alternative to glucose. Some ketogenic diets have been tested as therapeutic strategies for treating metabolic disorders related to a deficiency in glucose-driven ATP generation. However, ketone bodies are not capable of providing extra tricarboxylic acid cycle intermediates, limiting the anabolic capacity of the cell. Therefore, it is reasonable to hypothesize that supplementing a ketogenic diet with anaplerotic compounds such as triheptanoin may improve ketogenic diet effectiveness. The present study tests this hypothesis in APP/PS1 (APPswe/PS1dE9) transgenic mice, used as a model of familial Alzheimer's disease because impaired energy supply to neurons has been linked to this neurodegenerative process. Triheptanoin supplementation to a ketogenic diet for three months and starting at the age of three months reduces the memory impairment of APP/PS1 mice at the age of 6 months. The Aβ production and deposition were not significantly altered by the ketogenic diet, supplemented or not by triheptanoin. However, mice fed with triheptanoin-rich ketogenic diet have shown decreased astroglial response in the vicinity of Aβ plaques and decreased expression of the pro-inflammatory cytokine interferon-γ in astrocytes. These findings correlate with transcriptional up-regulation of the ROS detoxifying mechanisms Sirt1 and Pparg, thus linking triheptanoin with improved mitochondrial status. Present findings support the concept that ketogenic diets supplemented with anaplerotic compounds can be considered potential therapeutic strategies at early stages of Alzheimer's disease.

  18. Age-related changes in visual acuity, learning and memory in the APPswe/PS1dE9 mouse model of Alzheimer's disease.

    Science.gov (United States)

    Stover, Kurt R; Brown, Richard E

    2012-05-16

    Mouse models of Alzheimer's disease (AD) are often tested for learning and memory deficits using visuo-spatial tasks such as the Morris water maze. Performance on these tasks is dependent on vision and the APPswe/PS1dE9 mouse model has amyloid beta plaques in their retinas which might influence their performance in these tasks. In a visual learning task, old (20-26 months) transgenic mice and their wildtype littermates of both sexes had poorer visual ability than young (5-8 months) mice and old transgenic mice had poorer visual acuity than old wildtype mice. Old transgenic mice also had deficits in visuo-spatial learning and memory on the Morris water maze. The transgenic mice had no deficits in the conditioned odour preference or conditioned taste aversion memory tests at any age. These results indicate that the old APPswe/PS1dE9 mice and their wildtype littermates both have a deficit in their visual ability and that visually dependent measures alone should not be used to assess learning and memory in this strain. Copyright © 2012 Elsevier B.V. All rights reserved.

  19. 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.

  20. Conceptual modeling for simulation-based serious gaming

    NARCIS (Netherlands)

    van der Zee, D.J.; Holkenborg, Bart; Robinson, Stewart

    2012-01-01

    In recent years many simulation-based serious games have been developed for supporting (future) managers in operations management decision making. They illustrate the high potential of using discrete event simulation for pedagogical purposes. Unfortunately, this potential does not seem to go

  1. Modelling defeasible reasoning by means of adaptive logic games

    NARCIS (Netherlands)

    Verdée, P.

    2012-01-01

    In this article, I present a dynamic logic game for defeasible reasoning. I argue that, as far as defeasible reasoning is concerned, one should distinguish between practical and ideal rationality. Starting from the adaptive logic framework, I formalize both rationality notions by means of logic

  2. Inside the PS tunnel

    CERN Multimedia

    1974-01-01

    Pre-start work is going on at the end of the PS long shut-down. The photo shows secondary beams drawn from an internal target (bottom) towards South Hall, behind the shielding wall (top) (see also photo 7409012X).

  3. PS Control Room

    CERN Multimedia

    CERN PhotoLab

    1963-01-01

    The good old PS Control Room, all manual. For each parameter, a knob or a button to control it; for each, a light or meter or oscilloscope to monitor it; carefully written pages serve as the data bank; phones and intercom for communication. D.Dekkers is at the microphone, M.Valvini sits in front.

  4. PS auxiliary magnet

    CERN Multimedia

    CERN PhotoLab

    1974-01-01

    Units of the PS auxiliary magnet system. The picture shows how the new dipoles, used for vertical and horizontal high-energy beam manipulation, are split for installation and removal so that it is not necessary to break the accelerator vacuum. On the right, adjacent to the sector valve and the windings of the main magnet, is an octupole of the set.

  5. Decision support models for solid waste management: Review and game-theoretic approaches

    Energy Technology Data Exchange (ETDEWEB)

    Karmperis, Athanasios C., E-mail: athkarmp@mail.ntua.gr [Sector of Industrial Management and Operational Research, School of Mechanical Engineering, National Technical University of Athens, Iroon Polytechniou 9, 15780 Athens (Greece); Army Corps of Engineers, Hellenic Army General Staff, Ministry of Defence (Greece); Aravossis, Konstantinos; Tatsiopoulos, Ilias P.; Sotirchos, Anastasios [Sector of Industrial Management and Operational Research, School of Mechanical Engineering, National Technical University of Athens, Iroon Polytechniou 9, 15780 Athens (Greece)

    2013-05-15

    Highlights: ► The mainly used decision support frameworks for solid waste management are reviewed. ► The LCA, CBA and MCDM models are presented and their strengths, weaknesses, similarities and possible combinations are analyzed. ► The game-theoretic approach in a solid waste management context is presented. ► The waste management bargaining game is introduced as a specific decision support framework. ► Cooperative and non-cooperative game-theoretic approaches to decision support for solid waste management are discussed. - Abstract: This paper surveys decision support models that are commonly used in the solid waste management area. Most models are mainly developed within three decision support frameworks, which are the life-cycle assessment, the cost–benefit analysis and the multi-criteria decision-making. These frameworks are reviewed and their strengths and weaknesses as well as their critical issues are analyzed, while their possible combinations and extensions are also discussed. Furthermore, the paper presents how cooperative and non-cooperative game-theoretic approaches can be used for the purpose of modeling and analyzing decision-making in situations with multiple stakeholders. Specifically, since a waste management model is sustainable when considering not only environmental and economic but also social aspects, the waste management bargaining game is introduced as a specific decision support framework in which future models can be developed.

  6. Game Spaces

    DEFF Research Database (Denmark)

    Kristiansen, Erik

    2015-01-01

    or she suddenly finds himself in another world, where artefacts are given new meaning and where other rules apply. This makes sense, but also demands that play and non-play can be easily separated. Even so, the concept of the magic circle has never been analysed with respect to the spatial configuration......, called “pervasive games.” These are games that are based on computer technology, but use a physical space as the game space as opposed to video games. Coupling spatial configuration with performance theory of rituals as liminal phenomena, I put forward a model and a new understanding of the magic circle...

  7. Sensation Seeking and Online Gaming Addiction in Adolescents: A Moderated Mediation Model of Positive Affective Associations and Impulsivity.

    Science.gov (United States)

    Hu, Jianping; Zhen, Shuangju; Yu, Chengfu; Zhang, Qiuyan; Zhang, Wei

    2017-01-01

    Based on the Dual Systems Model (Somerville et al., 2010; Steinberg, 2010a) and the biosocial-affect model (Romer and Hennessy, 2007) of adolescent sensation seeking and problem behaviors, the present study examined how (affective associations with online games as a mediator) and when (impulsivity as a moderator) did sensation seeking influence online gaming addiction in adolescence. A total of 375 Chinese male adolescents (mean age = 16.02 years, SD = 0.85) from southern China completed anonymous questionnaires regarding sensation seeking, positive affective associations with online games, impulsivity, and online gaming addiction. Our findings revealed that sensation seeking, positive affective associations with online games and impulsivity were each significantly and positively associated with online gaming addiction in adolescents. Positive affective associations mediated the relationship between sensation seeking and online gaming addiction. Further, impulsivity moderated the relationship between positive affective associations and online gaming addiction, such that the association between positive affective association and online gaming addiction was stronger for high than for low impulsivity adolescents. These findings underscore the importance of integrating the biosocial-affect model and the Dual Systems Model to understand how and when sensation seeking impacts adolescent online gaming addiction.

  8. Sensation Seeking and Online Gaming Addiction in Adolescents: A Moderated Mediation Model of Positive Affective Associations and Impulsivity

    Directory of Open Access Journals (Sweden)

    Jianping Hu

    2017-05-01

    Full Text Available Based on the Dual Systems Model (Somerville et al., 2010; Steinberg, 2010a and the biosocial-affect model (Romer and Hennessy, 2007 of adolescent sensation seeking and problem behaviors, the present study examined how (affective associations with online games as a mediator and when (impulsivity as a moderator did sensation seeking influence online gaming addiction in adolescence. A total of 375 Chinese male adolescents (mean age = 16.02 years, SD = 0.85 from southern China completed anonymous questionnaires regarding sensation seeking, positive affective associations with online games, impulsivity, and online gaming addiction. Our findings revealed that sensation seeking, positive affective associations with online games and impulsivity were each significantly and positively associated with online gaming addiction in adolescents. Positive affective associations mediated the relationship between sensation seeking and online gaming addiction. Further, impulsivity moderated the relationship between positive affective associations and online gaming addiction, such that the association between positive affective association and online gaming addiction was stronger for high than for low impulsivity adolescents. These findings underscore the importance of integrating the biosocial-affect model and the Dual Systems Model to understand how and when sensation seeking impacts adolescent online gaming addiction.

  9. Enterprise games: creating and implementing a model to simulate logistics operations

    Directory of Open Access Journals (Sweden)

    Alander Ornellas Ornellas

    2008-07-01

    Full Text Available This work proposes an enterprise game model to simulate the main logistics operations in a supply chain. The need of a simple tool, but well structured and able to create a dynamic learning environment without making it too complex motivated this study and development. The work begins with a comparative analysis between the main reference models about enterprise logistics, included in the bibliography related to best practices in logistics decision-making. Then, concepts of simulation and games are described, its interrelations, characteristics and importance as learning method. The definition of the best practices is, then, used to guide the construction of the main characteristics for the proposed model. The results obtained show the efficacy of the model as a tool capable of creating a dynamic environment for learning purposes to complement traditional teaching techniques. Key-words: Enterprise Games, Supply Chain, Logistics, Simulation, Learning.

  10. Yasp for LEIR to PS injection

    CERN Document Server

    Kain, V; Bartosik, H; Huschauer, A; Jacquet, D; Nicosia, D; Pasinelli, S; Wenninger, J

    2017-01-01

    The steering program YASP was introduced in the LEIRinjection as well as the extraction lines in 2016 to correctthe trajectories with well-known model based correctionalgorithms such as MICADO or SVD. In addition a YASPconfiguration was prepared to correct the extraction linetogether with the first turn of the PS. In this way the injectionoscillations can be corrected while keeping the trajectoryreasonable in the PS injection line.

  11. 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.

  12. 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.

  13. A model linking video gaming, sleep quality, sweet drinks consumption and obesity among children and youth.

    Science.gov (United States)

    Turel, O; Romashkin, A; Morrison, K M

    2017-08-01

    There is a growing need to curb paediatric obesity. The aim of this study is to untangle associations between video-game-use attributes and obesity as a first step towards identifying and examining possible interventions. Cross-sectional time-lagged cohort study was employed using parent-child surveys (t1) and objective physical activity and physiological measures (t2) from 125 children/adolescents (mean age = 13.06, 9-17-year-olds) who play video games, recruited from two clinics at a Canadian academic children's hospital. Structural equation modelling and analysis of covariance were employed for inference. The results of the study are as follows: (i) self-reported video-game play duration in the 4-h window before bedtime is related to greater abdominal adiposity (waist-to-height ratio) and this association may be mediated through reduced sleep quality (measured with the Pittsburgh Sleep Quality Index); and (ii) self-reported average video-game session duration is associated with greater abdominal adiposity and this association may be mediated through higher self-reported sweet drinks consumption while playing video games and reduced sleep quality. Video-game play duration in the 4-h window before bedtime, typical video-game session duration, sweet drinks consumption while playing video games and poor sleep quality have aversive associations with abdominal adiposity. Paediatricians and researchers should further explore how these factors can be altered through behavioural or pharmacological interventions as a means to reduce paediatric obesity. © 2017 World Obesity Federation.

  14. An IUR evolutionary game model on the patent cooperate of Shandong China

    Science.gov (United States)

    Liu, Mengmeng; Ma, Yinghong; Liu, Zhiyuan; You, Xuemei

    2017-06-01

    Organizations of industries and university & research institutes cooperate to meet their respective needs based on social contacts, trust and share complementary resources. From the perspective of complex network together with the patent data of Shandong province in China, a novel evolutionary game model on patent cooperation network is presented. Two sides in the game model are industries and universities & research institutes respectively. The cooperation is represented by a connection when a new patent is developed together by the two sides. The optimal strategy of the evolutionary game model is quantified by the average positive cooperation probability p ¯ and the average payoff U ¯ . The feasibility of this game model is simulated on the parameters such as the knowledge spillover, the punishment, the development cost and the distribution coefficient of the benefit. The numerical simulations show that the cooperative behaviors are affected by the variation of parameters. The knowledge spillover displays different behaviors when the punishment is larger than the development cost or less than it. Those results indicate that reasonable punishment would improve the positive cooperation. The appropriate punishment will be useful to enhance the big degree nodes positively cooperate with industries and universities & research institutes. And an equitable plan for the distribution of cooperative profits is half-and-half distribution strategy for the two sides in game.

  15. Design of Game Space

    DEFF Research Database (Denmark)

    Kristiansen, Erik

    2011-01-01

    Playing games of any kind, from tennis to board games, it is easy to notice that games are configured in space, often using stripes or a kind of map on a board. Some games are clearly performed within this marked border, while it may be difficult to pinpoint such a visual border in a game like hide....... This makes sense, but also demands that play and non-play can be easily separated. I will examine how games make use of space, and show that the magic circle not only is a viable, though criticized, concept but should be understood as a spatial concept. In order to do this several games are examined, leading...... to introduce a spatial model of the game performance comprising a primary and secondary game space. I will show how new game genres can profit from using this model when designing new games....

  16. Invisible hand effect in an evolutionary minority game model

    Science.gov (United States)

    Sysi-Aho, Marko; Saramäki, Jari; Kaski, Kimmo

    2005-03-01

    In this paper, we study the properties of a minority game with evolution realized by using genetic crossover to modify fixed-length decision-making strategies of agents. Although the agents in this evolutionary game act selfishly by trying to maximize their own performances only, it turns out that the whole society will eventually be rewarded optimally. This “invisible hand” effect is what Adam Smith over two centuries ago expected to take place in the context of free market mechanism. However, this behaviour of the society of agents is realized only under idealized conditions, where all agents are utilizing the same efficient evolutionary mechanism. If on the other hand part of the agents are adaptive, but not evolutionary, the system does not reach optimum performance, which is also the case if part of the evolutionary agents form a uniformly acting “cartel”.

  17. Reverse-Engineering MAC: A Non-Cooperative Game Model

    OpenAIRE

    Lee, Jang-Won; Tang, Ao; Huang, Jianwei; Chiang, Mung; Calderbank, A. Robert

    2007-01-01

    This paper reverse-engineers backoff-based random-access MAC protocols in ad-hoc networks. We show that the contention resolution algorithm in such protocols is implicitly participating in a non-cooperative game. Each link attempts to maximize a selfish local utility function, whose exact shape is reverse-engineered from the protocol description, through a stochastic subgradient method in which the link updates its persistence probability based on its transmission success or failure. We prove...

  18. Modified economic order quantity (EOQ model for items with imperfect quality: Game-theoretical approaches

    Directory of Open Access Journals (Sweden)

    Milad Elyasi

    2014-04-01

    Full Text Available In the recent decade, studying the economic order quantity (EOQ models with imperfect quality has appealed to many researchers. Only few papers are published discussing EOQ models with imperfect items in a supply chain. In this paper, a two-echelon decentralized supply chain consisting of a manufacture and a supplier that both face just in time (JIT inventory problem is considered. It is sought to find the optimal number of the shipments and the quantity of each shipment in a way that minimizes the both manufacturer’s and the supplier’s cost functions. To the authors’ best knowledge, this is the first paper that deals with imperfect items in a decentralized supply chain. Thereby, three different game theoretical solution approaches consisting of two non-cooperative games and a cooperative game are proposed. Comparing the results of three different scenarios with those of the centralized model, the conclusions are drawn to obtain the best approach.

  19. PS injection area

    CERN Multimedia

    1974-01-01

    Looking against the direction of protons in the main ring (left): the beam coming from the linac 1 either goes to the booster (on the right) or is deflected towards the PS to be directly injected into section 26 (facing the camera). Also shown the start of the TT2 line, ejected from straight section 16 to go towards the ISR passing over the beam line from the linac. (see Photo Archive 7409009)

  20. PS injection area

    CERN Multimedia

    1974-01-01

    To the right is the PS ring viewed along the direction of the protons. At the left the injection line coming from the 50 MeV Linac 1 (bottom) and going towards the 800 MeV booster, or deflected to the right to be injected directly into straight section 16. The drumlike element behind the (blue) dipole magnet is a 'debuncher' (a 200 MHz cavity). See photos 7409014X and 7409009.

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

    Science.gov (United States)

    Peña, Jorge; Rochat, Yannick

    2012-01-01

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

  2. Bipartite graphs as models of population structures in evolutionary multiplayer games.

    Science.gov (United States)

    Peña, Jorge; Rochat, Yannick

    2012-01-01

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

  3. Bipartite graphs as models of population structures in evolutionary multiplayer games.

    Directory of Open Access Journals (Sweden)

    Jorge Peña

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

  4. Effect of the Sport Education Tactical Model on Coeducational and Single Gender Game Performance

    Science.gov (United States)

    Pritchard, Tony; McCollum, Starla; Sundal, Jacqueline; Colquit, Gavin

    2014-01-01

    Physical education teachers are faced with a decision when teaching physical activities in schools. What type of instructional model should be used, and should classes be coeducational or single gender? The current study had two purposes. The first purpose investigated the effectiveness of the sport education tactical model (SETM) during game play…

  5. Video Modeling and Observational Learning to Teach Gaming Access to Students with ASD

    Science.gov (United States)

    Spriggs, Amy D.; Gast, David L.; Knight, Victoria F.

    2016-01-01

    The purpose of this study was to evaluate both video modeling and observational learning to teach age-appropriate recreation and leisure skills (i.e., accessing video games) to students with autism spectrum disorder. Effects of video modeling were evaluated via a multiple probe design across participants and criteria for mastery were based on…

  6. Computer Games versus Maps before Reading Stories: Priming Readers' Spatial Situation Models

    Science.gov (United States)

    Smith, Glenn Gordon; Majchrzak, Dan; Hayes, Shelley; Drobisz, Jack

    2011-01-01

    The current study investigated how computer games and maps compare as preparation for readers to comprehend and retain spatial relations in text narratives. Readers create situation models of five dimensions: spatial, temporal, causal, goal, and protagonist (Zwaan, Langston, & Graesser 1995). Of these five, readers mentally model the spatial…

  7. Detection by voxel-wise statistical analysis of significant changes in regional cerebral glucose uptake in an APP/PS1 transgenic mouse model of Alzheimer's disease.

    Science.gov (United States)

    Dubois, Albertine; Hérard, Anne-Sophie; Delatour, Benoît; Hantraye, Philippe; Bonvento, Gilles; Dhenain, Marc; Delzescaux, Thierry

    2010-06-01

    Biomarkers and technologies similar to those used in humans are essential for the follow-up of Alzheimer's disease (AD) animal models, particularly for the clarification of mechanisms and the screening and validation of new candidate treatments. In humans, changes in brain metabolism can be detected by 1-deoxy-2-[(18)F] fluoro-D-glucose PET (FDG-PET) and assessed in a user-independent manner with dedicated software, such as Statistical Parametric Mapping (SPM). FDG-PET can be carried out in small animals, but its resolution is low as compared to the size of rodent brain structures. In mouse models of AD, changes in cerebral glucose utilization are usually detected by [(14)C]-2-deoxyglucose (2DG) autoradiography, but this requires prior manual outlining of regions of interest (ROI) on selected sections. Here, we evaluate the feasibility of applying the SPM method to 3D autoradiographic data sets mapping brain metabolic activity in a transgenic mouse model of AD. We report the preliminary results obtained with 4 APP/PS1 (64+/-1 weeks) and 3 PS1 (65+/-2 weeks) mice. We also describe new procedures for the acquisition and use of "blockface" photographs and provide the first demonstration of their value for the 3D reconstruction and spatial normalization of post mortem mouse brain volumes. Despite this limited sample size, our results appear to be meaningful, consistent, and more comprehensive than findings from previously published studies based on conventional ROI-based methods. The establishment of statistical significance at the voxel level, rather than with a user-defined ROI, makes it possible to detect more reliably subtle differences in geometrically complex regions, such as the hippocampus. Our approach is generic and could be easily applied to other biomarkers and extended to other species and applications. Copyright 2010 Elsevier Inc. All rights reserved.

  8. A cognitive approach to game usability and design: mental model development in novice real-time strategy gamers.

    Science.gov (United States)

    Graham, John; Zheng, Liya; Gonzalez, Cleotilde

    2006-06-01

    We developed a technique to observe and characterize a novice real-time-strategy (RTS) player's mental model as it shifts with experience. We then tested this technique using an off-the-shelf RTS game, EA Games Generals. Norman defined mental models as, "an internal representation of a target system that provides predictive and explanatory power to the operator." In the case of RTS games, the operator is the player and the target system is expressed by the relationships within the game. We studied five novice participants in laboratory-controlled conditions playing a RTS game. They played Command and Conquer Generals for 2 h per day over the course of 5 days. A mental model analysis was generated using player dissimilarity-ratings of the game's artificial intelligence (AI) agents analyzed using multidimensional scaling (MDS) statistical methods. We hypothesized that novices would begin with an impoverished model based on the visible physical characteristics of the game system. As they gained experience and insight, their mental models would shift and accommodate the functional characteristics of the AI agents. We found that all five of the novice participants began with the predicted physical-based mental model. However, while their models did qualitatively shift with experience, they did not necessarily change to the predicted functional-based model. This research presents an opportunity for the design of games that are guided by shifts in a player's mental model as opposed to the typical progression through successive performance levels.

  9. Models for cooperative games with fuzzy relations among the agents fuzzy communication, proximity relation and fuzzy permission

    CERN Document Server

    Jiménez-Losada, Andrés

    2017-01-01

    This book offers a comprehensive introduction to cooperative game theory and a practice-oriented reference guide to new models and tools for studying bilateral fuzzy relations among several agents or players. It introduces the reader to several fuzzy models, each of which is first analyzed in the context of classical games (crisp games) and subsequently in the context of fuzzy games. Special emphasis is given to the value of Shapley, which is presented for the first time in the context of fuzzy games. Students and researchers will find here a self-contained reference guide to cooperative fuzzy games, characterized by a wealth of examples, descriptions of a wide range of possible situations, step-by-step explanations of the basic mathematical concepts involved, and easy-to-follow information on axioms and properties.

  10. Evolutionary Game Theory-Based Collaborative Sensing Model in Emergency CRAHNs

    Directory of Open Access Journals (Sweden)

    Sasirekha GVK

    2012-01-01

    Full Text Available Game theory has been a tool of choice for modeling dynamic interactions between autonomous systems. Cognitive radio ad hoc networks (CRAHNs constituted of autonomous wireless nodes are a natural fit for game theory-based modeling. The game theory-based model is particularly suitable for “collaborative spectrum sensing” where each cognitive radio senses the spectrum and shares the results with other nodes such that the targeted sensing accuracy is achieved. Spectrum sensing in CRAHNs, especially when used in emergency scenarios such as disaster management and military applications, needs to be not only accurate and resource efficient, but also adaptive to the changing number of users as well as signal-to-noise ratios. In addition, spectrum sensing mechanism must also be proactive, fair, and tolerant to security attacks. Existing work in collaborative spectrum sensing has mostly been confined to resource efficiency in static systems using request-based reactive sensing resulting in high latencies. In this paper, evolutionary game theory (EGT is used to model the behavior of the emergency CRAHNS, providing an efficient model for collaborative spectrum sensing. The resulting implementation model is adaptive to the changes in its environment such as signal-to-noise ratio and number of users in the network. The analytical and simulation models presented validate the system design and the desired performance.

  11. Does trust promote more teamwork? Modeling online game players' teamwork using team experience as a moderator.

    Science.gov (United States)

    Lee, Chun-Chia; Chang, Jen-Wei

    2013-11-01

    The need for teamwork has grown significantly in today's organizations. Especially for online game communities, teamwork is an important means of online game players' engagement. This study aims to investigate the impacts of trust on players' teamwork with affective commitment and normative commitment as mediators. Furthermore, this research includes team experience as a moderator to compare the difference between different player groups. A model was proposed and tested on 296 online game players' data using structural equation modeling. Findings revealed that team experience moderated the relationship between trust and teamwork. The results indicated that trust promotes more teamwork only for players with high experience through affective commitment than those who with low experience. Implications of the findings are discussed.

  12. Distraction sneakers decrease the expected level of aggression within groups: a game-theoretic model.

    Science.gov (United States)

    Dubois, Frédérique; Giraldeau, Luc-Alain; Hamilton, Ian M; Grant, James W A; Lefebvre, Louis

    2004-08-01

    Hawk-dove games have been extensively used to predict the conditions under which group-living animals should defend their resources against potential usurpers. Typically, game-theoretic models on aggression consider that resource defense may entail energetic and injury costs. However, intruders may also take advantage of owners who are busy fighting to sneak access to unguarded resources, imposing thereby an additional cost on the use of the escalated hawk strategy. In this article we modify the two-strategy hawk-dove game into a three-strategy hawk-dove-sneaker game that incorporates a distraction-sneaking tactic, allowing us to explore its consequences on the expected level of aggression within groups. Our model predicts a lower proportion of hawks and hence lower frequencies of aggressive interactions within groups than do previous two-strategy hawk-dove games. The extent to which distraction sneakers decrease the frequency of aggression within groups, however, depends on whether they search only for opportunities to join resources uncovered by other group members or for both unchallenged resources and opportunities to usurp.

  13. The Tripartite Game Model for Electricity Pricing in Consideration of the Power Quality

    Directory of Open Access Journals (Sweden)

    Tianlei Zang

    2017-12-01

    Full Text Available Under the Energy Internet concept the distribution and management of resources in the electricity market have been gradually transiting from a centralized pattern to a decentralized pattern. Correspondingly, the methodological model for the analysis of economic behaviors needs to be upgraded too. Based on the idea of non-cooperative game theory, this paper puts forward a tripartite game model for electricity pricing in consideration of the power quality, which is applicable to the electricity market under the Energy Internet with distributed generation, including the State Grid Corporation of China (SGCC, generating companies (GENCOs and the marketers which correspond to the regional power-retailing companies. Then, the sequential quadratic programming based on the quasi-Newton method is given to solve the game model. Finally, four sets of tests with different game factors are carried out to verify the validity and feasibility of the proposed model and algorithm. The SGCC price, the cost and the number of GENCOs and the cross-regional environment are considered in each test, respectively. The results show that this model can adapt well to the various conditions.

  14. At PS170 (APPLE)

    CERN Multimedia

    CERN PhotoLab

    1983-01-01

    APPLE stands for Antiproton-Proton to Pair of LEptons (an acronym of the ancestor experiment PAPLEP), the PS170 experiment setup at LEAR to study e+e-pair production in antiproton-proton annihilation by Padova-(CEN) Saclay- Torino Collaboration. It consisted of a liquid hydrogen target surrounded by several layers of proportional chambers in the vertical field of a C-magnet (this photo), a gas Cerenkov counter, wire chambers, hodoscopes, and an electromagnetic calorimeter (see photo 8302539X, 8302540X). See also photo 8301539X for the setup assembly at an early stage.

  15. Inverse modeling using PS-InSAR for improved calibration of hydraulic parameters and prediction of future subsidence for Las Vegas Valley, USA

    Directory of Open Access Journals (Sweden)

    T. J. Burbey

    2015-11-01

    Full Text Available Las Vegas Valley has had a long history of surface deformation due to groundwater pumping that began in the early 20th century. After nearly 80 years of pumping, PS-InSAR interferograms have revealed detailed and complex spatial patterns of subsidence in the Las Vegas Valley area that do not coincide with major pumping regions. High spatial and temporal resolution subsidence observations from InSAR and hydraulic head data were used to inversely calibrate transmissivities (T, elastic and inelastic skeletal storage coefficients (Ske and Skv of the developed-zone aquifer and conductance (CR of the basin-fill faults for the entire Las Vegas basin. The results indicate that the subsidence observations from PS-InSAR are extremely beneficial for accurately quantifying hydraulic parameters, and the model calibration results are far more accurate than when using only water-levels as observations, and just a few random subsidence observations. Future predictions of land subsidence to year 2030 were made on the basis of existing pumping patterns and rates. Simulation results suggests that subsidence will continue in northwest subsidence bowl area, which is expected to undergo an additional 11.3 cm of subsidence. Even mitigation measures that include artificial recharge and reduced pumping do not significantly reduce the compaction in the northwest subsidence bowl. This is due to the slow draining of thick confining units in the region. However, a small amount of uplift of 0.4 cm is expected in the North and Central bowl areas over the next 20 years.

  16. Interleukin-1β mediated amyloid plaque clearance is independent of CCR2 signaling in the APP/PS1 mouse model of Alzheimer's disease.

    Science.gov (United States)

    Rivera-Escalera, Fátima; Matousek, Sarah B; Ghosh, Simantini; Olschowka, John A; O'Banion, M Kerry

    2014-09-01

    Neuroinflammation is a key component of Alzheimer's disease (AD) pathogenesis. Particularly, the proinflammatory cytokine interleukin-1 beta (IL-1β) is upregulated in human AD and believed to promote amyloid plaque deposition. However, studies from our laboratory have shown that chronic IL-1β overexpression in the APPswe/PSEN1dE9 (APP/PS1) mouse model of AD ameliorates amyloid pathology, increases plaque-associated microglia, and induces recruitment of peripheral immune cells to the brain parenchyma. To investigate the contribution of CCR2 signaling in IL-1β-mediated amyloid plaque clearance, seven month-old APP/PS1/CCR2(-/-) mice were intrahippocampally transduced with a recombinant adeno-associated virus serotype 2 containing the cleaved form of human IL-1β (rAAV2-IL-1β). Four weeks after rAAV2-IL-1β transduction, we found significant reductions in 6E10 and Congo red staining of amyloid plaques that was confirmed by decreased levels of insoluble Aβ1-42 and Aβ1-40 in the inflamed hippocampus. Bone marrow chimeric studies confirmed the presence of infiltrating immune cells following IL-1β overexpression and revealed that dramatic reduction of CCR2(+) peripheral mononuclear cell recruitment to the inflamed hippocampus did not prevent the ability of IL-1β to induce amyloid plaque clearance. These results suggest that infiltrating CCR2(+) monocytes do not contribute to IL-1β-mediated amyloid plaque clearance. Copyright © 2014 Elsevier Inc. All rights reserved.

  17. Impulsivity, self-regulation,and pathological video gaming among youth: testing a mediation model.

    Science.gov (United States)

    Liau, Albert K; Neo, Eng Chuan; Gentile, Douglas A; Choo, Hyekyung; Sim, Timothy; Li, Dongdong; Khoo, Angeline

    2015-03-01

    Given the potential negative mental health consequences of pathological video gaming, understanding its etiology may lead to useful treatment developments. The purpose of the study was to examine the influence of impulsive and regulatory processes on pathological video gaming. Study 1 involved 2154 students from 6 primary and 4 secondary schools in Singapore. Study 2 involved 191 students from 2 secondary schools. The results of study 1 and study 2 supported the hypothesis that self-regulation is a mediator between impulsivity and pathological video gaming. Specifically, higher levels of impulsivity was related to lower levels of self-regulation, which in turn was related to higher levels of pathological video gaming. The use of impulsivity and self-regulation in predicting pathological video gaming supports the dual-system model of incorporating both impulsive and reflective systems in the prediction of self-control outcomes. The study highlights the development of self-regulatory resources as a possible avenue for future prevention and treatment research. © 2011 APJPH.

  18. ENED-GEM: A Conceptual Framework Model for Psychological Enjoyment Factors and Learning Mechanisms in Educational Games about the Environment.

    Science.gov (United States)

    Fjællingsdal, Kristoffer S; Klöckner, Christian A

    2017-01-01

    Based on a thorough review of psychological literature, this article seeks to develop a model of game enjoyment and environmental learning (ENvironmental EDucational Game Enjoyment Model, ENED-GEM) and delineate psychological processes that might facilitate learning and inspire behavioral change from educational games about the environment. A critically acclaimed digital educational game about environmental issues (Fate of the World by Red Redemption/Soothsayer Games) was used as a case study. Two hundred forty-nine reviews of the game from the popular gaming and reviewing platform known as Steam were analyzed by means of a thematic content analysis in order to identify key player enjoyment factors believed to be relevant to the process of learning from games, as well as to gain an understanding of positive and negative impressions about the game's general content. The end results of the thematic analysis were measured up to the suggested ENED-GEM framework. Initial results generally support the main elements of the ENED-GEM, and future research into the importance of these individual core factors is outlined.

  19. [A prediction model for internet game addiction in adolescents: using a decision tree analysis].

    Science.gov (United States)

    Kim, Ki Sook; Kim, Kyung Hee

    2010-06-01

    This study was designed to build a theoretical frame to provide practical help to prevent and manage adolescent internet game addiction by developing a prediction model through a comprehensive analysis of related factors. The participants were 1,318 students studying in elementary, middle, and high schools in Seoul and Gyeonggi Province, Korea. Collected data were analyzed using the SPSS program. Decision Tree Analysis using the Clementine program was applied to build an optimum and significant prediction model to predict internet game addiction related to various factors, especially parent related factors. From the data analyses, the prediction model for factors related to internet game addiction presented with 5 pathways. Causative factors included gender, type of school, siblings, economic status, religion, time spent alone, gaming place, payment to Internet café, frequency, duration, parent's ability to use internet, occupation (mother), trust (father), expectations regarding adolescent's study (mother), supervising (both parents), rearing attitude (both parents). The results suggest preventive and managerial nursing programs for specific groups by path. Use of this predictive model can expand the role of school nurses, not only in counseling addicted adolescents but also, in developing and carrying out programs with parents and approaching adolescents individually through databases and computer programming.

  20. The Study on "Academic Game"-Oriented English Course Model for Postgraduates in Agricultural Universities

    Science.gov (United States)

    Xia, Xinrong

    2010-01-01

    Based on the analysis of the questionnaire survey on learning motivation and learning needs of postgraduates and their demands and suggestions on English teaching, the paper makes a beneficial exploration on English course model for postgraduates in agricultural universities. Under the guidance of academic game theory, the "language skills+…

  1. Positive expectations feedback experiments and number guessing games as models of financial markets

    NARCIS (Netherlands)

    Sonnemans, J.; Tuinstra, J.

    2010-01-01

    In repeated number guessing games choices typically converge quickly to the Nash equilibrium. In positive expectations feedback experiments, however, convergence to the equilibrium price tends to be very slow, if it occurs at all. Both types of experimental designs have been suggested as modeling

  2. Simulation of interactive games

    OpenAIRE

    Heiberg, Fredrik

    2016-01-01

    Interactive online games are increasingly popular in today's society, and the industry is growing fast. Games take place in a virtual world and involve interaction with other players. Some online games connect millions of people, and the game studios enjoy enormous revenue utilising different business models. The interactive game market has changed a lot over the years, and player demands have increased concerning functionality, content, and price. As a result, the costs related to developmen...

  3. Game Theoretic Modeling of Water Resources Allocation Under Hydro-Climatic Uncertainty

    Science.gov (United States)

    Brown, C.; Lall, U.; Siegfried, T.

    2005-12-01

    Typical hydrologic and economic modeling approaches rely on assumptions of climate stationarity and economic conditions of ideal markets and rational decision-makers. In this study, we incorporate hydroclimatic variability with a game theoretic approach to simulate and evaluate common water allocation paradigms. Game Theory may be particularly appropriate for modeling water allocation decisions. First, a game theoretic approach allows economic analysis in situations where price theory doesn't apply, which is typically the case in water resources where markets are thin, players are few, and rules of exchange are highly constrained by legal or cultural traditions. Previous studies confirm that game theory is applicable to water resources decision problems, yet applications and modeling based on these principles is only rarely observed in the literature. Second, there are numerous existing theoretical and empirical studies of specific games and human behavior that may be applied in the development of predictive water allocation models. With this framework, one can evaluate alternative orderings and rules regarding the fraction of available water that one is allowed to appropriate. Specific attributes of the players involved in water resources management complicate the determination of solutions to game theory models. While an analytical approach will be useful for providing general insights, the variety of preference structures of individual players in a realistic water scenario will likely require a simulation approach. We propose a simulation approach incorporating the rationality, self-interest and equilibrium concepts of game theory with an agent-based modeling framework that allows the distinct properties of each player to be expressed and allows the performance of the system to manifest the integrative effect of these factors. Underlying this framework, we apply a realistic representation of spatio-temporal hydrologic variability and incorporate the impact of

  4. Modeling and Simulation of Sport Games, Sport Movements, and Adaptations to Training (Dagstuhl Seminar 15382)

    OpenAIRE

    Duarte, Ricardo; Eskofier, Björn; Rumpf, Martin; Wiemeyer, Josef

    2016-01-01

    This report documents the program and the outcomes of Dagstuhl Seminar 15382 "Modeling and Simulation of Sport Games, Sport Movements, and Adaptations to Training". The primary goal of the seminar was the continuation of the interdisciplinary and transdisciplinarity research in sports and computer science with the emphasis on modeling and simulation technologies. In this seminar, experts on modeling and simulation from computer science, sport science, and industry were invited to discuss rece...

  5. Game Theory Based Trust Model for Cloud Environment

    Directory of Open Access Journals (Sweden)

    K. Gokulnath

    2015-01-01

    Full Text Available The aim of this work is to propose a method to establish trust at bootload level in cloud computing environment. This work proposes a game theoretic based approach for achieving trust at bootload level of both resources and users perception. Nash equilibrium (NE enhances the trust evaluation of the first-time users and providers. It also restricts the service providers and the users to violate service level agreement (SLA. Significantly, the problem of cold start and whitewashing issues are addressed by the proposed method. In addition appropriate mapping of cloud user’s application to cloud service provider for segregating trust level is achieved as a part of mapping. Thus, time complexity and space complexity are handled efficiently. Experiments were carried out to compare and contrast the performance of the conventional methods and the proposed method. Several metrics like execution time, accuracy, error identification, and undecidability of the resources were considered.

  6. Social Construction Kits for Kids: New Models for Game Design in the Era of MySpace and Disney Mobile

    DEFF Research Database (Denmark)

    Brynskov, Martin

    2006-01-01

    pervasive computing systems that empower and engage children, especially tween girls (7- to 12-year-olds), to create and manipulate game-like social activities. The purpose is to use the somewhat formalized model of habitats. We use habitats in two ways: directly as an analytical tool to describe games...

  7. An update to the HIV-TRePS system: the development of new computational models that do not require a genotype to predict HIV treatment outcomes.

    Science.gov (United States)

    Revell, Andrew D; Wang, Dechao; Wood, Robin; Morrow, Carl; Tempelman, Hugo; Hamers, Raph; Alvarez-Uria, Gerardo; Streinu-Cercel, Adrian; Ene, Luminita; Wensing, Annemarie; Reiss, Peter; van Sighem, Ard I; Nelson, Mark; Emery, Sean; Montaner, Julio S G; Lane, H Clifford; Larder, Brendan A

    2014-04-01

    The optimal individualized selection of antiretroviral drugs in resource-limited settings is challenging because of the limited availability of drugs and genotyping. Here we describe the development of the latest computational models to predict the response to combination antiretroviral therapy without a genotype, for potential use in such settings. Random forest models were trained to predict the probability of a virological response to therapy (HIV RNA/mL) following virological failure using the following data from 22,567 treatment-change episodes including 1090 from southern Africa: baseline viral load and CD4 cell count, treatment history, drugs in the new regimen, time to follow-up and follow-up viral load. The models were assessed during cross-validation and with an independent global test set of 1000 cases including 100 from southern Africa. The models' accuracy [area under the receiver-operating characteristic curve (AUC)] was evaluated and compared with genotyping using rules-based interpretation systems for those cases with genotypes available. The models achieved AUCs of 0.79-0.84 (mean 0.82) during cross-validation, 0.80 with the global test set and 0.78 with the southern African subset. The AUCs were significantly lower (0.56-0.57) for genotyping. The models predicted virological response to HIV therapy without a genotype as accurately as previous models that included a genotype. They were accurate for cases from southern Africa and significantly more accurate than genotyping. These models will be accessible via the online treatment support tool HIV-TRePS and have the potential to help optimize antiretroviral therapy in resource-limited settings where genotyping is not generally available.

  8. Decision support models for solid waste management: review and game-theoretic approaches.

    Science.gov (United States)

    Karmperis, Athanasios C; Aravossis, Konstantinos; Tatsiopoulos, Ilias P; Sotirchos, Anastasios

    2013-05-01

    This paper surveys decision support models that are commonly used in the solid waste management area. Most models are mainly developed within three decision support frameworks, which are the life-cycle assessment, the cost-benefit analysis and the multi-criteria decision-making. These frameworks are reviewed and their strengths and weaknesses as well as their critical issues are analyzed, while their possible combinations and extensions are also discussed. Furthermore, the paper presents how cooperative and non-cooperative game-theoretic approaches can be used for the purpose of modeling and analyzing decision-making in situations with multiple stakeholders. Specifically, since a waste management model is sustainable when considering not only environmental and economic but also social aspects, the waste management bargaining game is introduced as a specific decision support framework in which future models can be developed. Copyright © 2013 Elsevier Ltd. All rights reserved.

  9. Modelling Torsade de Pointes arrhythmias in vitro in 3D human iPS cell-engineered heart tissue.

    Science.gov (United States)

    Kawatou, Masahide; Masumoto, Hidetoshi; Fukushima, Hiroyuki; Morinaga, Gaku; Sakata, Ryuzo; Ashihara, Takashi; Yamashita, Jun K

    2017-10-20

    Torsade de Pointes (TdP) is a lethal arrhythmia that is often drug-induced, thus there is an urgent need for development of models to test or predict the drug sensitivity of human cardiac tissue. Here, we present an in vitro TdP model using 3D cardiac tissue sheets (CTSs) that contain a mixture of human induced pluripotent stem cell (hiPSC)-derived cardiomyocytes and non-myocytes. We simultaneously monitor the extracellular field potential (EFP) and the contractile movement of the CTSs. Upon treatment with IKr channel blockers, CTSs exhibit tachyarrhythmias with characteristics of TdP, including both a typical polymorphic EFP and meandering spiral wave re-entry. The TdP-like waveform is predominantly observed in CTSs with the cell mixture, indicating that cellular heterogeneity and the multi-layered 3D structure are both essential factors for reproducing TdP-like arrhythmias in vitro. This 3D model could provide the mechanistic detail underlying TdP generation and means for drug discovery and safety tests.

  10. Designing Leadership models in a Three Level Unlimited Supply Chain: Non-Cooperative Game Theory Approach

    Directory of Open Access Journals (Sweden)

    Ahmad Jaafarnehad

    2015-09-01

    Full Text Available The role and importance of supply chain management, has faced with many challenges and problems. Although a comprehensive model of supply chain issues, has not been explained, we have to indicate that issues such as reviewing the theoretical foundations of information systems, marketing, financial management, logistical and organizational relations have been considered by many researchers. The objective of supply chain management is to improve various activities and components to increase overall supply chain system benefits. In order to achieve the overall objectives, many contradictions may occur between the components and different levels of supply chain and the contradictions that these disorders over time, result in decreased strength and competitiveness of the supply chain. Such conflicts, like marketing costs (advertising, pricing and inventory can occur during the supply chain life cycle. A Game Theory approach with respect to property is the appropriate tool for collaboration in the supply chain. This tool is used for collaborative making in any kind of supply chain such as cooperative supply chain and non-cooperative supply chain. In the present study and assuming a lack of cooperation between different levels of a supply chain, a dynamic game with complete information has been generated. In addition identifying appropriate leaders of various levels of the supply chain is considered. Non-Cooperative dynamic game mode (Stackelberg Game, for each of the three levels of supply chain including retailers, suppliers and manufacturers are modeled. Depending on the bargaining power and its position in the market, any level of supply chain can make a leader of the following rule. In the present study, the equilibrium model to play Stackelberg game may be led by a leader or leading players and ultimately identifying and modeling the appropriate unlimited three level supply chain are determined.

  11. iPS cell technologies and their prospect for bone regeneration and disease modeling: A mini review

    Directory of Open Access Journals (Sweden)

    Maria Csobonyeiova

    2017-07-01

    Full Text Available Bone disorders are a group of varied acute and chronic traumatic, degenerative, malignant or congenital conditions affecting the musculoskeletal system. They are prevalent in society and, with an ageing population, the incidence and impact on the population’s health is growing. Severe persisting pain and limited mobility are the major symptoms of the disorder that impair the quality of life in affected patients. Current therapies only partially treat the disorders, offering management of symptoms, or temporary replacement with inert materials. However, during the last few years, the options for the treatment of bone disorders have greatly expanded, thanks to the advent of regenerative medicine. Skeletal cell-based regeneration medicine offers promising reparative therapies for patients. Mesenchymal stem (stromal cells from different tissues have been gradually translated into clinical practice; however, there are a number of limitations. The introduction of reprogramming methods and the subsequent production of induced pluripotent stem cells provides a possibility to create human-specific models of bone disorders. Furthermore, human-induced pluripotent stem cell-based autologous transplantation is considered to be future breakthrough in the field of regenerative medicine. The main goal of the present paper is to review recent applications of induced pluripotent stem cells in bone disease modeling and to discuss possible future therapy options. The present article contributes to the dissemination of scientific and pre-clinical results between physicians, mainly orthopedist and thus supports the translation to clinical practice.

  12. How trees allocate carbon for optimal growth: insight from a game-theoretic model.

    Science.gov (United States)

    Fu, Liyong; Sun, Lidan; Han, Hao; Jiang, Libo; Zhu, Sheng; Ye, Meixia; Tang, Shouzheng; Huang, Minren; Wu, Rongling

    2017-02-01

    How trees allocate photosynthetic products to primary height growth and secondary radial growth reflects their capacity to best use environmental resources. Despite substantial efforts to explore tree height-diameter relationship empirically and through theoretical modeling, our understanding of the biological mechanisms that govern this phenomenon is still limited. By thinking of stem woody biomass production as an ecological system of apical and lateral growth components, we implement game theory to model and discern how these two components cooperate symbiotically with each other or compete for resources to determine the size of a tree stem. This resulting allometry game theory is further embedded within a genetic mapping and association paradigm, allowing the genetic loci mediating the carbon allocation of stemwood growth to be characterized and mapped throughout the genome. Allometry game theory was validated by analyzing a mapping data of stem height and diameter growth over perennial seasons in a poplar tree. Several key quantitative trait loci were found to interpret the process and pattern of stemwood growth through regulating the ecological interactions of stem apical and lateral growth. The application of allometry game theory enables the prediction of the situations in which the cooperation, competition or altruism is an optimal decision of a tree to fully use the environmental resources it owns. © The Author 2017. Published by Oxford University Press. All rights reserved. For Permissions, please email: journals.permissions@oup.com.

  13. Chronic caffeine treatment reverses memory impairment and the expression of brain BNDF and TrkB in the PS1/APP double transgenic mouse model of Alzheimer?s disease

    OpenAIRE

    HAN, KUN; JIA, NING; LI, JI; YANG, LI; MIN, LIAN-QIU

    2013-01-01

    The objective of this study was to investigate the effects of varying doses of caffeine on memory impairment and the expression of brain neurotrophic derived factor (BNDF) and TrkB in PS1/APP double transgenic mouse models. PS1/APP double transgenic mice were administered 0.3 ml/day of saline, 1.5 mg/day of caffeine or 0.75 mg/day of caffeine for eight weeks. A water maze test and western blotting were used to determine the memory capability and expression of hippocampal BNDF and TrkB of the ...

  14. 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.

  15. Should the model for risk-informed regulation be game theory rather than decision theory?

    Science.gov (United States)

    Bier, Vicki M; Lin, Shi-Woei

    2013-02-01

    deception), to identify optimal regulatory strategies. Therefore, we believe that the types of regulatory interactions analyzed in this article are better modeled using game theory rather than decision theory. In particular, the goals of this article are to review the relevant literature in game theory and regulatory economics (to stimulate interest in this area among risk analysts), and to present illustrative results showing how the application of game theory can provide useful insights into the theory and practice of risk-informed regulation. © 2012 Society for Risk Analysis.

  16. Game Theory Models for the Verification of the Collective Behaviour of Autonomous Cars

    OpenAIRE

    Varga, László Z.

    2017-01-01

    The collective of autonomous cars is expected to generate almost optimal traffic. In this position paper we discuss the multi-agent models and the verification results of the collective behaviour of autonomous cars. We argue that non-cooperative autonomous adaptation cannot guarantee optimal behaviour. The conjecture is that intention aware adaptation with a constraint on simultaneous decision making has the potential to avoid unwanted behaviour. The online routing game model is expected to b...

  17. Business Model Generation: A handbook for visionaries, game changers and challengers

    OpenAIRE

    Oliveira, MAY; João José Pinto Ferreira

    2011-01-01

    The book entitled “Business Model Generation: A Handbook for visionaries, game changers and challengers” though written by Osterwalder and Pigneur (2010) was also co-created by 470 practitioners from 45 countries. The book is thus a good example of how a global creative collaboration effort can contribute positively to the business and management literature and subsequently to the advancement of society. The book "Business Model Generation" has both narrative and visual detail. Befor...

  18. ENED-GEM: A Conceptual Framework Model for Psychological Enjoyment Factors and Learning Mechanisms in Educational Games about the Environment

    Science.gov (United States)

    Fjællingsdal, Kristoffer S.; Klöckner, Christian A.

    2017-01-01

    Based on a thorough review of psychological literature, this article seeks to develop a model of game enjoyment and environmental learning (ENvironmental EDucational Game Enjoyment Model, ENED-GEM) and delineate psychological processes that might facilitate learning and inspire behavioral change from educational games about the environment. A critically acclaimed digital educational game about environmental issues (Fate of the World by Red Redemption/Soothsayer Games) was used as a case study. Two hundred forty-nine reviews of the game from the popular gaming and reviewing platform known as Steam were analyzed by means of a thematic content analysis in order to identify key player enjoyment factors believed to be relevant to the process of learning from games, as well as to gain an understanding of positive and negative impressions about the game’s general content. The end results of the thematic analysis were measured up to the suggested ENED-GEM framework. Initial results generally support the main elements of the ENED-GEM, and future research into the importance of these individual core factors is outlined. PMID:28701988

  19. The Challenge of Audience Reception: A Developmental Model for Educational Game Engagement

    Science.gov (United States)

    Sherry, John L.

    2013-01-01

    According to educational gaming advocates, the engaging nature of games encourages sustained game play and enhanced attention to learning outcomes among players. Because children's and adolescents' play time varies by game genre, engagement with a game likely reflects the match between the genre and the player's preferences and needs. Youth learn…

  20. Introducing a model for competitiveness of suppliers in supply chain through game theory approach

    Directory of Open Access Journals (Sweden)

    Hengameh Cighary Deljavan

    2012-10-01

    Full Text Available Cighary Deljavan and Fariba Sadeghi PDF (300 KAbstract: The purpose of the present study is to introduce a model for competitiveness of suppliers in supply chain through game theory approach in one of the automobile companies of Iran. In this study, the game is based on price and non-price factors and this company is going to estimate the real profit obtained from collaboration with each of supply chain members. This happens by considering the governing competitive condition based on game theory before entering a bit for purchase of α piece as spare part among 8 companies supplying this piece as the supply chain members. According to experts in this industry, the quality is the main non-price competitiveness factor after price. In the current research models, the model introduced by Lu and Tsao (2011 [Lu, J.C., Tsao, Y.C., & Charoensiriwath, C. (2011. Competition Under manufacturer Service and retail price. Economic Modeling, 28,1256-1264.] with two manufacturers- one distributer, being appropriate for the research data, has been considered as the basis and implemented for case study and then it has been extended to n-manufacturers-one common retailer. Following price elasticity of demand, potential size of market or maximum product demand, retailer price, production price, wholesale price, demand amount, manufacturer and retailer profit are estimated under three scenario of manufacturer Stackelberg, Retailer Sackelberg and Vertical Nash. Therefore, by comparing them, price balance points and optimum level of services are specified and the better optimum scenario can be determined. Sensitivity analysis is performed for new model and manufacturers are ranked based on manufacture profit, Retailer profit and customer satisfaction. Finally, in this research in addition to introducing-person game model, customer satisfaction, which has been presented in the previous models as a missed circle are analyzed.

  1. Quantum-Like Model for Decision Making Process in Two Players Game. A Non-Kolmogorovian Model

    Science.gov (United States)

    Asano, Masanari; Ohya, Masanori; Khrennikov, Andrei

    2011-03-01

    In experiments of games, players frequently make choices which are regarded as irrational in game theory. In papers of Khrennikov (Information Dynamics in Cognitive, Psychological and Anomalous Phenomena. Fundamental Theories of Physics, Kluwer Academic, Norwell, 2004; Fuzzy Sets Syst. 155:4-17, 2005; Biosystems 84:225-241, 2006; Found. Phys. 35(10):1655-1693, 2005; in QP-PQ Quantum Probability and White Noise Analysis, vol. XXIV, pp. 105-117, 2009), it was pointed out that statistics collected in such the experiments have "quantum-like" properties, which can not be explained in classical probability theory. In this paper, we design a simple quantum-like model describing a decision-making process in a two-players game and try to explain a mechanism of the irrational behavior of players. Finally we discuss a mathematical frame of non-Kolmogorovian system in terms of liftings (Accardi and Ohya, in Appl. Math. Optim. 39:33-59, 1999).

  2. Modeling Humans as Reinforcement Learners: How to Predict Human Behavior in Multi-Stage Games

    Science.gov (United States)

    Lee, Ritchie; Wolpert, David H.; Backhaus, Scott; Bent, Russell; Bono, James; Tracey, Brendan

    2011-01-01

    This paper introduces a novel framework for modeling interacting humans in a multi-stage game environment by combining concepts from game theory and reinforcement learning. The proposed model has the following desirable characteristics: (1) Bounded rational players, (2) strategic (i.e., players account for one anothers reward functions), and (3) is computationally feasible even on moderately large real-world systems. To do this we extend level-K reasoning to policy space to, for the first time, be able to handle multiple time steps. This allows us to decompose the problem into a series of smaller ones where we can apply standard reinforcement learning algorithms. We investigate these ideas in a cyber-battle scenario over a smart power grid and discuss the relationship between the behavior predicted by our model and what one might expect of real human defenders and attackers.

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

    Directory of Open Access Journals (Sweden)

    Mari anti

    2017-12-01

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

  4. MODELLING THE INTERACTION IN GAME SPORTS - RELATIVE PHASE AND MOVING CORRELATIONS

    Directory of Open Access Journals (Sweden)

    Martin Lames

    2006-12-01

    Full Text Available Model building in game sports should maintain the constitutive feature of this group of sports, the dynamic interaction process between the two parties. For single net/wall games relative phase is suggested to describe the positional interaction between the two players. 30 baseline rallies in tennis were examined and relative phase was calculated by Hilbert transform from the two time-series of lateral displacement and trajectory in the court respectively. Results showed that relative phase indicates some aspects of the tactical interaction in tennis. At a more abstract level the interaction between two teams in handball was studied by examining the relationship of the two scoring processes. Each process can be conceived as a random walk. Moving averages of the scoring probabilities indicate something like a momentary strength. A moving correlation (length = 20 ball possessions describes the momentary relationship between the teams' strength. Evidence was found that this correlation is heavily time-dependent, in almost every single game among the 40 examined ones we found phases with a significant positive as well as significant negative relationship. This underlines the importance of a dynamic view on the interaction in these games.

  5. Interneurons and beta-amyloid in the olfactory bulb, anterior olfactory nucleus and olfactory tubercle in APPxPS1 transgenic mice model of Alzheimer's disease.

    Science.gov (United States)

    Saiz-Sanchez, Daniel; De La Rosa-Prieto, Carlos; Ubeda-Bañon, Isabel; Martinez-Marcos, Alino

    2013-09-01

    Impaired olfaction has been described as an early symptom in Alzheimer's disease (AD). Neuroanatomical changes underlying this deficit in the olfactory system are largely unknown. Given that interneuron populations are crucial in olfactory information processing, we have quantitatively analyzed somatostatin- (SOM), parvalbumin- (PV), and calretinin-expressing (CR) cells in the olfactory bulb, anterior olfactory nucleus, and olfactory tubercle in PS1 x APP double transgenic mice model of AD. The experiments were performed in wild type and double transgenic homozygous animal groups of 2, 4, 6, and 8 months of age to analyze early stages of the pathology. In addition, beta-amyloid (Aβ) expression and its correlation with SOM cells have been quantified under confocal microscopy. The results indicate increasing expressions of Aβ with aging as well as an early fall of SOM and CR expression, whereas PV was decreased later in the disease progression. These observations evidence an early, preferential vulnerability of SOM and CR cells in rostral olfactory structures during AD that may be useful to unravel neural basis of olfactory deficits associated to this neurodegenerative disorder. Copyright © 2013 Wiley Periodicals, Inc.

  6. Dietary DHA supplementation in an APP/PS1 transgenic rat model of AD reduces behavioral and Aβ pathology and modulates Aβ oligomerization

    Science.gov (United States)

    Teng, Edmond; Taylor, Karen; Bilousova, Tina; Weiland, David; Pham, Thaidan; Zuo, Xiaohong; Yang, Fusheng; Chen, Ping-Ping; Glabe, Charles G.; Takacs, Alison; Hoffman, Dennis R.; Frautschy, Sally A.; Cole, Gregory M.

    2015-01-01

    Increased dietary consumption of docosahexaenoic acid (DHA) is associated with decreased risk for Alzheimer’s disease (AD). These effects have been postulated to arise from DHA’s pleiotropic effects on AD pathophysiology, including its effects on β-amyloid (Aβ) production, aggregation, and toxicity. While in vitro studies suggest DHA may inhibit and reverse the formation of toxic Aβ oligomers, it remains uncertain whether these mechanisms operate in vivo at the physiological concentrations of DHA attainable through dietary supplementation. We sought to clarify the effects of dietary DHA supplementation on Aβ indices in a transgenic APP/PS1 rat model of AD. Animals maintained on a DHA-supplemented diet exhibited reductions in hippocampal Aβ plaque density and modest improvements on behavioral testing relative to those maintained on a DHA-depleted diet. However, DHA supplementation also increased overall soluble Aβ oligomer levels in the hippocampus. Further quantification of specific conformational populations of Aβ oligomers indicated that DHA supplementation increased fibrillar (i.e. putatively less toxic) Aβ oligomers and decreased prefibrillar (i.e. putatively more toxic) Aβ oligomers. These results provide in vivo evidence suggesting that DHA can modulate Aβ aggregation by stabilizing soluble fibrillar Aβ oligomers and thus reduce the formation of both Aβ plaques and prefibrillar Aβ oligomers. However, since fibrillar Aβ oligomers still retain inherent neurotoxicity, DHA may need to be combined with other interventions that can additionally reduce fibrillar Aβ oligomer levels for more effective prevention of AD in clinical settings. PMID:26369878

  7. The 4 Ps as a Guiding Perspective

    Science.gov (United States)

    Kalsbeek, David H.

    2013-01-01

    A 4 Ps perspective addresses immediate needs: to help institutions gain traction in their retention strategies by framing and reframing the challenges and the possible responses, by challenging some of the traditional mental models about retention that can distract or dilute those strategies, and by offering focus and coherence to institutional…

  8. Synaptic plasticity in the hippocampus of a APP/PS1 mouse model of Alzheimer's disease is impaired in old but not young mice.

    Directory of Open Access Journals (Sweden)

    Simon Gengler

    Full Text Available BACKGROUND: Alzheimer disease (AD is a neurodegenerative disorder for which there is no cure. We have investigated synaptic plasticity in area CA1 in a novel AD mouse model (APPPS1-21 which expresses the Swedish mutation of APP and the L166P mutation of human PS-1. This model shows initial plaque formation at 2 months in the neocortex and 4 months in the hippocampus and displays beta-amyloid-associated pathologies and learning impairments. METHODOLOGY/PRINCIPAL FINDINGS: We tested long-term potentiation (LTP and short term potentiation (paired-pulse facilitation, PPF of synaptic transmission in vivo in area CA1 of the hippocampus. There was no difference in LTP or PPF at 4-5 months of age in APPPS1-21 mice compared to littermate controls. At 6 months of age there was also no difference in LTP but APPPS1-21 mice showed slightly increased PPF (p<0.03. In 8 months old mice, LTP was greatly impaired in APPPS-21 animals (p<0.0001 while PPF was not changed. At 15 months of age, APPPS1-21 mice showed again impaired LTP compared to littermate controls (p<0.005, and PPF was also significantly reduced at 80 ms (p<0.005 and 160 ms (p<0.01 interstimulus interval. Immunohistological analysis showed only modest amyloid deposition in the hippocampus at 4 and 6 months with a robust increase up to 15 months of age. CONCLUSIONS: Our results suggest that increased formation and aggregation of beta amyloid with aging is responsible for the impaired LTP with aging in this mouse model, while the transient increase of PPF at 6 months of age is caused by some other mechanism.

  9. Model-based video segmentation for vision-augmented interactive games

    Science.gov (United States)

    Liu, Lurng-Kuo

    2000-04-01

    This paper presents an architecture and algorithms for model based video object segmentation and its applications to vision augmented interactive game. We are especially interested in real time low cost vision based applications that can be implemented in software in a PC. We use different models for background and a player object. The object segmentation algorithm is performed in two different levels: pixel level and object level. At pixel level, the segmentation algorithm is formulated as a maximizing a posteriori probability (MAP) problem. The statistical likelihood of each pixel is calculated and used in the MAP problem. Object level segmentation is used to improve segmentation quality by utilizing the information about the spatial and temporal extent of the object. The concept of an active region, which is defined based on motion histogram and trajectory prediction, is introduced to indicate the possibility of a video object region for both background and foreground modeling. It also reduces the overall computation complexity. In contrast with other applications, the proposed video object segmentation system is able to create background and foreground models on the fly even without introductory background frames. Furthermore, we apply different rate of self-tuning on the scene model so that the system can adapt to the environment when there is a scene change. We applied the proposed video object segmentation algorithms to several prototype virtual interactive games. In our prototype vision augmented interactive games, a player can immerse himself/herself inside a game and can virtually interact with other animated characters in a real time manner without being constrained by helmets, gloves, special sensing devices, or background environment. The potential applications of the proposed algorithms including human computer gesture interface and object based video coding such as MPEG-4 video coding.

  10. SPS and PS Experiments Committee

    CERN Multimedia

    CERN. Geneva

    2004-01-01

    OPEN SESSION: 09:00 Status report of NA58 / COMPASS: A. Magnon 09:40 Status report of PS212 / DIRAC: L. Tausher 10:10 PS212 / DIRAC Addendum: L. Nemenov CLOSED SESSION on Tuesday, 27 April 2004 after the open session, Main Building, 6th floor conference room

  11. A Path Model of School Violence Perpetration: Introducing Online Game Addiction as a New Risk Factor.

    Science.gov (United States)

    Kim, Jae Yop; Lee, Jeen Suk; Oh, Sehun

    2015-08-10

    Drawing on the cognitive information-processing model of aggression and the general aggression model, we explored why adolescents become addicted to online games and how their immersion in online games affects school violence perpetration (SVP). For this purpose, we conducted statistical analyses on 1,775 elementary and middle school students who resided in northern districts of Seoul, South Korea. The results validated the proposed structural equation model and confirmed the statistical significance of the structural paths from the variables; that is, the paths from child abuse and self-esteem to SVP were significant. The levels of self-esteem and child abuse victimization affected SVP, and this effect was mediated by online game addiction (OGA). Furthermore, a multigroup path analysis showed significant gender differences in the path coefficients of the proposed model, indicating that gender exerted differential effects on adolescents' OGA and SVP. Based on these results, prevention and intervention methods to curb violence in schools have been proposed. © The Author(s) 2015.

  12. Economic Game Theory to Model the Attenuation of Virulence of an Obligate Intracellular Bacterium.

    Science.gov (United States)

    Tago, Damian; Meyer, Damien F

    2016-01-01

    Diseases induced by obligate intracellular pathogens have a large burden on global human and animal health. Understanding the factors involved in the virulence and fitness of these pathogens contributes to the development of control strategies against these diseases. Based on biological observations, a theoretical model using game theory is proposed to explain how obligate intracellular bacteria interact with their host. The equilibrium in such a game shows that the virulence and fitness of the bacterium is host-triggered and by changing the host's defense system to which the bacterium is confronted, an evolutionary process leads to an attenuated strain. Although, the attenuation procedure has already been conducted in practice in order to develop an attenuated vaccine (e.g., with Ehrlichia ruminantium), there was a lack of understanding of the theoretical basis behind this process. Our work provides a model to better comprehend the existence of different phenotypes and some underlying evolutionary mechanisms for the virulence of obligate intracellular bacteria.

  13. Strategies of the Game on the Use of BOT Model for the Eco-tourism Enterprises in the Infrastructure Development of Ecological Tourism

    Directory of Open Access Journals (Sweden)

    Yang Peitao

    2016-01-01

    Full Text Available Based on BOT model in the eco-tourism infrastructure and from the perspective of the Eco-tourism Enterprises, this article analyzes the game of the concession periods, the game of the costs and the game between the two to achieve the Maximization of Eco-tourism Enterprises’ profits by using some related theories and methods.

  14. Strategies of the Game on the Use of BOT Model for the Eco-tourism Enterprises in the Infrastructure Development of Ecological Tourism

    OpenAIRE

    Yang Peitao; Wang Shuai; Zhou Ting

    2016-01-01

    Based on BOT model in the eco-tourism infrastructure and from the perspective of the Eco-tourism Enterprises, this article analyzes the game of the concession periods, the game of the costs and the game between the two to achieve the Maximization of Eco-tourism Enterprises’ profits by using some related theories and methods.

  15. Genetic Models in Evolutionary Game Theory: The Evolution of Altruism

    NARCIS (Netherlands)

    Rubin, Hannah

    2015-01-01

    While prior models of the evolution of altruism have assumed that organisms reproduce asexually, this paper presents a model of the evolution of altruism for sexually reproducing organisms using Hardy–Weinberg dynamics. In this model, the presence of reciprocal altruists allows the population to

  16. A consolidation based extruder model to explore GAME process configurations

    NARCIS (Netherlands)

    Willems, P.; Kuipers, N.J.M.; de Haan, A.B.

    2009-01-01

    A mathematical model from literature was adapted to predict the pressure profile and oil yield for canola in a lab-scale extruder. Changing the description of the expression process from filtration to consolidation significantly improved the performance and physical meaning of the model. The model

  17. Sensation Seeking and Online Gaming Addiction in Adolescents: A Moderated Mediation Model of Positive Affective Associations and Impulsivity

    OpenAIRE

    Jianping Hu; Shuangju Zhen; Chengfu Yu; Qiuyan Zhang; Wei Zhang

    2017-01-01

    Based on the Dual Systems Model (Somerville et al., 2010; Steinberg, 2010a) and the biosocial-affect model (Romer and Hennessy, 2007) of adolescent sensation seeking and problem behaviors, the present study examined how (affective associations with online games as a mediator) and when (impulsivity as a moderator) did sensation seeking influence online gaming addiction in adolescence. A total of 375 Chinese male adolescents (mean age = 16.02 years, SD = 0.85) from southern China completed anon...

  18. Low-Frequency Repetitive Transcranial Magnetic Stimulation Ameliorates Cognitive Function and Synaptic Plasticity in APP23/PS45 Mouse Model of Alzheimer’s Disease

    Directory of Open Access Journals (Sweden)

    Zhilin Huang

    2017-09-01

    Full Text Available Alzheimer’s disease (AD is a chronic neurodegenerative disease leading to dementia, which is characterized by progressive memory loss and other cognitive dysfunctions. Recent studies have attested that noninvasive repetitive transcranial magnetic stimulation (rTMS may help improve cognitive function in patients with AD. However, the majority of these studies have focused on the effects of high-frequency rTMS on cognitive function, and little is known about low-frequency rTMS in AD treatment. Furthermore, the potential mechanisms of rTMS on the improvement of learning and memory also remain poorly understood. In the present study, we reported that severe deficits in spatial learning and memory were observed in APP23/PS45 double transgenic mice, a well known mouse model of AD. Furthermore, these behavioral changes were accompanied by the impairment of long-term potentiation (LTP in the CA1 region of hippocampus, a brain region vital to spatial learning and memory. More importantly, 2-week low-frequency rTMS treatment markedly reversed the impairment of spatial learning and memory as well as hippocampal CA1 LTP. In addition, low-frequency rTMS dramatically reduced amyloid-β precursor protein (APP and its C-terminal fragments (CTFs including C99 and C89, as well as β-site APP-cleaving enzyme 1 (BACE1 in the hippocampus. These results indicate that low-frequency rTMS noninvasively and effectively ameliorates cognitive and synaptic functions in a mouse model of AD, and the potential mechanisms may be attributed to rTMS-induced reduction in Aβ neuropathology.

  19. Ceramide and Related-Sphingolipid Levels Are Not Altered in Disease-Associated Brain Regions of APPSL and APPSL/PS1M146L Mouse Models of Alzheimer's Disease: Relationship with the Lack of Neurodegeneration?

    Directory of Open Access Journals (Sweden)

    Laurence Barrier

    2011-01-01

    Full Text Available There is evidence linking sphingolipid abnormalities, APP processing, and neuronal death in Alzheimer's disease (AD. We previously reported a strong elevation of ceramide levels in the brain of the APPSL/PS1Ki mouse model of AD, preceding the neuronal death. To extend these findings, we analyzed ceramide and related-sphingolipid contents in brain from two other mouse models (i.e., APPSL and APPSL/PS1M146L in which the time-course of pathology is closer to that seen in most currently available models. Conversely to our previous work, ceramides did not accumulate in disease-associated brain regions (cortex and hippocampus from both models. However, the APPSL/PS1Ki model is unique for its drastic neuronal loss coinciding with strong accumulation of neurotoxic Aβ isoforms, not observed in other animal models of AD. Since there are neither neuronal loss nor toxic Aβ species accumulation in APPSL mice, we hypothesized that it might explain the lack of ceramide accumulation, at least in this model.

  20. Liposomal SLA co-incorporated with PO CpG ODNs or PS CpG ODNs induce the same protection against the murine model of leishmaniasis.

    Science.gov (United States)

    Shargh, Vahid Heravi; Jaafari, Mahmoud Reza; Khamesipour, Ali; Jaafari, Iman; Jalali, Seyed Amir; Abbasi, Azam; Badiee, Ali

    2012-06-06

    First generation Leishmania vaccines consisting of whole killed parasites with or without adjuvants have reached phase 3 trial and failed to show enough efficacy mainly due to the lack of an appropriate adjuvant. In this study, the nuclease-resistant phosphorothioate CpG oligodeoxynucleotides (PS CpG) or nuclease-sensitive phosphodiester CpG ODNs (PO CpG) were used as adjuvants to enhance immunogenicity and rate of protection against leishmaniasis. Due to the susceptibility of PO CpG to nuclease degradation, an efficient liposomal delivery system was developed to protect them from degradation. 1, 2-dioleoyl-3-trimethylammonium-propane (DOTAP) as a cationic lipid was used because of its unique adjuvanticity and electrostatic interaction with negatively charged CpG ODNs. To evaluate the role of liposomal formulation in protection rate and enhanced immune response, BALB/c mice were immunized subcutaneously with liposomal soluble Leishmania antigens (SLA) co-incorporated with PO CpG (Lip-SLA-PO CpG), Lip-SLA-PS CpG, SLA+PO CpG, SLA+PS CpG, SLA or buffer. As criteria for protection, footpad swelling at the site of challenge, parasite loads, the levels of IFN-γ and IL-4, and the IgG subtypes were evaluated. The groups of mice receiving Lip-SLA-PO CpG or Lip-SLA-PS CpG showed a high protection rate compared with the control groups. In addition, there was no significant difference in immune response generation between mice immunized with PS CpG and the group receiving PO CpG when incorporated into the liposomes. The results suggested that liposomal form of PO CpG might be used instead of PS CpG in future vaccine formulations as an efficient adjuvant. Copyright © 2012 Elsevier Ltd. All rights reserved.

  1. Modeling Dexterity Development in 2nd-4th-grade Boys by Means of Active Games

    Directory of Open Access Journals (Sweden)

    C. Марченко

    2017-06-01

    Full Text Available The objective is to optimize the mode of using game for dexterity development in the 2nd-4th-grade boys. Materials & methods: to conduct the experiment, there were eight test groups (n=48 formed in each class. The total number of such test groups was 24. The research relied on the following methods: theoretical analysis and collation of scientific and methodological literature; pedagogical testing; methods of mathematical experiment planning (complete factorial experiment 23; modeling method. Results: the research has determined that to develop dexterity, the 2nd-4th-grade boys need to participate in up to five games. The number of repetitions for the 2nd-3rd-graders is two, and for the 4th-graders – three, with 30–40-second rest intervals. The 2nd-4th-grade boys showed effective development during 40 classes, and the 3rd-grade boys – during 20 classes. After that, we recommend to use other means. The game duration varies from one to two minutes. Conclusions: the analysis of the scientific and methodological literature has revealed that the level of motor readiness, dexterity being one of its main components, largely determines the state of children’s physical and mental health. The research has found that the natural development of coordination abilities in boys aged between 7 and 10 is 22.5–80.0% (56.2% on average. Game actions play a particular role in dexterity development in junior schoolers. The 23 complete factorial experiment made it possible to study the multi-factorial structure of game load for the 2nd-4th-graders; to specify the relations between factors for their use during dexterity development in the 2nd-4th-grade boys in physical education classes. They can serve as an objective tool for the educational process optimization. The given regression equations are models that can be used to determine the optimal game means ratio in the academic process of the 2nd-4th-graders.

  2. Is the Concordance model the only game in town?

    Science.gov (United States)

    Dunsby, Peter K. S.

    2012-07-01

    In this lecture we show that for both f(R) theories of gravity and the Lemaître-Tolman-Bondi models of standard General Relativity, it is necessary to look at both the background expansion history as well as the growth of density perturbations in order to clearly differentiate them from the standard Concordance model of cosmology.

  3. Human strategic reasoning in dynamic games: Experiments, logics, cognitive models

    NARCIS (Netherlands)

    Ghosh, Sujata; Halder, Tamoghna; Sharma, Khyati; Verbrugge, Rineke

    2015-01-01

    © Springer-Verlag Berlin Heidelberg 2015.This article provides a three-way interaction between experiments, logic and cognitive modelling so as to bring out a shared perspective among these diverse areas, aiming towards better understanding and better modelling of human strategic reasoning in

  4. Chronic caffeine treatment reverses memory impairment and the expression of brain BNDF and TrkB in the PS1/APP double transgenic mouse model of Alzheimer’s disease

    Science.gov (United States)

    HAN, KUN; JIA, NING; LI, JI; YANG, LI; MIN, LIAN-QIU

    2013-01-01

    The objective of this study was to investigate the effects of varying doses of caffeine on memory impairment and the expression of brain neurotrophic derived factor (BNDF) and TrkB in PS1/APP double transgenic mouse models. PS1/APP double transgenic mice were administered 0.3 ml/day of saline, 1.5 mg/day of caffeine or 0.75 mg/day of caffeine for eight weeks. A water maze test and western blotting were used to determine the memory capability and expression of hippocampal BNDF and TrkB of the mice. The results demonstrated that 0.75 mg/day and 1.5 mg/day doses of caffeine significantly increased memory capability and the expression of hippocampal BDNF and TrkB in PS1/APP mice with a dose-response effect. The results suggested that chronic caffeine treatment may reverse memory impairment in PS1/APP transgenic mice, and BDNF and its receptor TrkB, may be involved in this process. PMID:23900282

  5. Longitudinal investigation of neuroinflammation and metabolite profiles in the APPswe ×PS1Δe9 transgenic mouse model of Alzheimer's disease.

    Science.gov (United States)

    Chaney, Aisling; Bauer, Martin; Bochicchio, Daniela; Smigova, Alison; Kassiou, Michael; Davies, Karen E; Williams, Steve R; Boutin, Herve

    2018-02-01

    There is increasing evidence linking neuroinflammation to many neurological disorders including Alzheimer's disease (AD); however, its exact contribution to disease manifestation and/or progression is poorly understood. Therefore, there is a need to investigate neuroinflammation in both health and disease. Here, we investigate cognitive decline, neuroinflammatory and other pathophysiological changes in the APPswe ×PS1Δe9 transgenic mouse model of AD. Transgenic (TG) mice were compared to C57BL/6 wild type (WT) mice at 6, 12 and 18 months of age. Neuroinflammation was investigated by [18 F]DPA-714 positron emission tomography and myo-inositol levels using 1 H magnetic resonance spectroscopy (MRS) in vivo. Neuronal and cellular dysfunction was investigated by looking at N-acetylaspartate (NAA), choline-containing compounds, taurine and glutamate also using MRS. Cognitive decline was first observed at 12 m of age in the TG mice as assessed by working memory tests . A significant increase in [18 F]DPA-714 uptake was seen in the hippocampus and cortex of 18 m-old TG mice when compared to age-matched WT mice and 6 m-old TG mice. No overall effect of gene was seen on metabolite levels; however, a significant reduction in NAA was observed in 18 m-old TG mice when compared to WT. In addition, age resulted in a decrease in glutamate and an increase in choline levels. Therefore, we can conclude that increased neuroinflammation and cognitive decline are observed in TG animals, whereas NAA alterations occurring with age are exacerbated in the TG mice. These results support the role of neuroinflammation and metabolite alteration in AD and in ageing. © 2017 The Authors. Journal of Neurochemistry published by John Wiley & Sons Ltd on behalf of International Society for Neurochemistry.

  6. Peering Strategic Game Models for Interdependent ISPs in Content Centric Internet

    Science.gov (United States)

    Guan, Jianfeng; Xu, Changqiao; Su, Wei; Zhang, Hongke

    2013-01-01

    Emergent content-oriented networks prompt Internet service providers (ISPs) to evolve and take major responsibility for content delivery. Numerous content items and varying content popularities motivate interdependence between peering ISPs to elaborate their content caching and sharing strategies. In this paper, we propose the concept of peering for content exchange between interdependent ISPs in content centric Internet to minimize content delivery cost by a proper peering strategy. We model four peering strategic games to formulate four types of peering relationships between ISPs who are characterized by varying degrees of cooperative willingness from egoism to altruism and interconnected as profit-individuals or profit-coalition. Simulation results show the price of anarchy (PoA) and communication cost in the four games to validate that ISPs should decide their peering strategies by balancing intradomain content demand and interdomain peering relations for an optimal cost of content delivery. PMID:24381517

  7. Peering Strategic Game Models for Interdependent ISPs in Content Centric Internet

    Directory of Open Access Journals (Sweden)

    Jia Zhao

    2013-01-01

    Full Text Available Emergent content-oriented networks prompt Internet service providers (ISPs to evolve and take major responsibility for content delivery. Numerous content items and varying content popularities motivate interdependence between peering ISPs to elaborate their content caching and sharing strategies. In this paper, we propose the concept of peering for content exchange between interdependent ISPs in content centric Internet to minimize content delivery cost by a proper peering strategy. We model four peering strategic games to formulate four types of peering relationships between ISPs who are characterized by varying degrees of cooperative willingness from egoism to altruism and interconnected as profit-individuals or profit-coalition. Simulation results show the price of anarchy (PoA and communication cost in the four games to validate that ISPs should decide their peering strategies by balancing intradomain content demand and interdomain peering relations for an optimal cost of content delivery.

  8. Peering strategic game models for interdependent ISPs in content centric Internet.

    Science.gov (United States)

    Zhao, Jia; Guan, Jianfeng; Xu, Changqiao; Su, Wei; Zhang, Hongke

    2013-01-01

    Emergent content-oriented networks prompt Internet service providers (ISPs) to evolve and take major responsibility for content delivery. Numerous content items and varying content popularities motivate interdependence between peering ISPs to elaborate their content caching and sharing strategies. In this paper, we propose the concept of peering for content exchange between interdependent ISPs in content centric Internet to minimize content delivery cost by a proper peering strategy. We model four peering strategic games to formulate four types of peering relationships between ISPs who are characterized by varying degrees of cooperative willingness from egoism to altruism and interconnected as profit-individuals or profit-coalition. Simulation results show the price of anarchy (PoA) and communication cost in the four games to validate that ISPs should decide their peering strategies by balancing intradomain content demand and interdomain peering relations for an optimal cost of content delivery.

  9. Evolutionary Game Model Study of Construction Green Supply Chain Management under the Government Intervention

    Science.gov (United States)

    Xing, Yuanzhi; Deng, Xiaoyi

    2017-11-01

    The paper first has defined the concepts of green supply chain management and evolution game theory, and pointed out the characteristics of green supply chain management in construction. The main participants and key links of the construction green supply chain management are determined by constructing the organization framework. This paper established the evolutionary game model between construction enterprises and recycling enterprises for the green supply chain closed-loop structure. The waste recycling evolutionary stability equilibrium solution is obtained to explore the principle and effective scope of government policy intervention. This paper put forward the relevant countermeasures to the green supply chain management in construction recycling stage from the government point of view. The conclusion has reference value and guidance to the final product construction enterprises, recycling enterprises and the government during green supply chain.

  10. Multi-objective game-theory models for conflict analysis in reservoir watershed management.

    Science.gov (United States)

    Lee, Chih-Sheng

    2012-05-01

    This study focuses on the development of a multi-objective game-theory model (MOGM) for balancing economic and environmental concerns in reservoir watershed management and for assistance in decision. Game theory is used as an alternative tool for analyzing strategic interaction between economic development (land use and development) and environmental protection (water-quality protection and eutrophication control). Geographic information system is used to concisely illustrate and calculate the areas of various land use types. The MOGM methodology is illustrated in a case study of multi-objective watershed management in the Tseng-Wen reservoir, Taiwan. The innovation and advantages of MOGM can be seen in the results, which balance economic and environmental concerns in watershed management and which can be interpreted easily by decision makers. For comparison, the decision-making process using conventional multi-objective method to produce many alternatives was found to be more difficult. Copyright © 2012 Elsevier Ltd. All rights reserved.

  11. Mean-Field-Game Model for Botnet Defense in Cyber-Security

    Energy Technology Data Exchange (ETDEWEB)

    Kolokoltsov, V. N., E-mail: v.kolokoltsov@warwick.ac.uk [University of Warwick, Department of Statistics (United Kingdom); Bensoussan, A. [The University of Texas at Dallas, School of Management (United States)

    2016-12-15

    We initiate the analysis of the response of computer owners to various offers of defence systems against a cyber-hacker (for instance, a botnet attack), as a stochastic game of a large number of interacting agents. We introduce a simple mean-field game that models their behavior. It takes into account both the random process of the propagation of the infection (controlled by the botner herder) and the decision making process of customers. Its stationary version turns out to be exactly solvable (but not at all trivial) under an additional natural assumption that the execution time of the decisions of the customers (say, switch on or out the defence system) is much faster that the infection rates.

  12. Modeling and Computation of Transboundary Industrial Pollution with Emission Permits Trading by Stochastic Differential Game.

    Science.gov (United States)

    Chang, Shuhua; Wang, Xinyu; Wang, Zheng

    2015-01-01

    Transboundary industrial pollution requires international actions to control its formation and effects. In this paper, we present a stochastic differential game to model the transboundary industrial pollution problems with emission permits trading. More generally, the process of emission permits price is assumed to be stochastic and to follow a geometric Brownian motion (GBM). We make use of stochastic optimal control theory to derive the system of Hamilton-Jacobi-Bellman (HJB) equations satisfied by the value functions for the cooperative and the noncooperative games, respectively, and then propose a so-called fitted finite volume method to solve it. The efficiency and the usefulness of this method are illustrated by the numerical experiments. The two regions' cooperative and noncooperative optimal emission paths, which maximize the regions' discounted streams of the net revenues, together with the value functions, are obtained. Additionally, we can also obtain the threshold conditions for the two regions to decide whether they cooperate or not in different cases. The effects of parameters in the established model on the results have been also examined. All the results demonstrate that the stochastic emission permits prices can motivate the players to make more flexible strategic decisions in the games.

  13. Game Models on Optimal Strategies in a Tourism Dual-Channel Supply Chain

    Directory of Open Access Journals (Sweden)

    Lei Yang

    2016-01-01

    Full Text Available This paper explores a two-echelon tourism supply chain consisting of a hotel and an online travel agency. The upside hotel rooms can be sold through the downside hotel alliance and online travel agency. The hotel alliance, selling rooms at a lower price, is a direct sale platform with a negligible entry fee. Notwithstanding, the online travel agency sells the room at a higher price with related personalized service. Customers will be refunded partially in case of their cancellation or no-show. An integrated model and two decentralized models based on Bertrand and Stackelberg games are developed, respectively. The results show that when the wholesale price is lower than a certain value, both the hotel and the online travel agency can gain more profit from the Stackelberg game than that from the Bertrand game. In the case that the hotel allows overbooking, the optimal overbooking quantity is obtained. If the overbooking proportion is too high, overbooking is profitable for the hotel only when the overbooking cost is lower than a certain value. At the end of the study, some experiments are conducted to analyze the sensitivity of the optimal prices and profits in the light of certain parameters.

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

    Directory of Open Access Journals (Sweden)

    Hicham Amraoui

    2016-01-01

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

  15. Modeling and Computation of Transboundary Industrial Pollution with Emission Permits Trading by Stochastic Differential Game

    Science.gov (United States)

    2015-01-01

    Transboundary industrial pollution requires international actions to control its formation and effects. In this paper, we present a stochastic differential game to model the transboundary industrial pollution problems with emission permits trading. More generally, the process of emission permits price is assumed to be stochastic and to follow a geometric Brownian motion (GBM). We make use of stochastic optimal control theory to derive the system of Hamilton-Jacobi-Bellman (HJB) equations satisfied by the value functions for the cooperative and the noncooperative games, respectively, and then propose a so-called fitted finite volume method to solve it. The efficiency and the usefulness of this method are illustrated by the numerical experiments. The two regions’ cooperative and noncooperative optimal emission paths, which maximize the regions’ discounted streams of the net revenues, together with the value functions, are obtained. Additionally, we can also obtain the threshold conditions for the two regions to decide whether they cooperate or not in different cases. The effects of parameters in the established model on the results have been also examined. All the results demonstrate that the stochastic emission permits prices can motivate the players to make more flexible strategic decisions in the games. PMID:26402322

  16. Modeling and Computation of Transboundary Industrial Pollution with Emission Permits Trading by Stochastic Differential Game.

    Directory of Open Access Journals (Sweden)

    Shuhua Chang

    Full Text Available Transboundary industrial pollution requires international actions to control its formation and effects. In this paper, we present a stochastic differential game to model the transboundary industrial pollution problems with emission permits trading. More generally, the process of emission permits price is assumed to be stochastic and to follow a geometric Brownian motion (GBM. We make use of stochastic optimal control theory to derive the system of Hamilton-Jacobi-Bellman (HJB equations satisfied by the value functions for the cooperative and the noncooperative games, respectively, and then propose a so-called fitted finite volume method to solve it. The efficiency and the usefulness of this method are illustrated by the numerical experiments. The two regions' cooperative and noncooperative optimal emission paths, which maximize the regions' discounted streams of the net revenues, together with the value functions, are obtained. Additionally, we can also obtain the threshold conditions for the two regions to decide whether they cooperate or not in different cases. The effects of parameters in the established model on the results have been also examined. All the results demonstrate that the stochastic emission permits prices can motivate the players to make more flexible strategic decisions in the games.

  17. PENERAPAN MODEL PEMBELAJARAN TEAMS GAMES TOURNAMENTS (TGT PADA MATERI REDOKS UNTUK MENINGKATKAN MOTIVASI BELAJAR SISWA

    Directory of Open Access Journals (Sweden)

    R. Hiliasih

    2017-01-01

    Full Text Available Abstract: This study aims to increase students' motivation through cooperative learning model type Teams Games Tournament (TGT on the redox material. The method used is classroom action research with two cycles. Samples were 10 grade students of SMAN 5 Tangerang City. Data collection techniques gained through an essay test instruments and motivation questionnaire. Data were analyzed student motivation questionnaire average value in the description and essay tests were analyzed by calculating the value of N-Gain (%. The results showed that: (1 the average value of students' motivation to learn chemistry after participating TGT cooperative learning both in the first cycle and the second cycle were increased, 73.53 (medium category and 79.44 (high category respectively. (2 The percentage of the average value of the N-Gain (% in the first cycle is at 69.53 (medium category. While on the second cycle percentage of the average value of the N-Gain (% amounted to 79.72 (high category. (3 The percentage of students who achieve the minimum criteria of mastery learning (KKM in the first cycle of 65.79% and the second cycle of 78.95%. This shows that the cooperative learning model type Teams Games Tournament (TGT can increase learning motivation and mastery of the concept dvof redox chemistry students. Abstrak: Penelitian ini bertujuan untuk meningkatkan motivasi belajar siswa melalui model pembelajaran kooperatif tipe Teams Games Tournament (TGT pada materi redoks. Metode yang digunakan dalam penelitian ini adalah penelitian tindakan kelas dengan 2 siklus. Sampel penelitian adalah siswa kelas X SMAN 5 Kota Tangerang Selatan. Teknik pengumpulan data diperoleh melalui instrumen tes esai dan angket motivasi. Data hasil angket motivasi siswa dianalisis nilai rata-ratanya secara deskripsi dan tes esai dianalisis dengan cara menghitung nilai N-Gain (%. Hasil penelitian menunjukkan bahwa: (1 nilai rata-rata motivasi belajar kimia siswa dengan menggunakan model

  18. A Game-Theoretic Model for Distributed Programming by Contract

    DEFF Research Database (Denmark)

    Henriksen, Anders Starcke; Hvitved, Tom; Filinski, Andrzej

    2009-01-01

    We present an extension of the programming-by-contract (PBC) paradigm to a concurrent and distributed environment.  Classical PBC is characterized by absolute conformance of code to its specification, assigning blame in case of failures, and a hierarchical, cooperative decomposition model – none...... of which extend naturally to a distributed environment with multiple administrative peers. We therefore propose a more nuanced contract model based on quantifiable performance of implementations; assuming responsibility for success; and a fundamentally adversarial model of system integration, where each...

  19. Modeling Inequity Aversion in a Dictator Game with Production

    Directory of Open Access Journals (Sweden)

    Ismael Rodriguez-Lara

    2012-10-01

    Full Text Available We expand upon the previous models of inequity aversion of Fehr and Schmidt [1], and Frohlich et al. [2], which assume that dictators get disutility if the final allocation of surplus deviates from the equal split (egalitarian principle or from the subjects' production (libertarian principle. In our model, dictators may also account for the way in which the surplus was generated. More precisely, our model incorporates the idea of liberal egalitarian ethics into the analysis, making it possible for dictators to divide the surplus according to the accountability principle, which states that subjects should only be rewarded for factors under their control. This fairness ideal does not hold subjects responsible for factors beyond their control in the production of the surplus, an idea that is absent in the models of inequity aversion cited above (JEL Codes: D3, D6, D63.

  20. Testability of evolutionary game dynamics models based on experimental economics data

    CERN Document Server

    Wang, Yijia; Wang, Zhijian

    2016-01-01

    In order to better understand the dynamic processes of a real game system, we need an appropriate dynamics model, so to evaluate the validity of a model is not a trivial task. Here, we demonstrate an approach, considering the dynamic patterns of angular momentum and speed as the measurement variables, for evaluating the validity of various dynamics models. Using the data in real time Rock-Paper-Scissors (RPS) games experiments, we obtain the experimental patterns, and then derive the related theoretical patterns from a series of typical dynamics models respectively. By testing the goodness-of-fit between the experimental and theoretical patterns, the validity of the models can be evaluated. One of the results is that, among all the non-parametric models tested, the best-known Replicator dynamics model performs almost worst, while the Projection dynamics model performs best. Besides providing new empirical patterns of social dynamics, we demonstrate that the approach can be an effective and rigorous method to ...

  1. Supermodular Games and Potential Games

    OpenAIRE

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

    2001-01-01

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

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

    Science.gov (United States)

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

    2008-01-01

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

  3. Designing Leadership and Soft Skills in Educational Games: The e-Leadership and Soft Skills Educational Games Design Model (ELESS)

    Science.gov (United States)

    Freitas, Sara; Routledge, Helen

    2013-01-01

    While the field of leadership studies includes a large corpus of literature and studies, the literature and scientific research in the field of e-leadership and soft skills used in learning game environments are at present small in scale. Towards contributing to this newly emerging field of literature and study, this research paper presents a new…

  4. Teaching Children with Autism to Play a Video Game Using Activity Schedules and Game-Embedded Simultaneous Video Modeling

    Science.gov (United States)

    Blum-Dimaya, Alyssa; Reeve, Sharon A.; Reeve, Kenneth F.; Hoch, Hannah

    2010-01-01

    Children with autism have severe and pervasive impairments in social interactions and communication that impact most areas of daily living and often limit independent engagement in leisure activities. We taught four children with autism to engage in an age-appropriate leisure skill, playing the video game Guitar Hero II[TM], through the use of (a)…

  5. Dynamic User Modeling within a Game-Based ITS

    Science.gov (United States)

    Snow, Erica L.

    2015-01-01

    Intelligent tutoring systems are adaptive learning environments designed to support individualized instruction. The adaptation embedded within these systems is often guided by user models that represent one or more aspects of students' domain knowledge, actions, or performance. The proposed project focuses on the development and testing of user…

  6. 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.

  7. Effort dynamics in a fisheries bioeconomic model: A vessel level approach through Game Theory

    Directory of Open Access Journals (Sweden)

    Gorka Merino

    2007-09-01

    Full Text Available Red shrimp, Aristeus antennatus (Risso, 1816 is one of the most important resources for the bottom-trawl fleets in the northwestern Mediterranean, in terms of both landings and economic value. A simple bioeconomic model introducing Game Theory for the prediction of effort dynamics at vessel level is proposed. The game is performed by the twelve vessels exploiting red shrimp in Blanes. Within the game, two solutions are performed: non-cooperation and cooperation. The first is proposed as a realistic method for the prediction of individual effort strategies and the second is used to illustrate the potential profitability of the analysed fishery. The effort strategy for each vessel is the number of fishing days per year and their objective is profit maximisation, individual profits for the non-cooperative solution and total profits for the cooperative one. In the present analysis, strategic conflicts arise from the differences between vessels in technical efficiency (catchability coefficient and economic efficiency (defined here. The ten-year and 1000-iteration stochastic simulations performed for the two effort solutions show that the best strategy from both an economic and a conservationist perspective is homogeneous effort cooperation. However, the results under non-cooperation are more similar to the observed data on effort strategies and landings.

  8. Game-Based Teaching

    DEFF Research Database (Denmark)

    Hanghøj, Thorkild

    2013-01-01

    , pedagogical knowledge practices, and everyday knowledge practices. Secondly, the chapter emphasizes how teachers must be able to shift back and forth between various interactional roles in order to facilitate game scenarios. Finally, a discussion is presented on how teachers choose different pedagogical......This chapter outlines theoretical and empirical perspectives on how Game-Based Teaching can be integrated within the context of formal schooling. Initially, this is done by describing game scenarios as models for possible actions that need to be translated into curricular knowledge practices...... approaches to game-based teaching, which may or may not correspond with the pedagogical models of particular games....

  9. Tactile Models and Games as Learning Tools for Topics of Molecular and Cell Biology

    Directory of Open Access Journals (Sweden)

    Nelma Regina Segnini Bossolan

    2017-07-01

    Full Text Available The cell structure and the dynamics of its functioning are basic topics for the understanding of phenomena on a larger scale in living organisms and for which research in science teaching has suggested several strategies based on the use of images, games, computational simulations and tactile models, among other types of external representations. Our science education research group, over the last 17 years, has developed and evaluated educational materials for teaching these topics, aimed at all levels of school. Among these materials, we highlight the tactile models for the assembly of nucleic acid, amino acids and proteins molecules, as well as a board game that deals with the process of protein synthesis. These materials were evaluated with students from the final grades of elementary and high school, in the context of the Natural Sciences Curriculum of the State of São Paulo, as well as students from two higher level courses, one of them Licentiate’s program in Exact Sciences. Activities were planned with a problem-solving approach and carried out in small groups. Tactile models of nucleic acid aided elementary students in understanding the role of these molecules in the transmission of hereditary traits. The game of protein synthesis, which depicts this process in a schematic eukaryotic cell where the participants aim to synthesize a particular protein, promoted the development of skills such as “decision making” and “making anticipations” among high school students, in addition of expanding their knowledge about the biological functions of these molecules. The tactile models of amino acids and proteins used by students of higher education promoted their spatial perception of these molecules, allowing the prediction of intra- and intermolecular interactions. It is important to emphasize the importance of these educational resources in the construction of more functional mental models of cells and of intracellular processes.

  10. From Cards To Digital Games

    DEFF Research Database (Denmark)

    Valente, Andrea; Marchetti, Emanuela

    2017-01-01

    workshop offers evidence that a board game can work as a tangible model of the computation happening in a digital game. Children understand the practice of designing games mainly as manipulation of features and behaviors of the visual elements of a game. We attempt at looking beyond visual programming...

  11. Teaching Game Sense in Soccer

    Science.gov (United States)

    Pill, Shane

    2012-01-01

    "Game sense" is a sport-specific iteration of the teaching games for understanding model, designed to balance physical development of motor skill and fitness with the development of game understanding. Game sense can foster a shared vision for sport learning that bridges school physical education and community sport. This article explains how to…

  12. Mathematical game theory and applications

    CERN Document Server

    Mazalov, Vladimir

    2014-01-01

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

  13. Modeling pedestrian evacuation by means of game theory

    Science.gov (United States)

    Shi, Dongmei; Zhang, Wenyao; Wang, Binghong

    2017-04-01

    Pedestrian evacuation is studied based on a modified lattice model. The payoff matrix in this model represents the complicated interactions between selfish individuals, and the mean force imposed on an individual is given by considering the impacts of neighbors, walls, and defector herding. Each passer-by moves to his selected location according to the Fermi function, and the average velocity of pedestrian flow is defined as a function of the motion rule. Two pedestrian types are included: cooperators, who adhere to the evacuation instructions; and defectors, who ignore the rules and act individually. It is observed that the escape time increases as fear degree increases, and the system remains smooth for a low fear degree, but exhibits three stages for a high fear degree. We prove that the fear degree determines the dynamics of this system, and the initial density of cooperators has a negligible impact. The system experiences three phases, a single phase of cooperator, a mixed two-phase pedestrian, and a single phase of defector sequentially as the fear degree upgrades. The phase transition has been proven basically robust to the changes of empty site contribution, wall’s pressure, and noise amplitude in the motion rule. It is further shown that pedestrians derive the greatest benefit from overall cooperation, but are trapped in the worst situation if they are all defectors. Dynamics of pedestrian evacuation.

  14. COSMODEL: AN INTERACTION MODEL FOR SOCIAL NETWORK GAMES

    Directory of Open Access Journals (Sweden)

    MIGUEL NIÑO

    2011-01-01

    Full Text Available Los juegos para redes sociales (videojuegos para redes sociales en línea, se han vuelto muy populares entre los desarrolladores de videojuegos. Sin embargo, los soportes conceptuales para los diseñadores de este tipo de juegos son escasos, en particular aquellos que se enfocan en la interacción entre jugadores. Debido a lo anterior, se propone CosModel como un modelo para el diseño de juegos para redes sociales. CosModel se compone de tres vistas de diseño de interacción que respaldan la construcción de estos juegos y se enfocan en potenciar las interacciones entre los jugadores. Una de estas vistas presenta el uso de una metáfora como ayuda conceptual para el diseño de juegos para redes sociales. Este artículo presenta el contexto teórico que apoya al modelo, el proceso de desarrollo del modelo y su estructura, y un proceso propuesto para su implementación.

  15. Expanding the Game Design Space

    DEFF Research Database (Denmark)

    Larsen, Lasse Juel; Majgaard, Gunver

    2016-01-01

    . It encapsulates the entire development process from the first ideas to the final game with emphasis on game design thinking. Our model of expanded game design space consists of four separate – yet interconnected – layers in the process of game development. The first layer addresses the importance of framing...... as a guideline for evaluating game design thinking and for measuring solutions made in the development process. To strengthen our model of expanded design space, we will present examples from our game design courses.......This article considers game design research in educational settings. Its focus is on how undergraduate students – particularly engineering students – learn computer game design. From observations conducted during our game design courses we have developed a model of expanded game design space...

  16. Modeling of geographical pricing: A game analysis of siberian fuel costs

    Science.gov (United States)

    Sivushina, Anastasiya; Kombu, Anchy; Ryumkin, Valeriy

    2017-11-01

    In the present study, we propose a novel game-theoretic pricing model describing the interaction between producers and retailers of goods in conditions of poor transport infrastructure and sparse geographical distribution of the points of sale. The proposed model generalizes the Stackelberg leadership model for an arbitrary number of leaders and followers. We show that the model always has a Nash and Stackelberg equilibria. We also provide formulas for the equilibrium prices and volume of sales. As an example we model diesel pricing in south Siberia. Our model found no signs of a cartel. The results of this paper can be used by policymakers to inform market regulations aimed at promoting free competition and avoiding monopolies in production and retail of goods.

  17. PENGARUH MODEL TEAM GAMES TOURNAMENT MEDIA TOURNAMENTQUESTION CARDS TERHADAP HASIL BELAJAR SISWA PADA MATERI HIDROKARBON

    Directory of Open Access Journals (Sweden)

    Armynda Dewi Cita Sari

    2015-11-01

    Full Text Available This study was conducted to find out the effect of Team Games Tournament teaching model using Tournament-Question Cards, toward the learning outcomes of a Senior High School (SHS in Semarang on hydrocarbon and crude oil subjects. The initial observation result showed that their learning outcomes was still low as 55,78%. The population was X grader of a SHS in Semarang for the academic years 2011/2012. The sample was X-3 grader students as the control and X-4 grader as the experimental, which were selected using cluster random sampling method. Team Games Tournament teaching model using Tournament-Question Cards were applied in the  experimental class, while the conventional teaching model were used in the control class. Based on the facts, the average of post test result from the experiment class was 83,96 and the control class was 75,56. The experiment class and the control class post test grades were distributed normally and had the same variants, whereas on the one-sample t-test result was t count (3,61 > t table (2,02  which mean the average grade of experiment was better than the control class. Hypothesis testing used were biserial correlation coefficient and coefficient of determination obtained rb =0,618 and the influence 38,15%. It can be concluded that there is a significant correlation between Team Games Tournament teaching model using Tournament-Question Cards toward the learning outcomes of X grader of SHS in Semarang on hydrocarbon and crude oil subjects, with influence 38,15%.Key Words: Tournament-Question Cards media 

  18. The impact of Bdnf gene deficiency to the memory impairment and brain pathology of APPswe/PS1dE9 mouse model of Alzheimer's disease.

    Directory of Open Access Journals (Sweden)

    Tomi Rantamäki

    Full Text Available Brain-derived neurotrophic factor (BDNF importantly regulates learning and memory and supports the survival of injured neurons. Reduced BDNF levels have been detected in the brains of Alzheimer's disease (AD patients but the exact role of BDNF in the pathophysiology of the disorder remains obscure. We have recently shown that reduced signaling of BDNF receptor TrkB aggravates memory impairment in APPswe/PS1dE9 (APdE9 mice, a model of AD. The present study examined the influence of Bdnf gene deficiency (heterozygous knockout on spatial learning, spontaneous exploratory activity and motor coordination/balance in middle-aged male and female APdE9 mice. We also studied brain BDNF protein levels in APdE9 mice in different ages showing progressive amyloid pathology. Both APdE9 and Bdnf mutations impaired spatial learning in males and showed a similar trend in females. Importantly, the effect was additive, so that double mutant mice performed the worst. However, APdE9 and Bdnf mutations influenced spontaneous locomotion in contrasting ways, such that locomotor hyperactivity observed in APdE9 mice was normalized by Bdnf deficiency. Obesity associated with Bdnf deficiency did not account for the reduced hyperactivity in double mutant mice. Bdnf deficiency did not alter amyloid plaque formation in APdE9 mice. Before plaque formation (3 months, BDNF protein levels where either reduced (female or unaltered (male in the APdE9 mouse cortex. Unexpectedly, this was followed by an age-dependent increase in mature BDNF protein. Bdnf mRNA and phospho-TrkB levels remained unaltered in the cortical tissue samples of middle-aged APdE9 mice. Immunohistological studies revealed increased BDNF immunoreactivity around amyloid plaques indicating that the plaques may sequester BDNF protein and prevent it from activating TrkB. If similar BDNF accumulation happens in human AD brains, it would suggest that functional BDNF levels in the AD brains are even lower than reported

  19. The Effect of Cooperative Learning Model of Teams Games Tournament (TGT) and Students' Motivation toward Physics Learning Outcome

    Science.gov (United States)

    Nadrah; Tolla, Ismail; Ali, Muhammad Sidin; Muris

    2017-01-01

    This research aims at describing the effect of cooperative learning model of Teams Games Tournament (TGT) and motivation toward physics learning outcome. This research was a quasi-experimental research with a factorial design conducted at SMAN 2 Makassar. Independent variables were learning models. They were cooperative learning model of TGT and…

  20. Merging Theoretical Models and Therapy Approaches in the Context of Internet Gaming Disorder: A Personal Perspective

    Directory of Open Access Journals (Sweden)

    Kimberly S. Young

    2017-10-01

    Full Text Available Although, it is not yet officially recognized as a clinical entity which is diagnosable, Internet Gaming Disorder (IGD has been included in section III for further study in the DSM-5 by the American Psychiatric Association (APA, 2013. This is important because there is increasing evidence that people of all ages, in particular teens and young adults, are facing very real and sometimes very severe consequences in daily life resulting from an addictive use of online games. This article summarizes general aspects of IGD including diagnostic criteria and arguments for the classification as an addictive disorder including evidence from neurobiological studies. Based on previous theoretical considerations and empirical findings, this paper examines the use of one recently proposed model, the Interaction of Person-Affect-Cognition-Execution (I-PACE model, for inspiring future research and for developing new treatment protocols for IGD. The I-PACE model is a theoretical framework that explains symptoms of Internet addiction by looking at interactions between predisposing factors, moderators, and mediators in combination with reduced executive functioning and diminished decision making. Finally, the paper discusses how current treatment protocols focusing on Cognitive-Behavioral Therapy for Internet addiction (CBT-IA fit with the processes hypothesized in the I-PACE model.

  1. Merging Theoretical Models and Therapy Approaches in the Context of Internet Gaming Disorder: A Personal Perspective

    Science.gov (United States)

    Young, Kimberly S.; Brand, Matthias

    2017-01-01

    Although, it is not yet officially recognized as a clinical entity which is diagnosable, Internet Gaming Disorder (IGD) has been included in section III for further study in the DSM-5 by the American Psychiatric Association (APA, 2013). This is important because there is increasing evidence that people of all ages, in particular teens and young adults, are facing very real and sometimes very severe consequences in daily life resulting from an addictive use of online games. This article summarizes general aspects of IGD including diagnostic criteria and arguments for the classification as an addictive disorder including evidence from neurobiological studies. Based on previous theoretical considerations and empirical findings, this paper examines the use of one recently proposed model, the Interaction of Person-Affect-Cognition-Execution (I-PACE) model, for inspiring future research and for developing new treatment protocols for IGD. The I-PACE model is a theoretical framework that explains symptoms of Internet addiction by looking at interactions between predisposing factors, moderators, and mediators in combination with reduced executive functioning and diminished decision making. Finally, the paper discusses how current treatment protocols focusing on Cognitive-Behavioral Therapy for Internet addiction (CBT-IA) fit with the processes hypothesized in the I-PACE model. PMID:29104555

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

    Science.gov (United States)

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

    2011-12-01

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

  3. A Game Theoretical Model for Location of Terror Response Facilities under Capacitated Resources

    Directory of Open Access Journals (Sweden)

    Lingpeng Meng

    2013-01-01

    Full Text Available This paper is concerned with the effect of capacity constraints on the locations of terror response facilities. We assume that the state has limited resources, and multiple facilities may be involved in the response until the demand is satisfied consequently. We formulate a leader-follower game model between the state and the terrorist and prove the existence and uniqueness of the Nash equilibrium. An integer linear programming is proposed to obtain the equilibrium results when the facility number is fixed. The problem is demonstrated by a case study of the 19 districts of Shanghai, China.

  4. Perspectives on a Learning-Model for Innovating Game-Based Movement in Sports and Health

    DEFF Research Database (Denmark)

    Elbæk, Lars; Friis, Jørgen Jakob

    2017-01-01

    an active lifestyle. Such digitally supported movement promote health and underlines a need for students to understand that movement design incorporates many aspects: technology, gamification, motivation and understanding of health. To support this, a movement innovation program was needed at our sports...... science and health education. We therefore ask: Which learning approach and educational factors does a learning model need to provide, in order to establish the best foundation for learning innovation and the design of game-based movement solutions within sport and health education? This paper suggests...

  5. A Game Theoretical Model for Location of Terror Response Facilities under Capacitated Resources

    Science.gov (United States)

    Kang, Qi; Xu, Weisheng; Wu, Qidi

    2013-01-01

    This paper is concerned with the effect of capacity constraints on the locations of terror response facilities. We assume that the state has limited resources, and multiple facilities may be involved in the response until the demand is satisfied consequently. We formulate a leader-follower game model between the state and the terrorist and prove the existence and uniqueness of the Nash equilibrium. An integer linear programming is proposed to obtain the equilibrium results when the facility number is fixed. The problem is demonstrated by a case study of the 19 districts of Shanghai, China. PMID:24459446

  6. A game theoretical model for location of terror response facilities under capacitated resources.

    Science.gov (United States)

    Meng, Lingpeng; Kang, Qi; Han, Chuanfeng; Xu, Weisheng; Wu, Qidi

    2013-01-01

    This paper is concerned with the effect of capacity constraints on the locations of terror response facilities. We assume that the state has limited resources, and multiple facilities may be involved in the response until the demand is satisfied consequently. We formulate a leader-follower game model between the state and the terrorist and prove the existence and uniqueness of the Nash equilibrium. An integer linear programming is proposed to obtain the equilibrium results when the facility number is fixed. The problem is demonstrated by a case study of the 19 districts of Shanghai, China.

  7. Playing the Fertility Game at Work: An Equilibrium Model of Peer Effects.

    Science.gov (United States)

    Ciliberto, Federico; Miller, Amalia R; Nielsen, Helena Skyt; Simonsen, Marianne

    2016-08-01

    We study workplace peer effects in fertility decisions using a game theory model of strategic interactions among coworkers that allows for multiple equilibria. Using register-based data on fertile-aged women working in medium sized establishments in Denmark, we uncover negative average peer effects. Allowing for heterogeneous effects by worker type, we find that positive effects dominate across worker types defined by age or education. Negative effects dominate within age groups and among low-education types. Policy simulations show that these estimated effects make the distribution of where women work an important consideration, beyond simply if they work, in predicting population fertility.

  8. Playing the Fertility Game at Work: An Equilibrium Model of Peer Effects

    Science.gov (United States)

    Ciliberto, Federico; Miller, Amalia R.; Nielsen, Helena Skyt; Simonsen, Marianne

    2016-01-01

    We study workplace peer effects in fertility decisions using a game theory model of strategic interactions among coworkers that allows for multiple equilibria. Using register-based data on fertile-aged women working in medium sized establishments in Denmark, we uncover negative average peer effects. Allowing for heterogeneous effects by worker type, we find that positive effects dominate across worker types defined by age or education. Negative effects dominate within age groups and among low-education types. Policy simulations show that these estimated effects make the distribution of where women work an important consideration, beyond simply if they work, in predicting population fertility. PMID:27605729

  9. Using an Agent-Based Modeling Simulation and Game to Teach Socio-Scientific Topics

    Directory of Open Access Journals (Sweden)

    Lori L. Scarlatos

    2014-02-01

    Full Text Available In our modern world, where science, technology and society are tightly interwoven, it is essential that all students be able to evaluate scientific evidence and make informed decisions. Energy Choices, an agent-based simulation with a multiplayer game interface, was developed as a learning tool that models the interdependencies between the energy choices that are made, growth in local economies, and climate change on a global scale. This paper presents the results of pilot testing Energy Choices in two different settings, using two different modes of delivery.

  10. Expanding the Game Design Space

    DEFF Research Database (Denmark)

    Larsen, Lasse Juel; Majgaard, Gunver

    2016-01-01

    layer establishes correspondence between formal elements of computer games and the structure of problem-based creativity. It addresses how game design challenges should be formulated and how creative solutions can be measured. The fourth and final layer demonstrates how clear framing can act......This article considers game design research in educational settings. Its focus is on how undergraduate students – particularly engineering students – learn computer game design. From observations conducted during our game design courses we have developed a model of expanded game design space....... It encapsulates the entire development process from the first ideas to the final game with emphasis on game design thinking. Our model of expanded game design space consists of four separate – yet interconnected – layers in the process of game development. The first layer addresses the importance of framing...

  11. Learning via Game Design

    DEFF Research Database (Denmark)

    Marchetti, Emanuela; Valente, Andrea

    2015-01-01

    In this paper we consider the problem of making design of digital games accessible to primary school children and their teachers, and we argue for the need of digital games that are easy to alter by young learners. We know from previous research projects that digital games do not enable children...... themselves, articulate their understanding and difficulties both individually and socially. This approach, called card-based model for digital game design, is an alternative to the current trend of associating programming with digital creativity. A preliminary study was conducted by transposing a digital...... game into a trading card game, to investigate the potential of the approach: as expected, students participating to the study shifted between playing and design thinking. The card-based model introduced in this paper works full circle: it enables learners to go from digital games to cards and back...

  12. Supermodular Games and Potential Games

    NARCIS (Netherlands)

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

    2001-01-01

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

  13. War-gaming application for future space systems acquisition part 2: acquisition and bidding war-gaming modeling and simulation approaches for FFP and FPIF

    Science.gov (United States)

    Nguyen, Tien M.; Guillen, Andy T.

    2017-05-01

    This paper describes cooperative and non-cooperative static Bayesian game models with complete and incomplete information for the development of optimum acquisition strategies associated with the Program and Technical Baseline (PTB) solutions obtained from Part 1 of this paper [1]. The optimum acquisition strategies discussed focus on achieving "Affordability" by incorporating contractors' bidding strategies into the government acquisition strategies for acquiring future space systems. The paper discusses System Engineering (SE) frameworks, analytical and simulation approaches and modeling for developing the optimum acquisition strategies from both the government and contractor perspectives for Firm Fixed Price (FFP) and Fixed Price Incentive Firm (FPIF) contract types.

  14. An interprovincial cooperative game model for air pollution control in China.

    Science.gov (United States)

    Xue, Jian; Zhao, Laijun; Fan, Longzhen; Qian, Ying

    2015-07-01

    The noncooperative air pollution reduction model (NCRM) that is currently adopted in China to manage air pollution reduction of each individual province has inherent drawbacks. In this paper, we propose a cooperative air pollution reduction game model (CRM) that consists of two parts: (1) an optimization model that calculates the optimal pollution reduction quantity for each participating province to meet the joint pollution reduction goal; and (2) a model that distribute the economic benefit of the cooperation (i.e., pollution reduction cost saving) among the provinces in the cooperation based on the Shapley value method. We applied the CRM to the case of SO2 reduction in the Beijing-Tianjin-Hebei region in China. The results, based on the data from 2003-2009, show that cooperation helps lower the overall SO2 pollution reduction cost from 4.58% to 11.29%. Distributed across the participating provinces, such a cost saving from interprovincial cooperation brings significant benefits to each local government and stimulates them for further cooperation in pollution reduction. Finally, sensitivity analysis is performed using the year 2009 data to test the parameters' effects on the pollution reduction cost savings. China is increasingly facing unprecedented pressure for immediate air pollution control. The current air pollution reduction policy does not allow cooperation and is less efficient. In this paper we developed a cooperative air pollution reduction game model that consists of two parts: (1) an optimization model that calculates the optimal pollution reduction quantity for each participating province to meet the joint pollution reduction goal; and (2) a model that distributes the cooperation gains (i.e., cost reduction) among the provinces in the cooperation based on the Shapley value method. The empirical case shows that such a model can help improve efficiency in air pollution reduction. The result of the model can serve as a reference for Chinese government

  15. A game theory model for stabilizing price of chili: A case study

    Science.gov (United States)

    Wardayanti, Ari; Aviv, Afgan Suffan; Sutopo, Wahyudi; Hisjam, Muh.

    2017-11-01

    Chili is one of the important agricultural commodity in Indonesia because of its widely consumption by the Indonesian. Chili becomes one of the commodities that experience price fluctuations and important cause of yearly inflation in Indonesia. The unstable price of chili is affected by the scarcity of the commodity in some months and the difference of the harvest season. This study proposes a model to solve the problem by considering the substitution of fresh chilies with dried chili. We propose the cooperative of chili's farmer as entities that process fresh chili into dry ones. The existence of substitution products is expected to maintain the price stability chili. This research was conducted by taking a case study on chili commodity markets in Surakarta which consists of 19 traditional markets. This study aims to create a price stabilization scheme with product substitution using a game theory model. There are 4 strategies proposed in game theory model to describe the relationship between producers and consumers. In this case, the producers are the farmers and the consumers are the trade market. A mixed strategy of was chosen to determine the optimal value among 4 strategies. From the calculation results obtained optimal value when doing a mixed strategy of IDR 201,188,829,000.

  16. Modeling the emergence of a new language: Naming Game with hybridization

    CERN Document Server

    Pucci, L; Servedio, V D P

    2013-01-01

    In recent times, the research field of language dynamics has focused on the investigation of language evolution, dividing the work in three evolutive steps, according to the level of complexity: lexicon, categories and grammar. The Naming Game is a simple model capable of accounting for the emergence of a lexicon, intended as the set of words through which objects are named. We introduce a stochastic modification of the Naming Game model with the aim of characterizing the emergence of a new language as the result of the interaction of agents. We fix the initial phase by splitting the population in two sets speaking either language A or B. Whenever the result of the interaction of two individuals results in an agent able to speak both A and B, we introduce a finite probability that this state turns into a new idiom C, so to mimic a sort of hybridization process. We study the system in the space of parameters defining the interaction, and show that the proposed model displays a rich variety of behaviours, despi...

  17. SIS evolutionary game model and multi-agent simulation of an infectious disease emergency.

    Science.gov (United States)

    Yang, Fan; Yang, Qing; Liu, Xingxing; Wang, Pan

    2015-01-01

    Susceptible-Infected-Susceptible (SIS) infectious disease outbreaks are hazardous events. However, if governments sectors do not adequately supervise such outbreaks, these infectious diseases could spread significantly, resulting in large economic losses and social issues. In this paper, an evolutionary game and simulation model based on the interactions between strategies and states was proposed, and the game between the public and government sectors and its impact on epidemic situations was discussed. Replicator dynamics equations and the multi-agent model simulation were used for analysis. According to replicator dynamics equations as well as the multi-agent model simulation, the public all eventually adopted the mobility strategy. In addition, the supervision strength of the governmental sectors was equal to 0 after the strength fluctuated at a low level under the trigger strategy. Ultimately, the entire public shifted to the S state throughout the course of the emergency. Social order was maintained and social loss was controlled to a certain extent in the final analysis.

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

    Science.gov (United States)

    Collins, Andrew J.; Hester, Patrick T.

    2012-01-01

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

  19. Towards an Extended Evolutionary Game Theory with Survival Analysis and Agreement Algorithms for Modeling Uncertainty, Vulnerability, and Deception

    Science.gov (United States)

    Ma, Zhanshan (Sam)

    Competition, cooperation and communication are the three fundamental relationships upon which natural selection acts in the evolution of life. Evolutionary game theory (EGT) is a 'marriage' between game theory and Darwin's evolution theory; it gains additional modeling power and flexibility by adopting population dynamics theory. In EGT, natural selection acts as optimization agents and produces inherent strategies, which eliminates some essential assumptions in traditional game theory such as rationality and allows more realistic modeling of many problems. Prisoner's Dilemma (PD) and Sir Philip Sidney (SPS) games are two well-known examples of EGT, which are formulated to study cooperation and communication, respectively. Despite its huge success, EGT exposes a certain degree of weakness in dealing with time-, space- and covariate-dependent (i.e., dynamic) uncertainty, vulnerability and deception. In this paper, I propose to extend EGT in two ways to overcome the weakness. First, I introduce survival analysis modeling to describe the lifetime or fitness of game players. This extension allows more flexible and powerful modeling of the dynamic uncertainty and vulnerability (collectively equivalent to the dynamic frailty in survival analysis). Secondly, I introduce agreement algorithms, which can be the Agreement algorithms in distributed computing (e.g., Byzantine Generals Problem [6][8], Dynamic Hybrid Fault Models [12]) or any algorithms that set and enforce the rules for players to determine their consensus. The second extension is particularly useful for modeling dynamic deception (e.g., asymmetric faults in fault tolerance and deception in animal communication). From a computational perspective, the extended evolutionary game theory (EEGT) modeling, when implemented in simulation, is equivalent to an optimization methodology that is similar to evolutionary computing approaches such as Genetic algorithms with dynamic populations [15][17].

  20. Telomere reprogramming and maintenance in porcine iPS cells.

    Directory of Open Access Journals (Sweden)

    Guangzhen Ji

    Full Text Available Telomere reprogramming and silencing of exogenous genes have been demonstrated in mouse and human induced pluripotent stem cells (iPS cells. Pigs have the potential to provide xenotransplant for humans, and to model and test human diseases. We investigated the telomere length and maintenance in porcine iPS cells generated and cultured under various conditions. Telomere lengths vary among different porcine iPS cell lines, some with telomere elongation and maintenance, and others telomere shortening. Porcine iPS cells with sufficient telomere length maintenance show the ability to differentiate in vivo by teratoma formation test. IPS cells with short or dysfunctional telomeres exhibit reduced ability to form teratomas. Moreover, insufficient telomerase and incomplete telomere reprogramming and/or maintenance link to sustained activation of exogenous genes in porcine iPS cells. In contrast, porcine iPS cells with reduced expression of exogenous genes or partial exogene silencing exhibit insufficient activation of endogenous pluripotent genes and telomerase genes, accompanied by telomere shortening with increasing passages. Moreover, telomere doublets, telomere sister chromatid exchanges and t-circles that presumably are involved in telomere lengthening by recombination also are found in porcine iPS cells. These data suggest that both telomerase-dependent and telomerase-independent mechanisms are involved in telomere reprogramming during induction and passages of porcine iPS cells, but these are insufficient, resulting in increased telomere damage and shortening, and chromosomal instability. Active exogenes might compensate for insufficient activation of endogenous genes and incomplete telomere reprogramming and maintenance of porcine iPS cells. Further understanding of telomere reprogramming and maintenance may help improve the quality of porcine iPS cells.

  1. Telomere reprogramming and maintenance in porcine iPS cells.

    Science.gov (United States)

    Ji, Guangzhen; Ruan, Weimin; Liu, Kai; Wang, Fang; Sakellariou, Despoina; Chen, Jijun; Yang, Yang; Okuka, Maja; Han, Jianyong; Liu, Zhonghua; Lai, Liangxue; Gagos, Sarantis; Xiao, Lei; Deng, Hongkui; Li, Ning; Liu, Lin

    2013-01-01

    Telomere reprogramming and silencing of exogenous genes have been demonstrated in mouse and human induced pluripotent stem cells (iPS cells). Pigs have the potential to provide xenotransplant for humans, and to model and test human diseases. We investigated the telomere length and maintenance in porcine iPS cells generated and cultured under various conditions. Telomere lengths vary among different porcine iPS cell lines, some with telomere elongation and maintenance, and others telomere shortening. Porcine iPS cells with sufficient telomere length maintenance show the ability to differentiate in vivo by teratoma formation test. IPS cells with short or dysfunctional telomeres exhibit reduced ability to form teratomas. Moreover, insufficient telomerase and incomplete telomere reprogramming and/or maintenance link to sustained activation of exogenous genes in porcine iPS cells. In contrast, porcine iPS cells with reduced expression of exogenous genes or partial exogene silencing exhibit insufficient activation of endogenous pluripotent genes and telomerase genes, accompanied by telomere shortening with increasing passages. Moreover, telomere doublets, telomere sister chromatid exchanges and t-circles that presumably are involved in telomere lengthening by recombination also are found in porcine iPS cells. These data suggest that both telomerase-dependent and telomerase-independent mechanisms are involved in telomere reprogramming during induction and passages of porcine iPS cells, but these are insufficient, resulting in increased telomere damage and shortening, and chromosomal instability. Active exogenes might compensate for insufficient activation of endogenous genes and incomplete telomere reprogramming and maintenance of porcine iPS cells. Further understanding of telomere reprogramming and maintenance may help improve the quality of porcine iPS cells.

  2. Noggin and BMP4 co-modulate adult hippocampal neurogenesis in the APP{sub swe}/PS1{sub {Delta}E9} transgenic mouse model of Alzheimer's disease

    Energy Technology Data Exchange (ETDEWEB)

    Tang, Jun [Department of Medical Genetics, Third Military Medical University, Chongqing 400038 (China); Department of Physiology, Third Military Medical University, Chongqing 400038 (China); Song, Min; Wang, Yanyan [Department of Medical Genetics, Third Military Medical University, Chongqing 400038 (China); Fan, Xiaotang [Department of Histology and Embryology, Third Military Medical University, Chongqing 400038 (China); Xu, Haiwei, E-mail: haiweixu2001@yahoo.com.cn [Department of Physiology, Third Military Medical University, Chongqing 400038 (China); Bai, Yun, E-mail: baiyungene@gmail.com [Department of Medical Genetics, Third Military Medical University, Chongqing 400038 (China)

    2009-07-31

    In addition to the subventricular zone, the dentate gyrus of the hippocampus is one of the few brain regions in which neurogenesis continues into adulthood. Perturbation of neurogenesis can alter hippocampal function, and previous studies have shown that neurogenesis is dysregulated in Alzheimer disease (AD) brain. Bone morphogenetic protein-4 (BMP4) and its antagonist Noggin have been shown to play important roles both in embryonic development and in the adult nervous system, and may regulate hippocampal neurogenesis. Previous data indicated that increased expression of BMP4 mRNA within the dentate gyrus might contribute to decreased hippocampal cell proliferation in the APP{sub swe}/PS1{sub {Delta}E9} mouse AD model. However, it is not known whether the BMP antagonist Noggin contributes to the regulation of neurogenesis. We therefore studied the relative expression levels and localization of BMP4 and its antagonist Noggin in the dentate gyrus and whether these correlated with changes in neurogenesis in 6-12 mo old APP{sub swe}/PS1{sub {Delta}E9} transgenic mice. Bromodeoxyuridine (BrdU) was used to label proliferative cells. We report that decreased neurogenesis in the APP/PS1 transgenic mice was accompanied by increased expression of BMP4 and decreased expression of Noggin at both the mRNA and protein levels; statistical analysis showed that the number of proliferative cells at different ages correlated positively with Noggin expression and negatively with BMP4 expression. Intraventricular administration of a chimeric Noggin/Fc protein was used to block the action of endogenous BMP4; this resulted in a significant increase in the number of BrdU-labeled cells in dentate gyrus subgranular zone and hilus in APP/PS1 mice. These results suggest that BMP4 and Noggin co-modulate neurogenesis.

  3. The "Learning Games Design Model": Immersion, Collaboration, and Outcomes-Driven Development

    Science.gov (United States)

    Chamberlin, Barbara; Trespalacios, Jesús; Gallagher, Rachel

    2012-01-01

    Instructional designers in the Learning Games Lab at New Mexico State University have developed a specific approach for the creation of educational games, one that has been used successfully in over 20 instructional design projects and is extensible to other developers. Using this approach, game developers and content experts (a) work…

  4. A model for treating voice disorders in school-age children within a video gaming environment.

    Science.gov (United States)

    King, Suzanne N; Davis, Larry; Lehman, Jeffrey J; Ruddy, Bari Hoffman

    2012-09-01

    Clinicians use a variety of approaches to motivate children with hyperfunctional voice disorders to comply with voice therapy in a therapeutic session and improve the motivation of children to practice home-based exercises. Utilization of current entertainment technology in such approaches may improve participation and motivation in voice therapy. The purpose of this study is to test the feasibility of using an entertainment video game as a therapy device. Prospective cohort and case-control study. Three levels of game testing were conducted to an existing entertainment video game for use as a voice therapy protocol. The game was tested by two computer programmers and five normal participants. The third level of testing was a case study with a child diagnosed with a hyperfunctional voice disorder. Modifications to the game were made after each feasibility test. Errors with the video game performance were modified, including the addition of a time stamp directory and game controller. Resonance voice exercises were modified to accommodate the gaming environment and unique competitive situation, including speech rate, acoustic parameters, game speed, and point allocations. The development of video games for voice therapeutic purposes attempt to replicate the high levels of engagement and motivation attained with entertainment video games, stimulating a more productive means of learning while doing. This case study found that a purely entertainment video game can be implemented as a voice therapeutic protocol based on information obtained from the case study. Copyright © 2012 The Voice Foundation. All rights reserved.

  5. Applying an Experiential Learning Model to the Teaching of Gateway Strategy Board Games

    Science.gov (United States)

    Sato, Aiko; de Haan, Jonathan

    2016-01-01

    The board game hobby has rapidly grown and evolved in recent years, but most of the non-digital games lack tips and tutorials and remain difficult to learn and teach effectively. In this project, we integrated a popular hobbyist approach to teaching modern strategy games with classical experiential learning elements (i.e., demonstration,…

  6. Development of a Career-Oriented Instructional Design Model for Game Programming

    Science.gov (United States)

    Wu, Penn Pinlung

    2012-01-01

    This dissertation proposal begins with a discussion about how the education of game programmers was not meeting the needs of the game industry. With this problem identified, this study proceeded to verify the existence of disparities of current game programming curricula. The findings from the literature review were able to: (a) justify the need…

  7. LewiSpace: An Exploratory Study with a Machine Learning Model in an Educational Game

    Science.gov (United States)

    Ghali, Ramla; Ouellet, Sébastien; Frasson, Claude

    2016-01-01

    The use of educational games as a tool for providing learners with a playful and educational aspect is widespread. In this paper, we present an educational game that we developed to teach a chemistry lesson, namely drawing a Lewis diagram. Our game is a 3D environment known as LewiSpace and aims at balancing between playful and educational…

  8. 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...

  9. An Evolutionary Model of Cooperation, Fairness and Altruistic Punishment in Public Good Games

    Science.gov (United States)

    Hetzer, Moritz; Sornette, Didier

    2013-01-01

    We identify and explain the mechanisms that account for the emergence of fairness preferences and altruistic punishment in voluntary contribution mechanisms by combining an evolutionary perspective together with an expected utility model. We aim at filling a gap between the literature on the theory of evolution applied to cooperation and punishment, and the empirical findings from experimental economics. The approach is motivated by previous findings on other-regarding behavior, the co-evolution of culture, genes and social norms, as well as bounded rationality. Our first result reveals the emergence of two distinct evolutionary regimes that force agents to converge either to a defection state or to a state of coordination, depending on the predominant set of self- or other-regarding preferences. Our second result indicates that subjects in laboratory experiments of public goods games with punishment coordinate and punish defectors as a result of an aversion against disadvantageous inequitable outcomes. Our third finding identifies disadvantageous inequity aversion as evolutionary dominant and stable in a heterogeneous population of agents endowed initially only with purely self-regarding preferences. We validate our model using previously obtained results from three independently conducted experiments of public goods games with punishment. PMID:24260101

  10. Economic game theory to model the attenuation of virulence of an obligate intracellular bacterium

    Directory of Open Access Journals (Sweden)

    Damian Tago

    2016-08-01

    Full Text Available Diseases induced by obligate intracellular pathogens have a large burden on global human and animal health. Understanding the factors involved in the virulence and fitness of these pathogens contributes to the development of control strategies against these diseases. Based on biological observations, a theoretical model using game theory is proposed to explain how obligate intracellular bacteria interact with their host. The equilibrium in such a game shows that the virulence and fitness of the bacterium is host-triggered and by changing the host’s defense system to which the bacterium is confronted, an evolutionary process leads to an attenuated strain. Although, the attenuation procedure has already been conducted in practice in order to develop an attenuated vaccine (e.g. with Ehrlichia ruminantium, there was a lack of understanding of the theoretical basis behind this process. Our work provides a model to better comprehend the existence of different phenotypes and some underlying evolutionary mechanisms for the virulence of obligate intracellular bacteria.

  11. Using Game Theoretic Models to Predict Pilot Behavior in NextGen Merging and Landing Scenario

    Science.gov (United States)

    Yildiz, Yildiray; Lee, Ritchie; Brat, Guillaume

    2012-01-01

    In this paper, we present an implementation of the Semi Network-Form Game framework to predict pilot behavior in a merging and landing scenario. In this scenario, two aircraft are approaching to a freeze horizon with approximately equal distance when they become aware of each other via an ADS-B communication link that will be available in NextGen airspace. Both pilots want to gain advantage over the other by entering the freeze horizon earlier and obtain the first place in landing. They re-adjust their speed accordingly. However, they cannot simply increase their speed to the maximum allowable values since they are concerned with safety, separation distance, effort, possibility of being vectored-off from landing and possibility of violating speed constraints. We present how to model these concerns and the rest of the system using semi network-from game framework. Using this framework, based on certain assumptions on pilot utility functions and on system configuration, we provide estimates of pilot behavior and overall system evolution in time. We also discuss the possible employment of this modeling tool for airspace design optimization. To support this discussion, we provide a case where we investigate the effect of increasing the merging point speed limit on the commanded speed distribution and on the percentage of vectored aircraft.

  12. Modeling Demand Response in Electricity Retail Markets as a Stackelberg Game

    DEFF Research Database (Denmark)

    Zugno, Marco; Morales González, Juan Miguel; Pinson, Pierre

    We model the retail market with dynamic pricing as a Stackelberg game where both retailers (leaders) and flexible consumers (followers) solve an economic cost-minimization problem. The electricity retailer optimizes an economic objective over a daily horizon by setting an hourly price-sequence, w......We model the retail market with dynamic pricing as a Stackelberg game where both retailers (leaders) and flexible consumers (followers) solve an economic cost-minimization problem. The electricity retailer optimizes an economic objective over a daily horizon by setting an hourly price...... with Equilibrium Constraints (MPEC) and cast as a Mixed Integer Linear Program (MILP), which can be solved using off-the-shelf optimization software. In an illustrative example, we consider a retailer associated with both flexible demand and wind power production. Such an example shows the efficiency of dynamic...... pricing as a way to control the load for minimizing the imbalances due to wind power, assesses the overall economic results for the retailer and the consumers as well as the dynamic properties of consumer flexibility....

  13. Robust Trajectory Option Set planning in CTOP based on Bayesian game model

    KAUST Repository

    Li, Lichun

    2017-07-10

    The Federal Aviation Administration (FAA) rations capacity to reduce en route delay, especially those caused by bad weather. This is accomplished via Collaborative Trajectory Options Program (CTOP) which has been recently developed to provide a mechanism for flight operators to communicate their route preferences for each flight via a Trajectory Option Set (TOS), as well as a mechanism for the FAA to assign the best possible route within the set of trajectories in the TOS for a given flight, i.e. the route with the lowest adjusted cost after consideration of system constraints and the requirements of all flights. The routes assigned to an airline depend not only on the TOS\\'s for its own flights but also on the TOS\\'s of all other flights in the CTOP, which are unknown. This paper aims to provide a detailed algorithm for the airline to design its TOS plan which is robust to the uncertainties of its competitors\\' TOS\\'s. To this purpose, we model the CTOP problem as a Bayesian game, and use Linear Program (LP) to compute the security strategy in the Bayesian game model. This security strategy guarantees the airline an upper bound on the sum of the assigned times. The numerical results demonstrate the robustness of the strategy, which is not achieved by any other tested strategy.

  14. Names for Games: Locating 2 × 2 Games

    Directory of Open Access Journals (Sweden)

    Bryan Randolph Bruns

    2015-10-01

    Full Text Available Prisoner’s Dilemma, Chicken, Stag Hunts, and other two-person two-move (2 × 2 models of strategic situations have played a central role in the development of game theory. The Robinson–Goforth topology of payoff swaps reveals a natural order in the payoff space of 2 × 2 games, visualized in their four-layer “periodic table” format that elegantly organizes the diversity of 2 × 2 games, showing relationships and potential transformations between neighboring games. This article presents additional visualizations of the topology, and a naming system for locating all 2 × 2 games as combinations of game payoff patterns from the symmetric ordinal 2 × 2 games. The symmetric ordinal games act as coordinates locating games in maps of the payoff space of 2 × 2 games, including not only asymmetric ordinal games and the complete set of games with ties, but also ordinal and normalized equivalents of all games with ratio or real-value payoffs. An efficient nomenclature can contribute to a systematic understanding of the diversity of elementary social situations; clarify relationships between social dilemmas and other joint preference structures; identify interesting games; show potential solutions available through transforming incentives; catalog the variety of models of 2 × 2 strategic situations available for experimentation, simulation, and analysis; and facilitate cumulative and comparative research in game theory.

  15. Overview of the Moral Status of iPS Cells.

    Science.gov (United States)

    Martinho, Andreia Martins

    2016-07-01

    The production of induced pluripotent stem (iPS) cells in 2006 by Takahashi and Yamanaka was a major breakthrough in stem cell research. IPS cells technology holds great promise for cell therapy, disease modelling, and drug testing, but it poses ethical questions concerning the moral status of somatic cells, which can re-gain pluripotency (iPS cells). This article provides an overview of the arguments that substantiate the debate on the moral assessment of iPS cells: potentiality argument; relational properties/standard view; and genetic basis for moral status.

  16. Difference of reciprocity effect in two coevolutionary models of presumed two-player and multiplayer games

    Science.gov (United States)

    Tanimoto, Jun

    2013-06-01

    Unlike other natural network systems, assortativity can be observed in most human social networks; however, it has been reported that a social dilemma situation represented by a 2×2 prisoner's dilemma game favors dissortativity to enhance cooperation. Our simulations successfully reveal that a public goods game with coevolution for both agents’ strategy and network topology encourages assortativity, although it only slightly enhances cooperation as compared to a 2×2 donor and recipient game with a strong dilemma to be solved. This outcome occurs because the network dynamics in a multiplayer game discourages emerging cooperation unlike its beneficial result in a 2×2 prisoner's dilemma game.

  17. Differential games

    CERN Document Server

    Friedman, Avner

    2006-01-01

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

  18. The PS locomotive runs again

    CERN Multimedia

    2001-01-01

    Over forty years ago, the PS train entered service to steer the magnets of the accelerator into place... ... a service that was resumed last Tuesday. Left to right: Raymond Brown (CERN), Claude Tholomier (D.B.S.), Marcel Genolin (CERN), Gérard Saumade (D.B.S.), Ingo Ruehl (CERN), Olivier Carlier (D.B.S.), Patrick Poisot (D.B.S.), Christian Recour (D.B.S.). It is more than ten years since people at CERN heard the rumbling of the old PS train's steel wheels. Last Tuesday, the locomotive came back into service to be tested. It is nothing like the monstrous steel engines still running on conventional railways -just a small electric battery-driven vehicle employed on installing the magnets for the PS accelerator more than 40 years ago. To do so, it used the tracks that run round the accelerator. In fact, it is the grandfather of the LEP monorail. After PS was commissioned in 1959, the little train was used more and more rarely. This is because magnets never break down, or hardly ever! In fact, the loc...

  19. The PS Booster hits 40

    CERN Multimedia

    Joannah Caborn Wengler

    2012-01-01

    Many accelerators’ "round" birthdays are being celebrated at CERN these days – the PS turned 50 in 2009, the SPS was 35 in 2011, and this year it's the turn of the PS Booster to mark its 40th anniversary. Originally designed to accelerate 1013 protons to 800 MeV, it has far exceeded its initial design performance over the years.   The PS Booster in the 1970s. Imagine the scene: a group of accelerator physicists staring expectantly at a monitor, when suddenly a shout of joy goes up as a signal flickers across the screen. Does that sound familiar? Well, turn the clock back 40 years (longer hair, wider trouser legs) and you have the situation at the PS Booster on 26 May 1972. On that day, beam was injected into the Booster for the first time. “It was a real buzz,” says Heribert Koziol, then Chairman of the Running-in Committee. “We were very happy – and also a little relieved – when the beam finally...

  20. Game on!

    NARCIS (Netherlands)

    Rob Willems

    2014-01-01

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

  1. Playful Gaming.

    Science.gov (United States)

    Makedon, Alexander

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

  2. Predictors and patterns of problematic Internet game use using a decision tree model.

    Science.gov (United States)

    Rho, Mi Jung; Jeong, Jo-Eun; Chun, Ji-Won; Cho, Hyun; Jung, Dong Jin; Choi, In Young; Kim, Dai-Jin

    2016-09-01

    Background and aims Problematic Internet game use is an important social issue that increases social expenditures for both individuals and nations. This study identified predictors and patterns of problematic Internet game use. Methods Data were collected from online surveys between November 26 and December 26, 2014. We identified 3,881 Internet game users from a total of 5,003 respondents. A total of 511 participants were assigned to the problematic Internet game user group according to the Diagnostic and Statistical Manual of Mental Disorders Internet gaming disorder criteria. From the remaining 3,370 participants, we used propensity score matching to develop a normal comparison group of 511 participants. In all, 1,022 participants were analyzed using the chi-square automatic interaction detector (CHAID) algorithm. Results According to the CHAID algorithm, six important predictors were found: gaming costs (50%), average weekday gaming time (23%), offline Internet gaming community meeting attendance (13%), average weekend and holiday gaming time (7%), marital status (4%), and self-perceptions of addiction to Internet game use (3%). In addition, three patterns out of six classification rules were explored: cost-consuming, socializing, and solitary gamers. Conclusion This study provides direction for future work on the screening of problematic Internet game use in adults.

  3. Predictors and patterns of problematic Internet game use using a decision tree model

    Science.gov (United States)

    Rho, Mi Jung; Jeong, Jo-Eun; Chun, Ji-Won; Cho, Hyun; Jung, Dong Jin; Choi, In Young; Kim, Dai-Jin

    2016-01-01

    Background and aims Problematic Internet game use is an important social issue that increases social expenditures for both individuals and nations. This study identified predictors and patterns of problematic Internet game use. Methods Data were collected from online surveys between November 26 and December 26, 2014. We identified 3,881 Internet game users from a total of 5,003 respondents. A total of 511 participants were assigned to the problematic Internet game user group according to the Diagnostic and Statistical Manual of Mental Disorders Internet gaming disorder criteria. From the remaining 3,370 participants, we used propensity score matching to develop a normal comparison group of 511 participants. In all, 1,022 participants were analyzed using the chi-square automatic interaction detector (CHAID) algorithm. Results According to the CHAID algorithm, six important predictors were found: gaming costs (50%), average weekday gaming time (23%), offline Internet gaming community meeting attendance (13%), average weekend and holiday gaming time (7%), marital status (4%), and self-perceptions of addiction to Internet game use (3%). In addition, three patterns out of six classification rules were explored: cost-consuming, socializing, and solitary gamers. Conclusion This study provides direction for future work on the screening of problematic Internet game use in adults. PMID:27499227

  4. A novel phosphodiesterase-5 Inhibitor: Yonkenafil modulates neurogenesis, gliosis to improve cognitive function and ameliorates amyloid burden in an APP/PS1 transgenic mice model.

    Science.gov (United States)

    Zhu, Lei; Yang, Jing-yu; Xue, Xue; Dong, Ying-xu; Liu, Yang; Miao, Feng-rong; Wang, Yong-feng; Xue, Hong; Wu, Chun-fu

    2015-09-01

    In Alzheimer's disease (AD), activated microglia invade and surround β-amyloid plaques, possibly contributing to the aggregation of amyloid β (Aβ), which affect the survival of neurons and lead to memory loss. Phosphodiesterase-5 (PDE-5) inhibitors have recently been shown a potential therapeutic effect on AD. In this study, the effects of yonkenafil (yonk), a novel PDE-5 inhibitor, on cognitive behaviors as well as the pathological features in transgenic AD mice were investigated. Seven-month-old APP/PS1 transgenic mice were treated with yonk (2, 6, or 18 mg/kg, intraperitoneal injection (i.p.)) or sildenafil (sild) (6 mg/kg, i.p.) daily for 3 months and then behavioral tests were performed. The results demonstrated that yonk improved nesting-building ability, ameliorated working memory deficits in the Y-maze tasks, and significantly improved learning and memory function in the Morris water maze (MWM) tasks. In addition, yonk reduced the area of Aβ plaques, and inhibited over-activation of microglia and astrocytes. Furthermore, yonk increased neurogenesis in the dentate granule brain region of APP/PS1 mice, indicated by increased BrdU(+)/NeuN(+) and BrdU(+)/DCX(+) cells compared to vehicle-treated transgenic mice. These results suggest that yonk could rescue cognitive deficits by ameliorated amyloid burden through regulating APP processing, inhibited the over-activation of microglia and astrocytes as well as restored neurogenesis. Copyright © 2015 Elsevier Ireland Ltd. All rights reserved.

  5. Allocation of control rights in the PPP Project: a cooperative game model

    Science.gov (United States)

    Zhang, Yunhua; Feng, Jingchun; Yang, Shengtao

    2017-06-01

    Reasonable allocation of control rights is the key to the success of Public-Private Partnership (PPP) projects. PPP are services or ventures which are financed and operated through cooperation between governmental and private sector actors and which involve reasonable control rights sharing between these two partners. After professional firm with capital and technology as a shareholder participating in PPP project firms, the PPP project is diversified in participants and input resources. Meanwhile the allocation of control rights of PPP project tends to be complicated. According to the diversification of participants and input resources of PPP projects, the key participants are divided into professional firms and pure investors. Based on the cost of repurchase of different input resources in markets, the cooperative game relationship between these two parties is analyzed, on the basis of which the allocation model of the cooperative game for control rights is constructed to ensure optimum allocation ration of control rights and verify the share of control rights in proportion to the cost of repurchase.

  6. Essential elements of game development : a case study EvilHuman Game

    OpenAIRE

    Neupane, Pradip

    2015-01-01

    The game industries have been growing rapidly since the last decade. The main objective of this thesis was to develop a game from scratch to have a deeper look at the game development process. This thesis attempts to answer the following questions; what are the essential elements for game design, how to generate revenue through games by using different monetization models, what are the tools and software available today to create a game, what is game testing methodology and how it is implemen...

  7. Balanced growth path solutions of a Boltzmann mean field game model for knowledge growth

    KAUST Repository

    Burger, Martin

    2016-11-18

    In this paper we study balanced growth path solutions of a Boltzmann mean field game model proposed by Lucas and Moll [15] to model knowledge growth in an economy. Agents can either increase their knowledge level by exchanging ideas in learning events or by producing goods with the knowledge they already have. The existence of balanced growth path solutions implies exponential growth of the overall production in time. We prove existence of balanced growth path solutions if the initial distribution of individuals with respect to their knowledge level satisfies a Pareto-tail condition. Furthermore we give first insights into the existence of such solutions if in addition to production and knowledge exchange the knowledge level evolves by geometric Brownian motion.

  8. A Theoretical Bayesian Game Model for the Vendor-Retailer Relation

    Directory of Open Access Journals (Sweden)

    Emil CRIŞAN

    2012-06-01

    Full Text Available We consider an equilibrated supply chain with two equal partners, a vendor and a retailer (also called newsboy type products supply chain. The actions of each partner are driven by profit. Given the fact that at supply chain level are specific external influences which affect the costs and concordant the profit, we use a game theoretic model for the situation, considering costs and demand. At theoretical level, symmetric and asymmetric information patterns are considered for this situation. There are at every supply chain’s level situations when external factors (such as inflation, raw-material rate influence the situation of each partner even if the information is well shared within the chain. The model we propose considers both the external factors and asymmetric information within a supply chain.

  9. Use of Game Theory to model patient engagement after surgery: a qualitative analysis.

    Science.gov (United States)

    Castellanos, Stephen A; Buentello, Gerardo; Gutierrez-Meza, Diana; Forgues, Angela; Haubert, Lisa; Artinyan, Avo; Macdonald, Cameron L; Suliburk, James W

    2018-01-01

    Patient engagement is challenging to define and operationalize. Qualitative analysis allows us to explore patient perspectives on this topic and establish themes. A game theoretic signaling model also provides a framework through which to further explore engagement. Over a 6-mo period, thirty-eight interviews were conducted within 6 wk of discharge in patients undergoing thyroid, parathyroid, or colorectal surgery. Interviews were transcribed, anonymized, and analyzed using the NVivo 11 platform. A signaling model was then developed depicting the doctor-patient interaction surrounding the patient's choice to reach out to their physician with postoperative concerns based upon the patient's perspective of the doctor's availability. This was defined as "engagement". We applied the model to the qualitative data to determine possible causations for a patient's engagement or lack thereof. A private hospital's and a safety net hospital's populations were contrasted. The private patient population was more likely to engage than their safety-net counterparts. Using our model in conjunction with patient data, we determined possible etiologies for this engagement to be due to the private patient's perceived probability of dealing with an available doctor and apparent signals from the doctor indicating so. For the safety-net population, decreased access to care caused them to be less willing to engage with a doctor perceived as possibly unavailable. A physician who understands these Game Theory concepts may be able to alter their interactions with their patients, tailoring responses and demeanor to fit the patient's circumstances and possible barriers to engagement. Copyright © 2017 Elsevier Inc. All rights reserved.

  10. Convex Games versus Clan Games

    NARCIS (Netherlands)

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

    2006-01-01

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

  11. Game on! : Evaluation malaria games

    NARCIS (Netherlands)

    Rob Willems

    2014-01-01

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

  12. Game mechanics : advanced game design

    NARCIS (Netherlands)

    Adams, Ernest; Dormans, Joris

    2012-01-01

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

  13. DiPS: A Unifying Approach for developing System Software

    OpenAIRE

    Michiels, Sam; Matthijs, Frank; Walravens, Dirk; Verbaeten, Pierre

    2002-01-01

    In this paper we unify three essential features for flexible system software: a component oriented approach, self-adaptation and separation of concerns.We propose DiPS (Distrinet Protocol Stack), a component framework, which offers components, an anonymous interaction model and connectors to handle non-functional aspects such as concurrency. DiPS has effectively been used in industrial protocol stacks and device drivers.

  14. Extraversion in Games

    Science.gov (United States)

    van Lankveld, Giel; Schreurs, Sonny; Spronck, Pieter; van den Herik, Jaap

    The behavior of a human player in a game expresses the personality of that player. Personality is an important characteristic for modeling the player's profile. In our research we use the five factor model of personality, in which extraversion is a notable factor. Extraversion is the human tendency of being sensitive to rewards. This often results in humans seeking socially rewarding situations. Extraversion plays a prominent part in the in-game behavior of a player. The in-game behavior can be decomposed in 20 different in-game elements.

  15. Simulation of a wide area survey for NEOs with Pan-STARRS PS1 & PS2 Telescopes

    Science.gov (United States)

    Chambers, Kenneth C.; Lilly (Schunova), Eva; Dukes, Martin Todd; Wainscoat, Richard J.

    2017-10-01

    We have performed a new survey simulation for a wide area survey with PS1 & PS2 as part of our quest to optimize the discovery rate of Near Earth Objects with the full Pan-STARRS system. The survey is intended to be as unbiased and as complete as possible given the available sky visibility and the anticipated performance of the PS1 and PS2 telescopes working together. The simulation includes a complete model of both telescopes, camera and slew overhead, sky visibility, moon phase, galactic plane exclusion, and weather. The performance of the resulting survey strategy is then evaluated using the method of Lilly et. al. 2017. This uses the Greenstreet et al. 2012 model with 50 million NEOs with absolute magnitudes 13 < H < 29 and the Moving Object Processing System (MOPS, Denneau et al. 2013) for linkages. The results are compared with other possible strategies.

  16. The Game /

    OpenAIRE

    Selimoğlu, Can; Selimoglu, Can

    2006-01-01

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

  17. Game Coloured Petri Nets

    DEFF Research Database (Denmark)

    Westergaard, Michael

    2006-01-01

    This paper introduces the notion of game coloured Petri nets. This allows the modeler to explicitly model what parts of the model comprise the modeled system and what parts are the environment of the modeled system. We give the formal definition of game coloured Petri nets, a means of reachability...... analysis of this net class, and an application of game coloured Petri nets to automatically generate easy-to-understand visualizations of the model by exploiting the knowledge that some parts of the model are not interesting from a visualization perspective (i.e. they are part of the environment...

  18. Modeling the Nucleus Laminaris of the Barn Owl: Achieving 20 ps Resolution on a 85-MHz-Clocked Digital Device.

    Science.gov (United States)

    Salomon, Ralf; Heinrich, Enrico; Joost, Ralf

    2012-01-01

    The nucleus laminaris of the barn owl auditory system is quite impressive, since its underlying time estimation is much better than the processing speed of the involved neurons. Since precise localization is also very important in many technical applications, this paper explores to what extent the main principles of the nucleus laminaris can be implemented in digital hardware. The first prototypical implementation yields a time resolution of about 20 ps, even though the chosen standard, low-cost device is clocked at only 85 MHz, which leads to an internal duty cycle of approximately 12 ns. In addition, this paper also explores the utility of an advanced sampling scheme, known as unfolding-in-time. It turns out that with this sampling method, the prototype can easily process input signals of up to 300 MHz, which is almost four times higher than the sampling rate.

  19. Study on the Withdrawal Way of Silk Road Fund under the Belt and Road Initiative Based on Game Theory Model

    Directory of Open Access Journals (Sweden)

    Qu Yingying

    2017-01-01

    Full Text Available The Silk Road Fund is an important financial support of The Belt and Road Initiative, it has a strict investment operation process to realize the capital appreciation, so the withdrawal is crucial. This paper models the utility game and find the game mechanism between Silk Road Fund and target enterprise. And then we put forward some referential suggestions such as choosing suitable withdraw opportunity, perfecting talent team and information transmission mechanism,strengthening cooperation with local government, making effective use of gambling agreement and actively exploring new exit mode.

  20. Two-person game theory

    CERN Document Server

    Rapoport, Anatol

    1999-01-01

    Clear, accessible treatment of mathematical models for resolving conflicts in politics, economics, war, business, and social relationships. Topics include strategy, game tree and game matrix, and much more. Minimal math background required. 1970 edition.

  1. Using Structural Equation Modeling to Validate Online Game Players' Motivations Relative to Self-Concept and Life Adaptation

    Science.gov (United States)

    Yang, Shu Ching; Huang, Chiao Ling

    2013-01-01

    This study aimed to validate a systematic instrument to measure online players' motivations for playing online games (MPOG) and examine how the interplay of differential motivations impacts young gamers' self-concept and life adaptation. Confirmatory factor analysis determined that a hierarchical model with a two-factor structure of…

  2. Shapley Facility Location Games

    OpenAIRE

    Ben-Porat, Omer; Tennenholtz, Moshe

    2017-01-01

    Facility location games have been a topic of major interest in economics, operations research and computer science, starting from the seminal work by Hotelling. Spatial facility location models have successfully predicted the outcome of competition in a variety of scenarios. In a typical facility location game, users/customers/voters are mapped to a metric space representing their preferences, and each player picks a point (facility) in that space. In most facility location games considered i...

  3. A Stackelberg Game Approach in an Integrated Inventory Model with Carbon-Emission and Setup Cost Reduction

    Directory of Open Access Journals (Sweden)

    Biswajit Sarkar

    2016-12-01

    Full Text Available This paper formulates an integrated inventory model that allows Stackelberg game policy for optimizing joint total cost of a vendor and buyer system. After receiving the lot, the buyer commences an inspection process to determine the defective items. All defective items the buyer sends to vendor during the receiving of the next lot. Due to increasing number of shipments fixed and variable transportation, as well as carbon emissions, are considered, which makes the model sustainable integrated model forever. To reduce the setup cost for the vendor, a discrete setup reduction is considered for maximization more profit. The players of the integrated model are with unequal power (as leader and follower and the Stackelberg game strategy is utilized to solve this model for obtaining global optimum solution over the finite planning horizon. An illustrative numerical example is given to understand this model clearly.

  4. How ID Models Help with Game-Based Learning: An Examination of the Gentry Model in a Participatory Design Project

    Science.gov (United States)

    Fang, Jun; Strobel, Johannes

    2011-01-01

    Game-based learning has been a popular development and recommended as an effective pedagogy in educating new generations of learners. Few studies, however, have demonstrated the efficacy of game-based learning on learners' academic performance with empirical data. The described learning outcomes of game-based pedagogy within the limited available…

  5. Emergence and maintenance of menopause in humans: A game theory model.

    Science.gov (United States)

    Thouzeau, Valentin; Raymond, Michel

    2017-10-07

    Menopause, the permanent cessation of ovulation, occurs in women well before the end of their expected life span. Several adaptive hypotheses have been proposed to solve this evolutionary puzzle, each based on a possible fitness benefit derived from an early reproductive senescence, but no consensus has emerged. The construction of a game theory model allowed us to jointly study the main adaptive hypotheses in emergence and maintenance of menopause. Four classical hypotheses on the benefits of menopause were considered (decreased maternal mortality, increased grandmothering, decreased conflict over reproductive resources between older and younger females, and changes in their relatedness) plus a fifth one derived from a possible pleiotropic trade-off. Interestingly, the conditions for the emergence of menopause are more restrictive than those for its maintenance due to the social and familial changes induced by the occurrence of non-reproductive older women. Copyright © 2017 Elsevier Ltd. All rights reserved.

  6. 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.

  7. Model-Free Adaptive Control for Unknown Nonlinear Zero-Sum Differential Game.

    Science.gov (United States)

    Zhong, Xiangnan; He, Haibo; Wang, Ding; Ni, Zhen

    2017-07-17

    In this paper, we present a new model-free globalized dual heuristic dynamic programming (GDHP) approach for the discrete-time nonlinear zero-sum game problems. First, the online learning algorithm is proposed based on the GDHP method to solve the Hamilton-Jacobi-Isaacs equation associated with H∞ optimal regulation control problem. By setting backward one step of the definition of performance index, the requirement of system dynamics, or an identifier is relaxed in the proposed method. Then, three neural networks are established to approximate the optimal saddle point feedback control law, the disturbance law, and the performance index, respectively. The explicit updating rules for these three neural networks are provided based on the data generated during the online learning along the system trajectories. The stability analysis in terms of the neural network approximation errors is discussed based on the Lyapunov approach. Finally, two simulation examples are provided to show the effectiveness of the proposed method.

  8. Perspectives on a Learning-Model for Innovating Game-Based Movement in Sports and Health

    DEFF Research Database (Denmark)

    Elbæk, Lars; Friis, Jørgen Jakob

    2017-01-01

    As fitness trackers promote the quantifiable self and exergaming and interactive playful installations find their way into the public domain, the design for movement comes into focus. New trends like mobile platforms for gamed-based interaction, such as Pokémon GO, are also attempting to promote...... into innovative practice requires abilities best formed in a creative learning environment that also contains a production space, where physical prototypes creates realizations and insights. Learning is optimally done in project-based setups, and close contact with co-learners and mentors plays a central role...... in social-emotional learning. The model consisting of four levels in interplay. Level one is the foundation of learning and also the goal of character qualities development. The second level consists of four arenas in interplay: 1) the content to be learned. 2) the environment in which learning take place...

  9. Minority Game With Peer Pressure

    OpenAIRE

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

    2003-01-01

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

  10. From Cards To Digital Games

    DEFF Research Database (Denmark)

    Valente, Andrea; Marchetti, Emanuela

    2017-01-01

    This study is based on an iterative, participatory design investigation that we are conducting in order to create digital games that could be flexibly re-designed by players, without requiring programming knowledge. In particular we focus on digital game development, both design and implementation......, for primary school pupils and their teachers. We propose a scenario where digital game development is mediated by tinkering with paper prototypes similar to board games. We address the problems of making sense and expressing rules of a digital game without programming. Analysis of our latest participatory...... workshop offers evidence that a board game can work as a tangible model of the computation happening in a digital game. Children understand the practice of designing games mainly as manipulation of features and behaviors of the visual elements of a game. We attempt at looking beyond visual programming...

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

    OpenAIRE

    Widin, Viktor; Adler, Julien

    2017-01-01

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

  12. Validation of Serious Games

    Directory of Open Access Journals (Sweden)

    Katinka van der Kooij

    2015-09-01

    Full Text Available The application of games for behavioral change has seen a surge in popularity but evidence on the efficacy of these games is contradictory. Anecdotal findings seem to confirm their motivational value whereas most quantitative findings from randomized controlled trials (RCT are negative or difficult to interpret. One cause for the contradictory evidence could be that the standard RCT validation methods are not sensitive to serious games’ effects. To be able to adapt validation methods to the properties of serious games we need a framework that can connect properties of serious game design to the factors that influence the quality of quantitative research outcomes. The Persuasive Game Design model [1] is particularly suitable for this aim as it encompasses the full circle from game design to behavioral change effects on the user. We therefore use this model to connect game design features, such as the gamification method and the intended transfer effect, to factors that determine the conclusion validity of an RCT. In this paper we will apply this model to develop guidelines for setting up validation methods for serious games. This way, we offer game designers and researchers handles on how to develop tailor-made validation methods.

  13. Operational gaming an international approach

    CERN Document Server

    Ståhl, Ingolf

    1983-01-01

    Operational Gaming: An International Approach focuses on various research on this method of systems analysis. The text points out the value of this method in decision making, planning, and in the implementation of policies. The book presents a survey that highlights the connection of experimental gaming, game theory, and operational gaming. The value of gaming as a balancing method in assessing multifaceted computer models, most notably about their assumptions on human behavior, is noted. The book also offers an overview of gaming in other countries, such as Bulgaria, Soviet Union, and Japan,

  14. Dynamic in-game advertising in 3D digital games: a threat and a possibility

    National Research Council Canada - National Science Library

    Raatikainen, Olli

    2012-01-01

    Lately, digital games have developed concerning their use as a marketing medium. The present article is part of a study aimed at building a theoretical model for measuring and analyzing dynamic in-game advertising in 3D digital games...

  15. Modeling study on the factors affecting regional air quality during the Beijing 2008 Olympic Games

    Science.gov (United States)

    Wei, C.; Carmichael, G. R.; Adhikary, B.; D'Allura, A.; Cheng, Y.; Tang, Y.; Zhang, Q.; Streets, D. G.; Pierce, R.; Al-Saadi, J. A.; Flowers, B. A.; Dubey, M. K.; Krotkov, N. A.; Pickering, K. E.; Ramanathan, V.

    2009-12-01

    Chinese government took measures to control emissions of pollutants before and during the Beijing 2008 Olympic Games in order to get better air quality for the event. A 3-dimensional regional chemical transport model, the University of Iowa’s Sulfur Transport and dEposition Model (STEM), is used to evaluate the effects of emission reductions on regional air quality by this event. The emission inventories with and without the consideration of emission reductions are used in case studies. Impacts of the emissions from different regions and sectors on Beijing and regional air quality are discussed in this study. Meteorological factor on the improvement of air quality during this event is also assessed by using the meteorological conditions from different years to drive the model. Model performance is evaluated by comparing the modeled trace gases and aerosols with the surface measurements from Beijing, the field observations from the Cheju ABC Plume-Asian Monsoon Experiment (CAPMEX) during this summer, and satellite data from NASA.

  16. Defense of Cyber Infrastructures Against Cyber-Physical Attacks Using Game-Theoretic Models.

    Science.gov (United States)

    Rao, Nageswara S V; Poole, Stephen W; Ma, Chris Y T; He, Fei; Zhuang, Jun; Yau, David K Y

    2016-04-01

    The operation of cyber infrastructures relies on both cyber and physical components, which are subject to incidental and intentional degradations of different kinds. Within the context of network and computing infrastructures, we study the strategic interactions between an attacker and a defender using game-theoretic models that take into account both cyber and physical components. The attacker and defender optimize their individual utilities, expressed as sums of cost and system terms. First, we consider a Boolean attack-defense model, wherein the cyber and physical subinfrastructures may be attacked and reinforced as individual units. Second, we consider a component attack-defense model wherein their components may be attacked and defended, and the infrastructure requires minimum numbers of both to function. We show that the Nash equilibrium under uniform costs in both cases is computable in polynomial time, and it provides high-level deterministic conditions for the infrastructure survival. When probabilities of successful attack and defense, and of incidental failures, are incorporated into the models, the results favor the attacker but otherwise remain qualitatively similar. This approach has been motivated and validated by our experiences with UltraScience Net infrastructure, which was built to support high-performance network experiments. The analytical results, however, are more general, and we apply them to simplified models of cloud and high-performance computing infrastructures. © 2015 Society for Risk Analysis.

  17. Business model generation a handbook for visionaries, game changers, and challengers

    CERN Document Server

    Osterwalder, Alexander

    2010-01-01

    Business Model Generation is a handbook for visionaries, game changers, and challengers striving to defy outmoded business models and design tomorrow′s enterprises. If your organization needs to adapt to harsh new realities, but you don′t yet have a strategy that will get you out in front of your competitors, you need Business Model Generation. Co–created by 470 "Business Model Canvas" practitioners from 45 countries, the book features a beautiful, highly visual, 4–color design that takes powerful strategic ideas and tools, and makes them easy to implement in your organization. It explains the most common Business Model patterns, based on concepts from leading business thinkers, and helps you reinterpret them for your own context. You will learn how to systematically understand, design, and implement a game–changing business model––or analyze and renovate an old one. Along the way, you′ll understand at a much deeper level your customers, distribution channels, partners, revenue streams, costs...

  18. Clustering Game Behavior Data

    DEFF Research Database (Denmark)

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

    2015-01-01

    Recent years have seen a deluge of behavioral data from players hitting the game industry. Reasons for this data surge are many and include the introduction of new business models, technical innovations, the popularity of online games, and the increasing persistence of games. Irrespective...... of the causes, the proliferation of behavioral data poses the problem of how to derive insights therefrom. Behavioral data sets can be large, time-dependent and high-dimensional. Clustering offers a way to explore such data and to discover patterns that can reduce the overall complexity of the data. Clustering...... and other techniques for player profiling and play style analysis have, therefore, become popular in the nascent field of game analytics. However, the proper use of clustering techniques requires expertise and an understanding of games is essential to evaluate results. With this paper, we address game data...

  19. Categorizing Video Game Audio

    DEFF Research Database (Denmark)

    Westerberg, Andreas Rytter; Schoenau-Fog, Henrik

    2015-01-01

    This paper dives into the subject of video game audio and how it can be categorized in order to deliver a message to a player in the most precise way. A new categorization, with a new take on the diegetic spaces, can be used a tool of inspiration for sound- and game-designers to rethink how...... they can use audio in video games. The conclusion of this study is that the current models' view of the diegetic spaces, used to categorize video game audio, is not t to categorize all sounds. This can however possibly be changed though a rethinking of how the player interprets audio....

  20. Game Theory

    DEFF Research Database (Denmark)

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

  1. Collaboration of chemistry instructional games and group investigation (Gi) model to improve learning outcome in high school students

    Science.gov (United States)

    Puspita, Ita; Sugiyarto, Kristian H.; Ikhsan, Jaslin

    2017-05-01

    The aims of this research are to: (1) develop chemistry instructional games on reaction rate matter; and (2) reveal the collaboration of chemistry instructional games and group investigation model to improvement learning outcome in high school student. This study is research and development (R&D). The procedure of developing product was adapted from Borg & Gall that modified into three principal steps: product planning, product developing, and product evaluating. The product planning step consist of field study, literature study, and manufacturing product. Product developing was developed product using Adobe Flash Professional CS 6 program. The last, product evaluating was performed by year XI of high school students, uses experimental methods nonequivalent control-group design by control class and experiment class. The results of this research show that: (1) a software of chemistry instructional games successfully developed using Adobe Flash Professional CS 6 and can be run on Android device; and (2) the test results of students showed that the collaboration of instructional games and group investigation model able to improvement learning outcome of hight school student.

  2. 3D MODELLING AND VISUALIZATION BASED ON THE UNITY GAME ENGINE – ADVANTAGES AND CHALLENGES

    Directory of Open Access Journals (Sweden)

    I. Buyuksalih

    2017-11-01

    Full Text Available 3D City modelling is increasingly popular and becoming valuable tools in managing big cities. Urban and energy planning, landscape, noise-sewage modelling, underground mapping and navigation are among the applications/fields which really depend on 3D modelling for their effectiveness operations. Several research areas and implementation projects had been carried out to provide the most reliable 3D data format for sharing and functionalities as well as visualization platform and analysis. For instance, BIMTAS company has recently completed a project to estimate potential solar energy on 3D buildings for the whole Istanbul and now focussing on 3D utility underground mapping for a pilot case study. The research and implementation standard on 3D City Model domain (3D data sharing and visualization schema is based on CityGML schema version 2.0. However, there are some limitations and issues in implementation phase for large dataset. Most of the limitations were due to the visualization, database integration and analysis platform (Unity3D game engine as highlighted in this paper.

  3. D Modelling and Visualization Based on the Unity Game Engine - Advantages and Challenges

    Science.gov (United States)

    Buyuksalih, I.; Bayburt, S.; Buyuksalih, G.; Baskaraca, A. P.; Karim, H.; Rahman, A. A.

    2017-11-01

    3D City modelling is increasingly popular and becoming valuable tools in managing big cities. Urban and energy planning, landscape, noise-sewage modelling, underground mapping and navigation are among the applications/fields which really depend on 3D modelling for their effectiveness operations. Several research areas and implementation projects had been carried out to provide the most reliable 3D data format for sharing and functionalities as well as visualization platform and analysis. For instance, BIMTAS company has recently completed a project to estimate potential solar energy on 3D buildings for the whole Istanbul and now focussing on 3D utility underground mapping for a pilot case study. The research and implementation standard on 3D City Model domain (3D data sharing and visualization schema) is based on CityGML schema version 2.0. However, there are some limitations and issues in implementation phase for large dataset. Most of the limitations were due to the visualization, database integration and analysis platform (Unity3D game engine) as highlighted in this paper.

  4. A topological proof of chaos for two nonlinear heterogeneous triopoly game models

    Science.gov (United States)

    Pireddu, Marina

    2016-08-01

    We rigorously prove the existence of chaotic dynamics for two nonlinear Cournot triopoly game models with heterogeneous players, for which in the existing literature the presence of complex phenomena and strange attractors has been shown via numerical simulations. In the first model that we analyze, costs are linear but the demand function is isoelastic, while, in the second model, the demand function is linear and production costs are quadratic. As concerns the decisional mechanisms adopted by the firms, in both models one firm adopts a myopic adjustment mechanism, considering the marginal profit of the last period; the second firm maximizes its own expected profit under the assumption that the competitors' production levels will not vary with respect to the previous period; the third firm acts adaptively, changing its output proportionally to the difference between its own output in the previous period and the naive expectation value. The topological method we employ in our analysis is the so-called "Stretching Along the Paths" technique, based on the Poincaré-Miranda Theorem and the properties of the cutting surfaces, which allows to prove the existence of a semi-conjugacy between the system under consideration and the Bernoulli shift, so that the former inherits from the latter several crucial chaotic features, among which a positive topological entropy.

  5. A topological proof of chaos for two nonlinear heterogeneous triopoly game models

    Energy Technology Data Exchange (ETDEWEB)

    Pireddu, Marina, E-mail: marina.pireddu@unimib.it [Department of Mathematics and Applications, University of Milano-Bicocca, U5 Building, Via Cozzi 55, 20125 Milano (Italy)

    2016-08-15

    We rigorously prove the existence of chaotic dynamics for two nonlinear Cournot triopoly game models with heterogeneous players, for which in the existing literature the presence of complex phenomena and strange attractors has been shown via numerical simulations. In the first model that we analyze, costs are linear but the demand function is isoelastic, while, in the second model, the demand function is linear and production costs are quadratic. As concerns the decisional mechanisms adopted by the firms, in both models one firm adopts a myopic adjustment mechanism, considering the marginal profit of the last period; the second firm maximizes its own expected profit under the assumption that the competitors' production levels will not vary with respect to the previous period; the third firm acts adaptively, changing its output proportionally to the difference between its own output in the previous period and the naive expectation value. The topological method we employ in our analysis is the so-called “Stretching Along the Paths” technique, based on the Poincaré-Miranda Theorem and the properties of the cutting surfaces, which allows to prove the existence of a semi-conjugacy between the system under consideration and the Bernoulli shift, so that the former inherits from the latter several crucial chaotic features, among which a positive topological entropy.

  6. PENGARUH MODEL TEAMS GAMES TOURNAMENT TERHADAP KETERAMPILAN PENGAMBILAN KEPUTUSAN DALAM PEMBELAJARAN IPS DI SEKOLAH DASAR

    Directory of Open Access Journals (Sweden)

    Galih Dani Septiyan

    2017-04-01

    Full Text Available This research is about the influence of application of Teams Games Tournament (TGT type cooperative model in elementary school to decision-making skill. The research method is quasi experiment with non randomized pretest-posttes control group design. The population of all grade III elementary school in Maja subdistrict and its sampling sampling in this research is student of class III SDN Cieurih I and SDN Kertabasuki II. The purpose of this study is to determine the effect of TGT model on student decision-making skills in class III elementary school. The result of this research can be concluded that there is a difference of decision-making skills improvement between experimental and control group, besides cooperative learning of TGT is better than conventional learning in improving student decision-making skills in elementary school social study learning and there is difference of improvement of decision making skill among student group higher, middle and lower achiever using TGT model and conventional learning. Keywords: TGT type cooperative model, decision-making skill.

  7. Iron, Copper, and Zinc Concentration in Aβ Plaques in the APP/PS1 Mouse Model of Alzheimer's Disease Correlates with Metal Levels in the Surrounding Neuropil.

    Science.gov (United States)

    James, Simon A; Churches, Quentin I; de Jonge, Martin D; Birchall, Ian E; Streltsov, Victor; McColl, Gawain; Adlard, Paul A; Hare, Dominic J

    2017-03-15

    The metal ions of iron, copper, and zinc have long been associated with the aggregation of β-amyloid (Aβ) plaques in Alzheimer's disease; an interaction that has been suggested to promote increased oxidative stress and neuronal dysfunction. We examined plaque metal load in the hippocampus of APP/PS1 mice using X-ray fluorescence microscopy to assess how the anatomical location of Aβ plaques was influenced by the metal content of surrounding tissue. Immunohistochemical staining of Aβ plaques colocalized with areas of increased X-ray scattering power in unstained tissue sections, allowing direct X-ray based-assessment of plaque metal levels in sections subjected to minimal chemical fixation. We identified and mapped 48 individual plaques in four subregions of the hippocampus from four biological replicates. Iron, Cu, and Zn areal concentrations (ng cm-2) were increased in plaques compared to the surrounding neuropil. However, this elevation in metal load reflected the local metal makeup of the surrounding neuropil, where different brain regions are enriched for different metal ions. After correcting for tissue density, only Zn levels remained elevated in plaques. This study suggests that the in vivo binding of Zn to plaques is not simply due to increased protein deposition.

  8. Sketch for a model of four epistemological positions toward computer game play

    DEFF Research Database (Denmark)

    Leino, Olli

    2008-01-01

    The paper attempts to sketch out four distinct epistemological positions toward the player, who is understood as derived from play and game. To map out the problem field, two equally challenged positions toward computer game play are observed, emerging from inadequate treatment of the differences...

  9. Operation ARIES!: Methods, Mystery, and Mixed Models: Discourse Features Predict Affect in a Serious Game

    Science.gov (United States)

    Forsyth, Carol M.; Graesser, Arthur C.; Pavlik, Philip, Jr.; Cai, Zhiqiang; Butler, Heather; Halpern, Diane; Millis, Keith

    2013-01-01

    Operation ARIES! is an Intelligent Tutoring System that is designed to teach scientific methodology in a game-like atmosphere. A fundamental goal of this serious game is to engage students during learning through natural language tutorial conversations. A tight integration of cognition, discourse, motivation, and affect is desired to meet this…

  10. Fusing Visual and Behavioral Cues for Modeling User Experience in Games

    DEFF Research Database (Denmark)

    Shaker, Noor; Asteriadis, Stylianos; Yannakakis, Georgios N.

    2013-01-01

    Estimating affective and cognitive states in condi- tions of rich human-computer interaction, such as in games, is a field of growing academic and commercial interest. Entertain- ment and serious games can benefit from recent advances in the field as, having access to predictors of the current st...

  11. Cases on Digital Game-Based Learning: Methods, Models, and Strategies

    Science.gov (United States)

    Baek, Youngkyun; Whitton, Nicola

    2013-01-01

    In K-12 classrooms, as well as on the college and university level, the incorporation of digital games has played a vital role in the educational system. While introducing teachers to new fields, these digital games have been designed and implemented for the classroom and have shown positive results at a variety of educational levels. Cases on…

  12. Playing Modeling Games in the Science Classroom: The Case for Disciplinary Integration

    Science.gov (United States)

    Sengupta, Pratim; Clark, Doug

    2016-01-01

    The authors extend the theory of "disciplinary integration" of games for science education beyond the virtual world of games, and identify two key themes of a practice-based theoretical commitment to science learning: (1) materiality in the classroom, and (2) iterative design of multiple, complementary, symbolic inscriptions (e.g.,…

  13. Speed enforcement in Norway: Testing a game-theoretic model of the interaction between drivers and the police.

    Science.gov (United States)

    Elvik, Rune

    2015-11-01

    This paper probes the relationship between changes in the risk of apprehension for speeding in Norway and changes in the amount of speeding. The paper is based on a game-theoretic model of how the rate of violations and the amount of enforcement is determined by the interaction between drivers and the police. This model makes predictions both about how drivers will adapt to changes in the amount of enforcement (the more enforcement, the less violations) as well as how the police will adapt to changes in the rate of violations (the less violations, the less enforcement). The paper attempts to test the game-theoretic model empirically. Testing the model rigorously is difficult, mainly because some of the relevant variables are not reliably measured and are endogenous. Two models were developed: one to identify sources of changes in the rate of violations, one to identify sources of changes in the amount of enforcement. The predictions of the game-theoretic model were supported, although the results were not statistically significant in the model of how the police adapt enforcement to changes in the rate of violations. Copyright © 2015 Elsevier Ltd. All rights reserved.

  14. Deposit Games with Reinvestment

    NARCIS (Netherlands)

    van Gulick, G.; Borm, P.E.M.; De Waegenaere, A.M.B.; Hendrickx, R.L.P.

    2007-01-01

    In a deposit game coalitions are formed by players combining their capital. The proceeds of their investments then have to be divided among those players. The current model extends earlier work on capital deposits by allowing reinvestment of returns. Two specific subclasses of deposit games are

  15. Negotiation for Strategic Video Games

    OpenAIRE

    Afiouni, Einar Nour; Øvrelid, Leif Julian

    2013-01-01

    This project aims to examine the possibilities of using game theoretic concepts and multi-agent systems in modern video games with real time demands. We have implemented a multi-issue negotiation system for the strategic video game Civilization IV, evaluating different negotiation techniques with a focus on the use of opponent modeling to improve negotiation results.

  16. On a mean field game optimal control approach modeling fast exit scenarios in human crowds

    KAUST Repository

    Burger, Martin

    2013-12-01

    The understanding of fast exit and evacuation situations in crowd motion research has received a lot of scientific interest in the last decades. Security issues in larger facilities, like shopping malls, sports centers, or festivals necessitate a better understanding of the major driving forces in crowd dynamics. In this paper we present an optimal control approach modeling fast exit scenarios in pedestrian crowds. The model is formulated in the framework of mean field games and based on a parabolic optimal control problem. We consider the case of a large human crowd trying to exit a room as fast as possible. The motion of every pedestrian is determined by minimizing a cost functional, which depends on his/her position and velocity, the overall density of people, and the time to exit. This microscopic setup leads in a mean-field formulation to a nonlinear macroscopic optimal control problem, which raises challenging questions for the analysis and numerical simulations.We discuss different aspects of the mathematical modeling and illustrate them with various computational results. ©2013 IEEE.

  17. A demand response modeling for residential consumers in smart grid environment using game theory based energy scheduling algorithm

    Directory of Open Access Journals (Sweden)

    S. Sofana Reka

    2016-06-01

    Full Text Available In this paper, demand response modeling scheme is proposed for residential consumers using game theory algorithm as Generalized Tit for Tat (GTFT Dominant Game based Energy Scheduler. The methodology is established as a work flow domain model between the utility and the user considering the smart grid framework. It exhibits an algorithm which schedules load usage by creating several possible tariffs for consumers such that demand is never raised. This can be done both individually and among multiple users of a community. The uniqueness behind the demand response proposed is that, the tariff is calculated for all hours and the load during the peak hours which can be rescheduled is shifted based on the Peak Average Ratio. To enable the vitality of the work simulation results of a general case of three domestic consumers are modeled extended to a comparative performance and evaluation with other algorithms and inference is analyzed.

  18. EDH 'Millionaire' in PS Division

    CERN Document Server

    2001-01-01

    Christmas cheer! Left to right: Gerard Lobeau receives a bottle of Champagne from Derek Mathieson and Jurgen De Jonghe in recognition of EDH's millionth document. At 14:33 on Monday 3 December a technician in PS division, Gerard Lobeau, unwittingly became part of an important event in the life of CERN's Electronic Document Handling system (EDH). While ordering some pieces of aluminum for one of the PS's 10Mhz RF cavities, he created EDH document number 1,000,000. To celebrate the event Derek Mathieson (EDH Project Leader) and Jurgen De Jonghe (Original EDH Project Leader) presented Mr Lobeau with a bottle of champagne. As with 93% of material requests, Mr Lobeau's order was delivered within 24 hours. 'I usually never win anything' said Mr Lobeau as he accepted his prize, 'I initially though there may have been a problem with EDH when the document number had so many zeros in it, and was then surprised to get a phone call from you a few minutes later.' The EDH team had been monitoring the EDH document number ...

  19. A Model for Cooperative Advertising and Pricing Decisions in Manufacturer-Retailer Supply Chain with Discount: A Game Theory Approach

    Directory of Open Access Journals (Sweden)

    Abolfazl Kazemi

    2016-02-01

    Full Text Available Coordinating the supply chain is among the most important subjects that is extensively addressed in the related literature. If a supply chain is to be coordinated, it is equivalent to say that we must solve a problem related to competition and cooperation. The game theory is obviously one of the most effective methods to solve such problems, in which the players of the supply chain are assumed to engage in cooperative and non-cooperative games. The current study aims to coordinate a two-level supply chain consisting of a manufacturer and a retailer. This will be achieved using cooperative advertisement along with pricing decisions such that the manufacturer offers a price discount to the retailer and the demand is affected by pricing and advertisement. Cooperative advertisement is a coordinated effort made by all the members of the supply chain to increase the customer demand, in which the retailer does the local advertisement and the manufacturer pays for a portion or all the costs of the retailer advertisement. We consider two models for manufacturer-retailer relation using the game theory: the manufacturer-Stackelberg and the retailer-Stackelberg games with asymmetric power distribution.

  20. You are who you play you are: Modeling Player Traits from Video Game Behavior

    OpenAIRE

    Tekofsky, Shoshannah

    2017-01-01

    You are who you play you are - especially when it comes to your age and your motivations. People say age is only a number, but it's a number we can guess pretty accurately from how someone plays video games. We find that younger people are favored by speed, while older people are favored by wisdom. There is even a sweet spot where it all comes together around 20 years of age. At least, as far as game performance goes among 13,000 players of a shooter game like Battlefield 3. When we look at g...

  1. Stackelberg Game Model of Wind Farm and Electric Vehicle Battery Switch Station

    Science.gov (United States)

    Jiang, Zhe; Li, Zhimin; Li, Wenbo; Wang, Mingqiang; Wang, Mengxia

    2017-05-01

    In this paper, a cooperation method between wind farm and Electric vehicle battery switch station (EVBSS) was proposed. In the pursuit of maximizing their own benefits, the cooperation between wind farm and EVBSS was formulated as a Stackelberg game model by treating them as decision makers in different status. As the leader, wind farm will determine the charging/discharging price to induce the charging and discharging behavior of EVBSS reasonably. Through peak load shifting, wind farm could increase its profits by selling more wind power to the power grid during time interval with a higher purchase price. As the follower, EVBSS will charge or discharge according to the price determined by wind farm. Through optimizing the charging /discharging strategy, EVBSS will try to charge with a lower price and discharge with a higher price in order to increase its profits. Since the possible charging /discharging strategy of EVBSS is known, the wind farm will take the strategy into consideration while deciding the charging /discharging price, and will adjust the price accordingly to increase its profits. The case study proved that the proposed cooperation method and model were feasible and effective.

  2. Modeling Slotted Aloha as a Stochastic Game with Random Discrete Power Selection Algorithms

    Directory of Open Access Journals (Sweden)

    Rachid El-Azouzi

    2009-01-01

    Full Text Available We consider the uplink case of a cellular system where bufferless mobiles transmit over a common channel to a base station, using the slotted aloha medium access protocol. We study the performance of this system under several power differentiation schemes. Indeed, we consider a random set of selectable transmission powers and further study the impact of priorities given either to new arrival packets or to the backlogged ones. Later, we address a general capture model where a mobile transmits successfully a packet if its instantaneous SINR (signal to interferences plus noise ratio is lager than some fixed threshold. Under this capture model, we analyze both the cooperative team in which a common goal is jointly optimized as well as the noncooperative game problem where mobiles reach to optimize their own objectives. Furthermore, we derive the throughput and the expected delay and use them as the objectives to optimize and provide a stability analysis as alternative study. Exhaustive performance evaluations were carried out, we show that schemes with power differentiation improve significantly the individual as well as global performances, and could eliminate in some cases the bi-stable nature of slotted aloha.

  3. A dynamic parking charge optimal control model under perspective of commuters' evolutionary game behavior

    Science.gov (United States)

    Lin, XuXun; Yuan, PengCheng

    2018-01-01

    In this research we consider commuters' dynamic learning effect by modeling the trip mode choice behavior from a new perspective of dynamic evolutionary game theory. We explore the behavior pattern of different types of commuters and study the evolution path and equilibrium properties under different traffic conditions. We further establish a dynamic parking charge optimal control (referred to as DPCOC) model to alter commuters' trip mode choice while minimizing the total social cost. Numerical tests show. (1) Under fixed parking fee policy, the evolutionary results are completely decided by the travel time and the only method for public transit induction is to increase the parking charge price. (2) Compared with fixed parking fee policy, DPCOC policy proposed in this research has several advantages. Firstly, it can effectively turn the evolutionary path and evolutionary stable strategy to a better situation while minimizing the total social cost. Secondly, it can reduce the sensitivity of trip mode choice behavior to traffic congestion and improve the ability to resist interferences and emergencies. Thirdly, it is able to control the private car proportion to a stable state and make the trip behavior more predictable for the transportation management department. The research results can provide theoretical basis and decision-making references for commuters' mode choice prediction, dynamic setting of urban parking charge prices and public transit induction.

  4. iPS-Cinderella Story in Cell Biology

    Directory of Open Access Journals (Sweden)

    Editorial

    2010-01-01

    pluripotency and thus paving the way for use of iPS in humansIn this issue of JSRM we have Dr.Yukio Nakamura writing about Disease specific iPS cells which could serve as tools for understanding the underlying mechanisms of diseases which are less understood so far or which could be used as study models for drug discovery for disease therapy. Adding another positive futuristic step to this is the paper by Kataoka et al., who have shown that the iPS cells could be grown in a three dimensional scaffold in which their earlier studies have shown feasibility of a 200 time passaging of mouse foteal epithelial stem cells and neural stem cells. The strengths of Nakamura et al and that of Kataoka et al combined virtually, we see a much brighter picture for the iPS cells which might be in future much cleaner, be grown in an undifferentiated manner and be stored for long; then instead of cord blood storage all I dream is whenever a child is born we may simply custom make iPS for that child and cryopreserve it; May the dreams come true!Dr. Sheikh Riazuddin’s article about lin-c-kit+ BM-derived stem cells repair Infarcted Heart and Dr.Pravin Potdar’s article about Mesenchymal Stem Cells from adipose tissue give some basic understandings of the possible clinical translations. Happy reading!

  5. Writerly Gaming: Political Gaming

    DEFF Research Database (Denmark)

    Andersen, Christian Ulrik

    2007-01-01

    software for private entertainment (looking/feeling real) or they can be pragmatic software used for training of professionals (affecting soldiers’, pilots’, etc. perception of the real). A third, and less debated game-reality relationship, based on public awareness and typically a socio-political agenda...

  6. The Counterfactual Nostalgia of Indie Games

    DEFF Research Database (Denmark)

    Juul, Jesper

    2015-01-01

    , recent independent games refer to older visual styles outside video games (painting, drawing) and to counter-factual “retro” styles such as the blocky 3D of MineCraft or the low-poly 3D models rendered at a quality not found in earlier video games. Independent games are therefore not simply a longing...

  7. Game Design to Introduce Pets

    Directory of Open Access Journals (Sweden)

    Wahyu Febriyanto

    2017-02-01

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

  8. Playing Modeling Games in the Science Classroom: The Case for Disciplinary Integration

    CERN Document Server

    Sengupta, Pratim

    2016-01-01

    We extend the theory of disciplinary integration of games for science education beyond the virtual world of games, and identify two key themes of a practice-based theoretical commitment to science learning: (1) materiality in the classroom and (2) iterative design of multiple, complementary symbolic inscriptions (e.g., graphs and agent-based programs). We also identify the affordances of our proposed approach for facilitating student learning and teacher agency.

  9. Ser-261 phospho-regulation is involved in pS256 and pS269-mediated aquaporin-2 apical translocation.

    Science.gov (United States)

    Yui, Naofumi; Ando, Fumiaki; Sasaki, Sei; Uchida, Shinichi

    2017-08-26

    Vasopressin catalyzes aquaporin-2 phosphorylation at several serine sites in the C-terminal region. Compared with Ser-256 and Ser-269 phosphorylation, the role of Ser-261 phospho-regulation on vasopressin-regulated AQP2 apical translocation is largely unknown. In addition, recent discovery of transcytotic apical delivery of AQP2 made the concept of its intracellular trafficking even more complicated. In this study, we evaluated how intact phospho-AQP2 signals fit with the transcytosis trafficking model in Madin-Darby canine kidney cells. PS256 and pS269 signals were intracellularly detectable in wild-type AQP2 at the beginning of forskolin stimulation (1 min). These phospho-signals were detectable in basolateral membranes even after 10 min of stimulation. AQP2 stably inserted in the apical membrane increased pS269 and decreased pS261 signals. In an NDI-causing mutant P262L-AQP2, in which Ser-261 phospho-regulation is impaired, the pS256 and pS269 signals were detectable in the basolateral membranes with increased pS261 signals after forskolin stimulation. These results suggest that Ser-261 phospho-regulation is involved in pS256- and pS269-mediated AQP2 apical translocation. Copyright © 2017 Elsevier Inc. All rights reserved.

  10. A Novel Stackelberg-Bertrand Game Model for Pricing Content Provider

    Directory of Open Access Journals (Sweden)

    Cheng Zhang

    2015-11-01

    Full Text Available With the popularity of smart devices such as smartphone, tablet, contents that traditionally be viewed on a personal computer, can also be viewed on these smart devices. The demand for contents thus is increasing year by year, which makes the content providers (CPs get great revenue from either users’ subscription or advertisement. On the other hand, Internet service providers (ISPs, who keep investing in the network technology or capacity capacity to support the huge traffic generated by contents, do not benefit directly from the content traffic. One choice for ISPs is to charge CPs to share the revenue from the huge content traffic. Then ISPs have enough incentives to invest in network infrastructure to improve quality of services (QoS, which eventually benefit CPs and users. This paper presents a novel economic model called Stackelberg-Bertrand game to capture the interaction and competitions among ISPs, CPs and users when ISPs charge CPs. A generic user demand function is assumed to capture the sensitivity of demand to prices of ISPs and CPs. The numerical results show that the price elasticity of ISP and CP plays an important part on the payoff of the ISP and CP.

  11. Complex Dynamics of a Continuous Bertrand Duopoly Game Model with Two-Stage Delay

    Directory of Open Access Journals (Sweden)

    Junhai Ma

    2016-07-01

    Full Text Available This paper studies a continuous Bertrand duopoly game model with two-stage delay. Our aim is to investigate the influence of delay and weight on the complex dynamic characteristics of the system. We obtain the bifurcation point of the system respect to delay parameter by calculating. In addition, the dynamic properties of the system are simulated by power spectrum, attractor, bifurcation diagram, the largest Lyapunov exponent, 3D surface chart, 4D Cubic Chart, 2D parameter bifurcation diagram, and 3D parameter bifurcation diagram. The results show that the stability of the system depends on the delay and weight, in order to maintain stability of price and ensure the firm profit, the firms must control the parameters in the reasonable region. Otherwise, the system will lose stability, and even into chaos, which will cause fluctuations in prices, the firms cannot be profitable. Finally, the chaos control of the system is carried out by a control strategy of the state variables’ feedback and parameter variation, which effectively avoid the damage of chaos to the economic system. Therefore, the results of this study have an important practical significance to make decisions with multi-stage delay for oligopoly firms.

  12. [Game addiction].

    Science.gov (United States)

    Mori, Akio; Iwadate, Masako; Minakawa, Nahoko T; Kawashima, Satoshi

    2015-09-01

    The purpose of this article is to analyze the South Korea and China of computer game research, and the current state of research in Japan. Excessive game actions were analyzed by PET-MRI, MRI, fMRI, NIRS, EEG. These results showed that the prefrontal cortical activity decreased during game play. Also, game addiction causes damage to the prefrontal cortex. The NIRS-EEG and simultaneous recording, during game play correspond well with the decrease of β band and oxygen-hemoglobin. The α band did not change with game play. However, oxygen-hemoglobin decreased during game play. South Korea, game addiction measures have been analyzed since 2002, but in Japan the research is recent.

  13. Intense video gaming is not essentially problematic.

    Science.gov (United States)

    Király, Orsolya; Tóth, Dénes; Urbán, Róbert; Demetrovics, Zsolt; Maraz, Aniko

    2017-11-01

    Video games are more popular than ever and the general public, including parents, educators, and the media, tends to consider intense video gaming fundamentally problematic. To test this hypothesis, participants were recruited via gaming-related websites resulting in a sample of N = 5,222 online video gamers (mean age: 22.2 years, SD = 6.4). Besides assessing gaming time, we administered the Ten-Item Internet Gaming Disorder Test, the Brief Symptom Inventory, and the Motives for Online Gaming Questionnaire. Two structural regression models were estimated with both gaming time and problematic gaming as outcome variables. Predictors were psychiatric symptoms in the first, and gaming motives in the second model. Both models yielded adequate fit indices. Psychiatric symptoms had a moderate positive effect on problematic use (β = .46, p gaming time was practically zero (β = -.01, p = .84). In the second model, Escape was the most prominent motive and was moderately to-strongly associated (β = .58, p gaming time was substantially weaker (β = .21, p gaming time and problematic use was weak-to-moderate in both models (r = .26, p gaming time is weakly associated with negative psychological factors such as psychiatric symptoms and Escape motive, which were found to be consistently related to problematic use. Therefore, the amount of gaming time alone appears to be an unreliable predictor of problematic use, which questions the aforementioned idea that intense gaming is essentially problematic. (PsycINFO Database Record (c) 2017 APA, all rights reserved).

  14. Examination of the Effects of Dimensionality on Cognitive Processing in Science: A Computational Modeling Experiment Comparing Online Laboratory Simulations and Serious Educational Games

    Science.gov (United States)

    Lamb, Richard L.

    2016-02-01

    Within the last 10 years, new tools for assisting in the teaching and learning of academic skills and content within the context of science have arisen. These new tools include multiple types of computer software and hardware to include (video) games. The purpose of this study was to examine and compare the effect of computer learning games in the form of three-dimensional serious educational games, two-dimensional online laboratories, and traditional lecture-based instruction in the context of student content learning in science. In particular, this study examines the impact of dimensionality, or the ability to move along the X-, Y-, and Z-axis in the games. Study subjects ( N = 551) were randomly selected using a stratified sampling technique. Independent strata subsamples were developed based upon the conditions of serious educational games, online laboratories, and lecture. The study also computationally models a potential mechanism of action and compares two- and three-dimensional learning environments. F test results suggest a significant difference for the main effect of condition across the factor of content gain score with large effect. Overall, comparisons using computational models suggest that three-dimensional serious educational games increase the level of success in learning as measured with content examinations through greater recruitment and attributional retraining of cognitive systems. The study supports assertions in the literature that the use of games in higher dimensions (i.e., three-dimensional versus two-dimensional) helps to increase student understanding of science concepts.

  15. Gundolf S. Freyermuth Games/ Game Design/ Game Studies: An Introduction

    OpenAIRE

    Feleki, Despoina

    2017-01-01

    Gundolf S. Freyermuth Games/ Game Design/ Game Studies: An Introduction Transcript Verlag, Bielefeld, Germany 2015. Pp. 290. ISBN: 978-3-8376-2983-5. Despoina Feleki Games, Game Design, Game Studies: An Introduction scrutinizes the developments in game production from analog to digital technology, Game Design theories, and, finally, the newly formed academic discipline of Game Studies. It attempts a critical assessment of the interdisciplinarity in media studies that accounts for, according ...

  16. Using the Theory of Games to Modelling the Equipment and Prices of Car Parking

    Science.gov (United States)

    Parkitny, Waldemar

    2017-10-01

    In large cities there are two serious problems connected with increasing number of cars. The first problem is the congestion of vehicles’ movement. The second one is too small of car parks, especially in centres of the cities. Authorities of cities and management of municipal streets introduce limitations in vehicles’ movement and reduce the number of car parks to minimalize streets crowd. That acting seems logical, but this is only the one point of view. From the other point of view municipal governments should aim to improve the level of the occupants’ life and assure the financial incomes, which enable to cover indispensable expenses. From this point of view, the municipal car parks are needed and bringing the profits element of municipal infrastructure. Cracow, which is one of the largest cities in Poland (about 760 thousands of occupants, and Cracovian agglomeration is about 1.4 million persons), was chosen as the object of the investigations. The zone of paid parking in Cracow, administered by the company belonging to city, has possessed 28837 parking places in 28.01.2016. In the zone there are assigned car parks or parking places near to the curbs and on pavements. The zone operates from Monday to Friday, from 10.00 to 20.00. Assuming using car parks only in 50% and fare of about 0.7 euro per hour, we receive incomes figuring out about 740000 euro/month. The purpose of the investigations was the identification of technical parameters of car parks being preferred by drivers. The investigations had been executed by method of questionnaires. Next the mathematical model of competition was made. The model was executed basing on the theory of games. Strategies of “Player 1” were prices and technical equipment of car parks and parking places lying in the zone of paid parking, administered by municipal company. Strategies of “Player 2” were prices and technical equipment of car parks belonging to private owners and two commercial centres in the city

  17. Casual Games

    DEFF Research Database (Denmark)

    Hansen, Ole Ertløv

    2015-01-01

    Casual games have become a widespread activity that fills our leisure time. This article introduces to the phenomenon casual games – their definition and the history. Furthermore the article presents and discusses the experience of and engagement or immersion in playing these games as it is put...... forward by recent research. The theoretical approach is based on media psychology, phenomenology and reversal theory. Finally it is argued that playing casual games is fundamental pleasurable to both paratelic as well as telic metamotivational states....

  18. Modelling the host-pathogen interactions of macrophages and Candida albicans using Game Theory and dynamic optimization.

    Science.gov (United States)

    Dühring, Sybille; Ewald, Jan; Germerodt, Sebastian; Kaleta, Christoph; Dandekar, Thomas; Schuster, Stefan

    2017-07-01

    The release of fungal cells following macrophage phagocytosis, called non-lytic expulsion, is reported for several fungal pathogens. On one hand, non-lytic expulsion may benefit the fungus in escaping the microbicidal environment of the phagosome. On the other hand, the macrophage could profit in terms of avoiding its own lysis and being able to undergo proliferation. To analyse the causes of non-lytic expulsion and the relevance of macrophage proliferation in the macrophage-Candida albicans interaction, we employ Evolutionary Game Theory and dynamic optimization in a sequential manner. We establish a game-theoretical model describing the different strategies of the two players after phagocytosis. Depending on the parameter values, we find four different Nash equilibria and determine the influence of the systems state of the host upon the game. As our Nash equilibria are a direct consequence of the model parameterization, we can depict several biological scenarios. A parameter region, where the host response is robust against the fungal infection, is determined. We further apply dynamic optimization to analyse whether macrophage mitosis is relevant in the host-pathogen interaction of macrophages and C. albicans For this, we study the population dynamics of the macrophage-C. albicans interactions and the corresponding optimal controls for the macrophages, indicating the best macrophage strategy of switching from proliferation to attacking fungal cells. © 2017 The Author(s).

  19. Asymmetric Evolutionary Games.

    Directory of Open Access Journals (Sweden)

    Alex McAvoy

    2015-08-01

    Full Text Available Evolutionary game theory is a powerful framework for studying evolution in populations of interacting individuals. A common assumption in evolutionary game theory is that interactions are symmetric, which means that the players are distinguished by only their strategies. In nature, however, the microscopic interactions between players are nearly always asymmetric due to environmental effects, differing baseline characteristics, and other possible sources of heterogeneity. To model these phenomena, we introduce into evolutionary game theory two broad classes of asymmetric interactions: ecological and genotypic. Ecological asymmetry results from variation in the environments of the players, while genotypic asymmetry is a consequence of the players having differing baseline genotypes. We develop a theory of these forms of asymmetry for games in structured populations and use the classical social dilemmas, the Prisoner's Dilemma and the Snowdrift Game, for illustrations. Interestingly, asymmetric games reveal essential differences between models of genetic evolution based on reproduction and models of cultural evolution based on imitation that are not apparent in symmetric games.

  20. Asymmetric Evolutionary Games.

    Science.gov (United States)

    McAvoy, Alex; Hauert, Christoph

    2015-08-01

    Evolutionary game theory is a powerful framework for studying evolution in populations of interacting individuals. A common assumption in evolutionary game theory is that interactions are symmetric, which means that the players are distinguished by only their strategies. In nature, however, the microscopic interactions between players are nearly always asymmetric due to environmental effects, differing baseline characteristics, and other possible sources of heterogeneity. To model these phenomena, we introduce into evolutionary game theory two broad classes of asymmetric interactions: ecological and genotypic. Ecological asymmetry results from variation in the environments of the players, while genotypic asymmetry is a consequence of the players having differing baseline genotypes. We develop a theory of these forms of asymmetry for games in structured populations and use the classical social dilemmas, the Prisoner's Dilemma and the Snowdrift Game, for illustrations. Interestingly, asymmetric games reveal essential differences between models of genetic evolution based on reproduction and models of cultural evolution based on imitation that are not apparent in symmetric games.

  1. Game Portability Using a Service-Oriented Approach

    Directory of Open Access Journals (Sweden)

    Ahmed BinSubaih

    2008-01-01

    Full Text Available Game assets are portable between games. The games themselves are, however, dependent on the game engine they were developed on. Middleware has attempted to address this by, for instance, separating out the AI from the core game engine. Our work takes this further by separating the game from the game engine, and making it portable between game engines. The game elements that we make portable are the game logic, the object model, and the game state, which represent the game's brain, and which we collectively refer to as the game factor, or G-factor. We achieve this using an architecture based around a service-oriented approach. We present an overview of this architecture and its use in developing games. The evaluation demonstrates that the architecture does not affect performance unduly, adds little development overhead, is scaleable, and supports modifiability.

  2. Influence of games mechanisms on user experience

    OpenAIRE

    Kracík, Radim

    2011-01-01

    The work deals with the relationship between game mechanics and user experience. Identifies the basic gameplay mechanics and elements that have the most important influence on the quality of user experience. Research is realized on the example of a specific game using the concept of game design patterns. Part of the work deals with the introduction of this concept. Furthermore, the work deals with the general theories of games, models of classification and history of computer games. Part of t...

  3. Conceptual model for the design of a serious video game promoting self-management among youth with type 1 diabetes

    Science.gov (United States)

    Video games are a popular form of entertainment. Serious video games for health attempt to use entertainment to promote health behavior change. When designed within a framework informed by behavioral science and supported by commercial game-design principles, serious video games for health have the ...

  4. Model Comparison Exercise Circuit Training Game and Circuit Ladder Drills to Improve Agility and Speed

    Directory of Open Access Journals (Sweden)

    Susilaturochman Hendrawan Koestanto

    2017-11-01

    Full Text Available The purpose of this study was to compare: (1 the effect of circuit training game and circuit ladder drill for the agility; (2 the effect of circuit training game and circuit ladder drill on speed; (3 the difference effect of circuit training game and circuit ladder drill for the speed (4 the difference effect of circuit training game and circuit ladder drill on agility. The type of this research was quantitative with quasi-experimental methods. The design of this research was Factorial Design, with analysing data using ANOVA. The process of data collection was done by using 30 meters sprint speed test and shuttle run test during the pretest and posttest. Furthermore, the data was analyzed by using SPSS 22.0 series. Result: The circuit training game exercise program and circuit ladder drill were significant to increase agility and speed (sig 0.000 < α = 0.005 Group I, II, III had significant differences (sig 0.000 < α = 0.005. The mean of increase in speed of group I = 0.20 seconds, group II = 0.31 seconds, and group III = 0.11 seconds. The average increase agility to group I = 0.34 seconds group II = 0.60 seconds, group III = 0.13 seconds. Based on the analysis above, it could be concluded that there was an increase in the speed and agility of each group after being given a training.

  5. Game theory.

    Science.gov (United States)

    Dufwenberg, Martin

    2011-03-01

    Game theory is a toolkit for examining situations where decision makers influence each other. I discuss the nature of game-theoretic analysis, the history of game theory, why game theory is useful for understanding human psychology, and why game theory has played a key role in the recent explosion of interest in the field of behavioral economics. WIREs Cogni Sci 2011 2 167-173 DOI: 10.1002/wcs.119 For further resources related to this article, please visit the WIREs website. Copyright © 2010 John Wiley & Sons, Ltd.

  6. Ps-atom scattering at low energies

    CERN Document Server

    Fabrikant, I I

    2015-01-01

    A pseudopotential for positronium-atom interaction, based on electron-atom and positron-atom phase shifts, is constructed, and the phase shifts for Ps-Kr and Ps-Ar scattering are calculated. This approach allows us to extend the Ps-atom cross sections, obtained previously in the impulse approximation [Phys. Rev. Lett. 112, 243201 (2014)], to energies below the Ps ionization threshold. Although experimental data are not available in this low-energy region, our results describe well the tendency of the measured cross sections to drop with decreasing velocity at $v<1$ a.u. Our results show that the effect of the Ps-atom van der Waals interaction is weak compared to the polarization interaction in electron-atom and positron-atom scattering. As a result, the Ps scattering length for both Ar and Kr is positive, and the Ramsauer-Townsend minimum is not observed for Ps scattering from these targets. This makes Ps scattering quite different from electron scattering in the low-energy region, in contrast to the inter...

  7. Enhanced personal protection at the PS

    CERN Multimedia

    Samuel Morier Genoud

    2013-01-01

    Pictures 03, 06, 07 08 : Pierre Ninin, deputy group leader of GS-ASE and responsible for the installation of the new PS complex safety system, in front of a new access control system.Pictures 10, 12 ,13 : View of Building 271, the future control centre of the new PS complex safety system.

  8. PS, SL and LHC Auditoria change names

    CERN Document Server

    2003-01-01

    Following the replacement of the PS, SL and LHC Divisions by the AB and AT Divisions, the Auditoria are also changing their names. PS Auditorium is renamed AB Meyrin SL Auditorium is renamed AB Prévessin LHC Auditorium is renamed AT

  9. Application of logistic regression models in observational methodology: game formats in grassroots football in initiation into football

    Directory of Open Access Journals (Sweden)

    Daniel Lapresa

    2016-01-01

    Full Text Available This study shows how simple and multiple logistic regression can be used in observational methodology and more specifically, in the fields of physical activity and sport. We demonstrate this in a study designed to determine whether three-a-side futsal or five-a-side futsal is more suited to the needs and potential of children aged 6-to-8 years. We constructed a multiple logistic regression model to analyze use of space (depth of play and three simple logistic regression models to determine which game format is more likely to potentiate effective technical and tactical performance.

  10. A system dynamics model based on evolutionary game theory for green supply chain management diffusion among Chinese manufacturers

    DEFF Research Database (Denmark)

    Tian, Yihui; Govindan, Kannan; Zhu, Qinghua

    2014-01-01

    In this study, a system dynamics (SD) model is developed to guide the subsidy policies to promote the diffusion of green supply chain management (GSCM) in China. The relationships of stakeholders such as government, enterprises and consumers are analyzed through evolutionary game theory. Finally......, the GSCM diffusion process is simulated by the model with a case study on Chinese automotive manufacturing industry. The results show that the subsidies for manufacturers are better than that for consumers to promote GSCM diffusion, and the environmental awareness is another influential key factor....

  11. Research on a Dynamic Master-Slave Cournot Triopoly Game Model with Bounded Rational Rule and Its Control

    Directory of Open Access Journals (Sweden)

    Hongliang Tu

    2016-01-01

    Full Text Available The oligopoly market is modelled by a new dynamic master-slave Cournot triopoly game model with bounded rational rule. The local stabile conditions and the stable region are got by the dynamical systems bifurcation theory. The dynamics characteristics of the system with the changes of the adjustment speed parameters are analyzed by means of bifurcation diagram, largest Lyapunov exponents, phase portrait, and sensitive dependence on initial conditions. Furthermore, the parameters adjustment method is used to control the complex dynamical behaviors of the systems. The derived results have some important theoretical and practical meanings for the oligopoly market.

  12. TRANSFORMATION OF THE STUDENTS’ INQUIRY CAPABILITY THROUGH MINDMAP EDUCATIVE BY USING GAME OBSERVATION NORMATIVELY (MEGONO LEARNING MODEL

    Directory of Open Access Journals (Sweden)

    Tasiwan Tasiwan

    2016-04-01

    Full Text Available This classroom action research was conducted to analyze the development of the students’ inquiry abilities in science learning by a learning model of mindmap educative by using game observation normatively (Megono. The study was conducted in three cycles. In each cycle, the students were divided into five groups, each groups consisted of seven students. Each group was mandated to observe and to analyze the images/photos. After the image observations, they were asked to discuss, write and compile the information into a concept map.  One of the students was act as a representative of the group in a game of observation. Data were obtained through the pre-test, post-test, and observation by the observers as well as from the photo and video recording. The results showed that the students’ inquiry ability increased by 63.27% at the end of the cycle. At the initial conditions, the ability of the student was low (0.49. After the first cycle, it increased to 0.63 (medium, and then increased to 0.68 (moderate on the second cycle, and finally it increased to 0.80 (high in the third cycle. The average increase in every aspect was 68.59%.  The highest inquiry capability was achieved in aspects of reasoning amounted to 89.29 (very high. It was suggested to use the observation games fairly and needed more time adjustment to obtain higher learning outcomes.

  13. PREDICTION VERSUS REALITY: THE USE OF MATHEMATICAL MODELS TO PREDICT ELITE PERFORMANCE IN SWIMMING AND ATHLETICS AT THE OLYMPIC GAMES

    Directory of Open Access Journals (Sweden)

    Timothy Heazlewood

    2006-12-01

    Full Text Available A number of studies have attempted to predict future Olympic performances in athletics and swimming based on trends displayed in previous Olympic Games. Some have utilised linear models to plot and predict change, whereas others have utilised multiple curve estimation methods based on inverse, sigmoidal, quadratic, cubic, compound, logistic, growth and exponential functions. The non linear models displayed closer fits to the actual data and were used to predict performance changes 10's, 100's and 1000's of years into the future. Some models predicted that in some events male and female times and distances would crossover and females would eventually display superior performance to males. Predictions using mathematical models based on pre-1996 athletics and pre-1998 swimming performances were evaluated based on how closely they predicted sprints and jumps, and freestyle swimming performances for both male and females at the 2000 and 2004 Olympic Games. The analyses revealed predictions were closer for the shorter swimming events where men's 50m and women's 50m and 100m actual times were almost identical to predicted times. For both men and women, as the swim distances increased the accuracy of the predictive model decreased, where predicted times were 4.5-7% faster than actual times achieved. The real trends in some events currently displaying performance declines were not foreseen by the mathematical models, which predicted consistent improvements across all athletic and swimming events selected for in this study

  14. An update to the HIV-TRePS system: the development of new computational models that do not require a genotype to predict HIV treatment outcomes

    NARCIS (Netherlands)

    Revell, Andrew D.; Wang, Dechao; Wood, Robin; Morrow, Carl; Tempelman, Hugo; Hamers, Raph; Alvarez-Uria, Gerardo; Streinu-Cercel, Adrian; Ene, Luminita; Wensing, Annemarie; Reiss, Peter; van Sighem, Ard I.; Nelson, Mark; Emery, Sean; Montaner, Julio S. G.; Lane, H. Clifford; Larder, Brendan A.; van Sighem, Ard; Montaner, Julio; Harrigan, Richard; Rinke de Wit, Tobias; Sigaloff, Kim; Agan, Brian; Marconi, Vincent; Wegner, Scott; Sugiura, Wataru; Zazzi, Maurizio; Gatell, Jose; Lazzari, Elisa; Gazzard, Brian; Pozniak, Anton; Mandalia, Sundhiya; Ruiz, Lidia; Clotet, Bonaventura; Staszewski, Schlomo; Torti, Carlo; Lane, Cliff; Metcalf, Julie; Perez-Elias, Maria-Jesus; Carr, Andrew; Norris, Richard; Hesse, Karl; Vlahakis, Emanuel; Barth, Roos; Dragovic, Gordana; Cooper, David; Baxter, John; Monno, Laura; Clotet, Bonventura; Picchio, Gaston; Debethune, Marie-Pierre

    2014-01-01

    The optimal individualized selection of antiretroviral drugs in resource-limited settings is challenging because of the limited availability of drugs and genotyping. Here we describe the development of the latest computational models to predict the response to combination antiretroviral therapy

  15. Game theory an introduction

    CERN Document Server

    Barron, E N

    2013-01-01

    An exciting new edition of the popular introduction to game theory and its applications The thoroughly expanded Second Edition presents a unique, hands-on approach to game theory. While most books on the subject are too abstract or too basic for mathematicians, Game Theory: An Introduction, Second Edition offers a blend of theory and applications, allowing readers to use theory and software to create and analyze real-world decision-making models. With a rigorous, yet accessible, treatment of mathematics, the book focuses on results that can be used to

  16. Illustrating a Model-Game-Model Paradigm for Using Human Wargames in Analysis

    Science.gov (United States)

    2017-02-01

    experiments on nuclear crises).9 In such cases, the models relied upon— espe - cially the largely qualitative mental models— obviously need to be as good as...have called a "factor tree." The methodology for developing factor trees is described with examples elsewhere.46 18 Figure 6 Modeling the Military...for Natio- nal Security, Santa Monica Calif.: RAND Corp. Davis, Paul K., Steven C. Bankes, and James P. Kahan (1986), A New Methodology for Mod

  17. Inverse game theory: learning the nature of a game through play

    Science.gov (United States)

    Stocco, Gabriel F.; Cybenko, George

    2012-06-01

    Real world adversarial dynamics such as those encountered in Computer and Network security require models which allow for both imperfect and incomplete information. Recently game theoretic models and specically signaling games have been at the forefront of interest for modeling these scenarios. We propose a modication of signaling games, a type of Bayesian game, which we believe can serve as a model for these scenarios. By incorporating real world data into the model, these games could allow interested parties to learn the true nature of the game that they are already playing - though without the rulebook.

  18. You are who you play you are : Modeling Player Traits from Video Game Behavior

    NARCIS (Netherlands)

    Tekofsky, Shoshannah

    2017-01-01

    You are who you play you are - especially when it comes to your age and your motivations. People say age is only a number, but it's a number we can guess pretty accurately from how someone plays video games. We find that younger people are favored by speed, while older people are favored by wisdom.

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

    Science.gov (United States)

    Wu, Shuang

    2010-01-01

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

  20. The AIDLET Model: A Framework for Selecting Games, Simulations and Augmented Reality Environments in Mobile Learning

    Science.gov (United States)

    Bidarra, José; Rothschild, Meagan; Squire, Kurt; Figueiredo, Mauro

    2013-01-01

    Smartphones and other mobile devices like the iPhone, Android, Kindle Fire, and iPad have boosted educators' interest in using mobile media for education. Applications from games to augmented reality are thriving in research settings, and in some cases schools and universities, but relatively little is known about how such devices may be used for…

  1. Modeling Augmented Reality Games with Preservice Elementary and Secondary Science Teachers

    Science.gov (United States)

    Burton, Erin Peters; Frazier, Wendy; Annetta, Leonard; Lamb, Richard; Cheng, Rebecca; Chmiel, Margaret

    2011-01-01

    Cell phones are ever-present in daily life, yet vastly underused in the formal science classroom. The purpose of this study was to implement a novel learning tool on cell phones, Augmented Reality Games, and determine how the interaction influenced preservice teachers' content knowledge and self-efficacy of cell phone use in schools. Results show…

  2. Race to Displace: A Game to Model the Effects of Invasive Species on Plant Communities

    Science.gov (United States)

    Hopwood, Jennifer L.; Flowers, Susan K.; Seidler, Katie J.; Hopwood, Erica L.

    2013-01-01

    Invasive species are a substantial threat to biodiversity. Educating students about invasive species introduces fundamental concepts in biology, ecology, and environmental science. In the Race to Displace game, students assume the characteristics of select native or introduced plants and experience first hand the influences of species interactions…

  3. Seismic receiver function interpretation: Ps splitting or anisotropic underplating?

    Science.gov (United States)

    Liu, Zhen; Park, Jeffrey

    2017-03-01

    Crustal anisotropy is crucial to understanding the evolutionary history of Earth's lithosphere. Shear wave splitting of Moho P-to-S converted phases in receiver functions (RFs) have been often used to study crustal anisotropy. Harmonic variation of Moho Ps phases in delay times are used to infer splitting parameters of averaged anisotropy in the crust. However, crustal anisotropy may distribute at various levels within the crust due to complex deformational processes. Layered anisotropy requires careful investigation of the distribution of anisotropy before interpreting Moho Ps splitting. In this study, we show results from stations ARU in Russia, KIP in the Hawaiian Islands and LSA in Tibetan Plateau, where layered anisotropy is constrained well by intracrust Ps conversions at high frequencies using a harmonic-decomposition technique. Anisotropic velocity models are inferred by forward-modeling decomposed RF waveforms. We suggest that the harmonic variation of Moho Ps phases should always be investigated to check for anisotropic layering using RFs with frequency content above 1 Hz, rather than simply reporting averaged anisotropy of the whole crust.

  4. Positional games

    CERN Document Server

    Hefetz, Dan; Stojaković, Miloš; Szabó, Tibor

    2014-01-01

    This text serves as a thorough introduction to the rapidly developing field of positional games. This area constitutes an important branch of combinatorics, whose aim it is to systematically develop an extensive mathematical basis for a variety of two-player perfect information games. These range from such popular games as Tic-Tac-Toe and Hex to purely abstract games played on graphs and hypergraphs. The subject of positional games is strongly related to several other branches of combinatorics such as Ramsey theory, extremal graph and set theory, and the probabilistic method. These notes cover a variety of topics in positional games, including both classical results and recent important developments. They are presented in an accessible way and are accompanied by exercises of varying difficulty, helping the reader to better understand the theory. The text will benefit both researchers and graduate students in combinatorics and adjacent fields.

  5. On the crystallization behavior of syndiotactic-b-atactic polystyrene stereodiblock copolymers, atactic/syndiotactic polystyrene blends, and aPS/sPS blends modified with sPS-b-aPS

    Energy Technology Data Exchange (ETDEWEB)

    Annunziata, Liana, E-mail: liana.annunziatta@univ-rennes1.fr [Organométalliques et Catalyse, UMR 6226 Sciences Chimiques CNRS, Université de Rennes 1, Campus de Beaulieu, F-35042 Rennes Cedex (France); Monasse, Bernard, E-mail: bernard.monasse@mines-paristech.fr [Mines-ParisTech, CEMEF, Centre de Mise en Forme des Matériaux, UMR CNRS 7635, Sophia Antipolis (France); Rizzo, Paola; Guerra, Gaetano [Dipartimento di Chimica e Biologia, Università degli studi di Salerno, Via Ponte don Melillo, I-84084 Fisciano, SA (Italy); Duc, Michel [Total Petrochemicals Research Feluy, Zone Industrielle Feluy C, B-7181 Seneffe (Belgium); Carpentier, Jean-François, E-mail: jean-francois.carpentier@univ-rennes1.fr [Organométalliques et Catalyse, UMR 6226 Sciences Chimiques CNRS, Université de Rennes 1, Campus de Beaulieu, F-35042 Rennes Cedex (France)

    2013-09-16

    Crystallization and morphological features of syndiotactic-b-atactic polystyrene stereodiblock copolymers (sPS-b-aPS), atactic/syndiotactic polystyrene blends (aPS/sPS), and aPS/sPS blends modified with sPS-b-aPS, with different compositions in aPS and sPS, have been investigated using differential scanning calorimetry (DSC), polarized light optical microscopy (POM) and wide angle X-ray diffraction (WAXRD) techniques. For comparative purposes, the properties of parent pristine sPS samples were also studied. WAXRD analyses revealed for all the samples, independently from their composition (aPS/sPS ratio) and structure (blends, block copolymers, blends modified with block copolymers), the same polymorphic β form of sPS. The molecular weight of aPS and sPS showed opposite effects on the crystallization of 50:50 aPS/sPS blends: the lower the molecular weight of aPS, the slower the crystallization while the lower the molecular weight of sPS, the faster the crystallization. DSC studies performed under both isothermal and non-isothermal conditions, independently confirmed by POM studies, led to a clear trend for the crystallization rate at a given sPS/aPS ratio (ca. 50:50 and 20:80): sPS homopolymers > sPS-b-aPS block copolymers ∼sPS/aPS blends modified with sPS-b-aPS copolymers > sPS/aPS blends. Interestingly, sPS-b-aPS block copolymers not only crystallized faster than blends, but also affected positively the crystallization behavior of blends. At 50:50 sPS/aPS ratio, blends (Blend-2), block copolymers (Cop-1) and blends modified with block copolymers (Blend-2-mod) crystallized via spherulitic crystalline growth controlled by an interfacial process. In all cases, an instantaneous nucleation was observed. The density of nuclei in block copolymers (160,000−190,000 nuclei mm{sup −3}) was always higher than that in blends and modified blends (30,000−60,000 nuclei mm{sup −3}), even for quite different sPS/aPS ratio. At 20:80 sPS/aPS ratio, the block copolymers

  6. Emotional Gaming

    OpenAIRE

    Madeira, Filipa; Arriaga,Patrícia; Adrião, Joana; Lopes, Ricardo; Esteves,Francisco

    2013-01-01

    In recent years, research on the psychology of gaming has examined the negative and positive outcomes of playing video games. Thus far, a variety of affective phenomena have been investigated. In this chapter we will continue this exploration by examining the emotions elicited by the act of playing video games. Because the study of emotions must rely on different type of methods, including subjective self-reports (e.g., description of feelings), neuropsychophysiological measurements ...

  7. Problem Gaming

    OpenAIRE

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

    2013-01-01

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

  8. PENGARUH MODEL COOPERATIVE CLASS EXPERIMENT (CCE TIPE TEAM GAMES TOURNAMENT(TGT PADA KBK DAN HASIL BELAJAR SISWA

    Directory of Open Access Journals (Sweden)

    Fajar Mahda Akhmad Sa'idun

    2016-07-01

    Full Text Available Pembelajaran yang masih menggunakan metode konvensional menyebabkan pencapaian kompetensi matapelajaran kimia masih tergolong rendah. Penelitian ini bertujuan untuk mengetahui pengaruh Model Cooperative Class Experiment (CCE tipe Team Games Tournament (TGT pada KBK dan Hasil Be/ajar siswa SMA topik reaksi redoks. Penentuan sampel menggunakan teknik cluster random sampling dan menghasikan siswa kelas X8 sebagai kelas eksperimen dan kelas X7 sebagai kelas kontrol. Metode yang digunakan dalam pengambilan data adalah dokumentasi, tes dalam bentuk pilihan ganda dan essay berupa open-ended questions serta observasi. Hasil penelitian menunjukkan hasil analisis data tes KBK yaitu pencapaian kelima subindikator KBK pada kelas eksperimen mencapai rata-rata 73, 75% yang berarti siswa dapat mengembangkan KBK dengan kriteria baik, sedangkan kelas kontrol dengan rata-rata 64,68% dalam kriteria KBK cukup. Dari hasil analisis, diperoleh rb 0,51 dengan besarnya kontribusi 26,29%. Dari hasil penelitian dapat disimpulkan bahwa penerapan pembelajaran Model Cooperative Class Experiment (CCE Tipe Team Games Tournament (TGT berpengaruh pada KBK dan hasil be/ajar siswa suatu SMA di Semarang pada pokok materi redoks dengan kontribusi sebesar 26,29%.Learning with the conventional method make competency achievement in chemistry subject is still low. This study aimed to determine the effect of Model Cooperative Class Experiment (CCE type Team Games Tournament (TGT on CBC and Learning Outcomes on high school students in the topic of redox reactions. Sample determination was using cluster random sampling technique, class X8 grade students is as the experimental class and X7 class is as control class. The method used in data collection is documentation, in the form of multiple choice test and an essay in the form of open-ended questions and observations. The results showed that analysis of CBC data test achieved fifth subindikator CBC in the experimental class gained an

  9. Video games

    OpenAIRE

    Kolář, Vojtěch

    2012-01-01

    This thesis is based on a detailed analysis of various topics related to the question of whether video games can be art. In the first place it analyzes the current academic discussion on this subject and confronts different opinions of both supporters and objectors of the idea, that video games can be a full-fledged art form. The second point of this paper is to analyze the properties, that are inherent to video games, in order to find the reason, why cultural elite considers video games as i...

  10. Design Games

    DEFF Research Database (Denmark)

    Johansson, Martin Wetterstrand

    2007-01-01

    In this paper design games are discussed as an approach to managing design sessions. The focus is on the collaborative design session and more particular on how to set up the collaboration and reinsure progress. Design games have the advantage of framing the collaborative assignment at hand....... Experiments can be set up to explore possible futures and design games has the qualities of elegantly focus the work at the same time as it lessens the burden for the process facilitator. The present paper goes into detail about how design games can be set up to facilitate collaboration and how the design...

  11. Serious Games

    DEFF Research Database (Denmark)

    Andersen, Christian Ulrik

    2006-01-01

    T hese days one of the buzzwords in computer game industry and research is ‘Serious Games’ – games where the actions of the player are not limited to the virtual world but are somehow related to the real world. Computer games can be strong environments for learning and training skills in the real...... world. Computer games can also be persuasive – they can be used for advertising (‘adver-gaming’) and induce the players to buy a particular product in the real world or they can propagate a particular political viewpoint or a critique of the real world. The area of ‘serious gaming’ is vast and varied....

  12. Game physics

    CERN Document Server

    Eberly, David H

    2010-01-01

    ""Game Physics, 2nd Edition"" provides clear descriptions of the mathematics and algorithms needed to create a powerful physics engine - while providing a solid reference for all of the math you will encounter anywhere in game development: quaternions, linear algebra, and calculus. Implementing physical simulations for real-time games is a complex task that requires a solid understanding of a wide range of concepts from the fields of mathematics and physics. Previously, the relevant information could only be gleaned through obscure research papers. Thanks to ""Game Physics"", all this informa

  13. A climate game based on a Multi-Actor Dynamic Integrated Assessment Model (MADIAM)

    Science.gov (United States)

    Weber, M.; Hasselmann, K.

    2003-04-01

    In November 2002 a special exhibition on climate issues opened in the German Museum for Science and Techniques ('Deutsches Museum') in Munich. Within this exposition we present an interactive game in which visitors control future climate policy by adopting the role of either the government, a CEO (Chief Executive Officer) of a global company or a typical private household of an industrialized country. The players endeavor to maintain a sustainable climate in the future (global goal) while pursuing their own individual welfare goals. Task of the exhibition visitor is to combine the personal interests of the actor he is adopting with the global goal. The individual goal of government is maintain economic growth while avoiding conflicts due to inter-regional or societal inequalities. The CEO seeks to maximize total profits (business earnings). The goal of households is to maximize wages and interest earnings. The evolution of the economic system and climate is governed by the decisions of the actors. Government sets economic side conditions in terms of carbon taxes, subsidies for R&D or market infusion support for climate-friendly technologies, and transfers development aid to less advanced regions. The CEOs decide how much to invest in a number of alternative investment options and in which region. Households influences the economy by their purchasing and savings decisions. The model considers four regions, three real actors (mentioned above) and two different goods (climate-adverse and a climate-friendly). We introduce four different kinds of energy (coal, oil/gas, nuclear, renewable). A World Bank handles money flows. At different points in time the actors can cooperate with other actors in order to reach the global goal Stochastic elements regarding future technology and future climate are included. A touch-screen monitor with user friendly interface is used to present animations and videos. An animated climate scientist uses a climate simulator to compute future

  14. Game theory based models to analyze water conflicts in the Middle Route of the South-to-North Water Transfer Project in China.

    Science.gov (United States)

    Wei, Shouke; Yang, Hong; Abbaspour, Karim; Mousavi, Jamshid; Gnauck, Albrecht

    2010-04-01

    This study applied game theory based models to analyze and solve water conflicts concerning water allocation and nitrogen reduction in the Middle Route of the South-to-North Water Transfer Project in China. The game simulation comprised two levels, including one main game with five players and four sub-games with each containing three sub-players. We used statistical and econometric regression methods to formulate payoff functions of the players, economic valuation methods (EVMs) to transform non-monetary value into economic one, cost-benefit Analysis (CBA) to compare the game outcomes, and scenario analysis to investigate the future uncertainties. The validity of game simulation was evaluated by comparing predictions with observations. The main results proved that cooperation would make the players collectively better off, though some player would face losses. However, players were not willing to cooperate, which would result in a prisoners' dilemma. Scenarios simulation results displayed that players in water scare area could not solve its severe water deficit problem without cooperation with other players even under an optimistic scenario, while the uncertainty of cooperation would come from the main polluters. The results suggest a need to design a mechanism to reduce the risk of losses of those players by a side payment, which provides them with economic incentives to cooperate. Copyright (c) 2010 Elsevier Ltd. All rights reserved.

  15. Forecasting gaming revenues in Clark County, Nevada: Issues and methods

    Energy Technology Data Exchange (ETDEWEB)

    Edwards, B.K.; Bando, A.

    1992-01-01

    This paper describes the Western Area Gaming and Economic Response Simulator (WAGERS), a forecasting model that emphasizes the role of the gaming industry in Clark County, Nevada. Is is designed to generate forecasts of gaming revenues in Clark County, whose regional economy is dominated by the gaming industry. The model is meant to forecast Clark County gaming revenues and identifies the exogenous variables that affect gaming revenues. It will provide baseline forecasts of Clark County gaming revenues in order to assess changes in gaming-related economic activity resulting from changes in regional economic activity and tourism.

  16. Forecasting gaming revenues in Clark County, Nevada: Issues and methods

    Energy Technology Data Exchange (ETDEWEB)

    Edwards, B.K.; Bando, A.

    1992-07-01

    This paper describes the Western Area Gaming and Economic Response Simulator (WAGERS), a forecasting model that emphasizes the role of the gaming industry in Clark County, Nevada. Is is designed to generate forecasts of gaming revenues in Clark County, whose regional economy is dominated by the gaming industry. The model is meant to forecast Clark County gaming revenues and identifies the exogenous variables that affect gaming revenues. It will provide baseline forecasts of Clark County gaming revenues in order to assess changes in gaming-related economic activity resulting from changes in regional economic activity and tourism.

  17. Communication games measure preparation contextuality

    OpenAIRE

    Hameedi, Alley; Tavakoli, Armin; Marques, Breno; Bourennane, Mohamed

    2017-01-01

    A communication game consists of distributed parties attempting to jointly complete a task with restricted communication. Such games are useful tools for studying limitations of physical theories. A theory exhibits preparation contextuality whenever its predictions cannot be explained by a preparation noncontextual model. Here, we show that the ability of an operational theory to perform communication games is a measure of the degree of preparation contextuality in that theory. For statistics...

  18. Ps 22 in Gospels’ interpretation of Passion

    Directory of Open Access Journals (Sweden)

    Sylwester Jędrzejewski

    2012-09-01

    Full Text Available Ps 22 is a piece of artistically high poetry, clear images and metaphors, historical and prophetic references. The conviction of biblical scholars that the New Testament writers has recognized in Ps 22 prophetic witness of passion, accompanies the Church from its beginnings. The words of Jesus on the cross, taken from Ps 22: 2, have a character of lamentable re-symbolization of the prayer of Israel. These words establish a theological answer in the form of suitable credo as well. Dramatic question “why?” is connected with a proclamation and identification “My God”. The personal experience of oppression and death is included by Jesus in the history of his nation and in the experience of God. Ps 22 in the Gospels’ passion context becomes a proclamation form of prayer and a very personal, expressed in such dramatic circumstances confession of the faith.

  19. Creative stories: Modelling the principal components of human creativity over texts in a storytelling game

    Directory of Open Access Journals (Sweden)

    Antonis Koukourikos

    2016-07-01

    Full Text Available The process of effectively applying techniques for fostering creativity in educational settings is – by nature – multifaceted and not straightforward, as it pertains to several fields such as cognitive theory and psychology. Furthermore, the quantification of the impact of different activities on creativity is a challenging and not yet thoroughly investigated task. In this paper, we present the process of applying the Semantic Lateral Thinking technique for fostering creativity in Creative Stories, a digital storytelling game, via the introduction of the appropriate stimuli in the game’s flow. Furthermore, we present a formalization for a person’s creativity as a derivative of his/her creations within the game, by transitioning from traditional computational creativity metrics over the produced stories to a space that adheres to the core principles of creativity as perceived by humans.

  20. Analysis of Urban Car Owners Commute Mode Choice Based on Evolutionary Game Model

    Directory of Open Access Journals (Sweden)

    Huawei Gong

    2015-01-01

    Full Text Available With the aggravation of the traffic congestion in the city, car owners will have to give up commuting with private cars and take the public transportation instead. The paper uses the replication dynamic mechanism to simulate the learning and adjustment mechanism of the automobile owners commuting mode selection. The evolutionary stable strategy is used to describe the long-term evolution of competition game trend. Finally we simulate equilibrium and stability of an evolution of the game under a payoff imbalance situation. The research shows that a certain proportion of car owners will choose public transit under the pressure of public transport development and heavy traffic, and the proportion will be closely related to the initial conditions and urban transportation development policy.

  1. PS overcomes two serious magnet failures

    CERN Multimedia

    Maximilien Brice

    2003-01-01

    Two magnets and a bus bar connection in the PS were found to be faulty during high-voltage tests at the end of the accelerator shutdown. A five-week repair schedule was quickly devised. A team of mechanics, technicians and engineers worked at full speed to replace the faulty magnets, succeeding in limiting the delay of the accelerators' spring start-up to two weeks. Here we see the PS magnet string awaiting the replacement no. 6 magnet.

  2. Elements of a cognitive model of physics problem solving: Epistemic games

    Directory of Open Access Journals (Sweden)

    Jonathan Tuminaro

    2007-07-01

    Full Text Available Although much is known about the differences between expert and novice problem solvers, knowledge of those differences typically does not provide enough detail to help instructors understand why some students seem to learn physics while solving problems and others do not. A critical issue is how students access the knowledge they have in the context of solving a particular problem. In this paper, we discuss our observations of students solving physics problems in authentic situations in an algebra-based physics class at the University of Maryland. We find that when these students are working together and interacting effectively, they often use a limited set of locally coherent resources for blocks of time of a few minutes or more. This coherence appears to provide the student with guidance as to what knowledge and procedures to access and what to ignore. Often, this leads to the students failing to apply relevant knowledge they later show they possess. In this paper, we outline a theoretical phenomenology for describing these local coherences and identify six organizational structures that we refer to as epistemic games. The hypothesis that students tend to function within the narrow confines of a fairly limited set of games provides a good description of our observations. We demonstrate how students use these games in two case studies and discuss the implications for instruction.

  3. Business models for Serious Games developers - transition from a product centric to a service centric approach.

    Directory of Open Access Journals (Sweden)

    Jannicke Baalsrud Hauge

    2014-02-01

    Full Text Available In the context of the serious games industry, up to now the most commonly used BM among developers representing SMEs consists in offering an individual product to the customer, based on tailored one-of a kind production. Such production has high costs and low re-usability and leads to a long time-to-market. For an industry dealing with products highly dependent on technological advances, this implies high risks for failure and thus being put out of business. Consequently, an increasing number of Serious Games developers are struggling to survive. These trends are not specific for the SG development sector, but can actually be observed in several others, like software industry as well as the manufacturing industry, where a transition to less product-oriented BM can be observed. This article is based on an analysis of cases studies to outline how such a transition might be possible also within serious game industry, but also to discuss the threats and opportunities of the transition, both based on case studies as well as on comparison with experiences in other industries

  4. Strategic Analysis and Model Construction on Conflict Resolution with Motion Game Theory

    Directory of Open Access Journals (Sweden)

    Chih-Yao Lo

    2010-06-01

    Full Text Available This research uses the “Participating Observation Method” to observe the interaction between manufacturer and distributor negotiation strategies, determine the preference and expectation of participants, and establish a framework for this type of research. Then it sets up the “analysis framework of negotiation strategies” between the manufacturer and the distributor based on an analysis of the respective conditions, advantages, and disadvantages of the manufacturer and distributor. Thirdly, this study sets up a reward matrix of the strategy action game between the manufacturer and the distributor. Then establishes a set of feasible “negotiation models” based on the reward matrix of the strategy game between the both parties to observe how the manufacturer and the distributor make their own bargaining decisions in the situation of information asymmetry or exterior opportunity/threat. Finally, this study establishes a “multi-agent strategy game protocol system model” to solve the conflict resulting from the self-strategizing of both parties for their own interests, and to achieve the utmost efficiency in the negotiation.

  5. Evolutionary games in the multiverse.

    Science.gov (United States)

    Gokhale, Chaitanya S; Traulsen, Arne

    2010-03-23

    Evolutionary game dynamics of two players with two strategies has been studied in great detail. These games have been used to model many biologically relevant scenarios, ranging from social dilemmas in mammals to microbial diversity. Some of these games may, in fact, take place between a number of individuals and not just between two. Here we address one-shot games with multiple players. As long as we have only two strategies, many results from two-player games can be generalized to multiple players. For games with multiple players and more than two strategies, we show that statements derived for pairwise interactions no longer hold. For two-player games with any number of strategies there can be at most one isolated internal equilibrium. For any number of players with any number of strategies , there can be at most isolated internal equilibria. Multiplayer games show a great dynamical complexity that cannot be captured based on pairwise interactions. Our results hold for any game and can easily be applied to specific cases, such as public goods games or multiplayer stag hunts.

  6. Discounting in Games across Time Scales

    Directory of Open Access Journals (Sweden)

    Krishnendu Chatterjee

    2010-06-01

    Full Text Available We introduce two-level discounted games played by two players on a perfect-information stochastic game graph. The upper level game is a discounted game and the lower level game is an undiscounted reachability game. Two-level games model hierarchical and sequential decision making under uncertainty across different time scales. We show the existence of pure memoryless optimal strategies for both players and an ordered field property for such games. We show that if there is only one player (Markov decision processes, then the values can be computed in polynomial time. It follows that whether the value of a player is equal to a given rational constant in two-level discounted games can be decided in NP intersected coNP. We also give an alternate strategy improvement algorithm to compute the value.

  7. Small game

    Science.gov (United States)

    John C. Kilgo

    2005-01-01

    Although small game currently is not harvested on the Savannah river Site(SRS) soutside of the Crackerneck Wildlife Management area and logical Reserve (CWMA), several species of small game occur on SRS. these include snipe (Gallinago gallinago), American woodcock (Scolopax minor), morning dove (Zenaida macroura...

  8. Inuit Games.

    Science.gov (United States)

    Keewatin Regional Education Authority, Rankin Inlet (Northwest Territories).

    The purpose of this publication is to record the traditional games played by the Inuit and to preserve a unique form of sports and recreation found in northern Canada. Written in English and Inupiaq, this manual contains descriptions of games played throughout the Arctic with special emphasis on the Keewatin Region, suggestions for teaching Inuit…

  9. Design Heuristics for Authentic Simulation-Based Learning Games

    Science.gov (United States)

    Ney, Muriel; Gonçalves, Celso; Balacheff, Nicolas

    Simulation games are games for learning based on a reference in the real world. We propose a model for authenticity in this context as a result of a compromise among learning, playing and realism. In the health game used to apply this model, students interact with characters in the game through phone messages, mail messages, SMS and video.…

  10. Game Play Schemas: From Player Analysis to Adaptive Game Mechanics

    Directory of Open Access Journals (Sweden)

    Craig A. Lindley

    2008-01-01

    Full Text Available Schema theory provides a foundation for the analysis of game play patterns created by players during their interaction with a game. Schema models derived from the analysis of play provide a rich explanatory framework for the cognitive processes underlying game play, as well as detailed hypotheses for the hierarchical structure of pleasures and rewards motivating players. Game engagement is accounted for as a process of schema selection or development, while immersion is explained in terms of levels of attentional demand in schema execution. However, schemas may not only be used to describe play, but might be used actively as cognitive models within a game engine. Predesigned schema models are knowledge representations constituting anticipated or desired learned cognitive outcomes of play. Automated analysis of player schemas and comparison with predesigned target schemas can provide a foundation for a game engine adapting or tuning game mechanics to achieve specific effects of engagement, immersion, and cognitive skill acquisition by players. Hence, schema models may enhance the play experience as well as provide a foundation for achieving explicitly represented pedagogical or therapeutic functions of games.

  11. Inhibition of Ps Formation in Benzene and Cyclohexane by CH3CI and CH3Br

    DEFF Research Database (Denmark)

    Wikander, G.; Mogensen, O. E.; Pedersen, Niels Jørgen

    1983-01-01

    Positron-annihilation lifetime spectra have been measured for mixtures of CH3Cl and CH3Br in cyclohexane and of CH3Cl in benzene. The ortho-positronium (Ps) yield decreased monotonically from 38% and 43% in cyclohexane and benzene respectively to 11% in pure CH3Cl and 6% in pure CH3Br. The strength......− anions to form Ps. while it forms a bound state with the halides. X−. CH3Cl was a roughly three times weaker Ps inhibitor in benzene than in cyclohexane, which shows that CH3Cl− does not dechlorinate in times comparable to or shorter than 400–500 ps in benzene. An improved model for the explanation of Ps...

  12. iPS cell technologies: significance and applications to CNS regeneration and disease

    Science.gov (United States)

    2014-01-01

    In 2006, we demonstrated that mature somatic cells can be reprogrammed to a pluripotent state by gene transfer, generating induced pluripotent stem (iPS) cells. Since that time, there has been an enormous increase in interest regarding the application of iPS cell technologies to medical science, in particular for regenerative medicine and human disease modeling. In this review article, we outline the current status of applications of iPS technology to cell therapies (particularly for spinal cord injury), as well as neurological disease-specific iPS cell research (particularly for Parkinson’s disease and Alzheimer’s disease). Finally, future directions of iPS cell research are discussed including a) development of an accurate assay system for disease-associated phenotypes, b) demonstration of causative relationships between genotypes and phenotypes by genome editing, c) application to sporadic and common diseases, and d) application to preemptive medicine. PMID:24685317

  13. Sonication-assisted synthesis of polystyrene (PS)/organoclay nanocomposites: influence of clay content

    Science.gov (United States)

    Suresh, Kelothu; Kumar, R. Vinoth; Kumar, Manish; Jeyapriya, M.; Anbarasan, R.; Pugazhenthi, G.

    2017-06-01

    This article presents the synthesis of a series of polystyrene (PS)/organoclay nanocomposite films consisting of different contents of clay (1-7 wt%) by sonication-coupled solvent-blending technique. The prepared PS nanocomposite films were characterized using various techniques, including X-ray diffraction (XRD), Fourier transform infrared spectroscopy (FTIR), transmission electron microscopy (TEM), and thermal gravimetric analysis (TGA). The XRD and TEM results revealed the formation of exfoliated nanocomposites at lower loading of organoclay (<5 wt%). The presence of various functional groups in the organoclay and PS/organoclay nanocomposite was verified by FTIR spectra. The thermal stability of PS nanocomposites was significantly improved as compared to pristine PS, which is evident from TGA analysis. When 10% mass loss was chosen as a point of reference, the thermal degradation temperature of PS nanocomposite holding 7 wt% of organoclay was found to be 30 °C more over pristine PS. The thermal kinetic parameters such as activation energy ( E a), pre-exponential factor ( A), and the order of reaction ( n) were determined by employing the Coats-Redfern model. Thermal degradation reaction mechanism of PS nanocomposites was also investigated.

  14. Complexity Analysis of a Cournot-Bertrand Duopoly Game Model with Limited Information

    Directory of Open Access Journals (Sweden)

    Hongwu Wang

    2013-01-01

    principles of decision-making are bounded rational. One firm chooses output and the other chooses price as decision variable, with the assumption that there is a certain degree of differentiation between the products offered by firms to avoid the whole market being occupied by the one that applies a lower price. The existence of Nash equilibrium point and its local stability of the game are investigated. The complex dynamics, such as bifurcation scenarios and route to chaos, are displayed using parameter basin plots by numerical experiment. The influences of the parameters on the system performance are discussed from the perspective of economics.

  15. Business models for Serious Games developers - transition from a product centric to a service centric approach

    DEFF Research Database (Denmark)

    Hauge, Jannicke Baalsrud; Wiesner, Stefan; Sanchez, Rosa Garcia

    2014-01-01

    costs and low re-usability and leads to a long time-to-market. For an industry dealing with products highly dependent on technological advances, this implies high risks for failure and thus being put out of business. Consequently, an increasing number of Serious Games (SG) developers are struggling...... application fields of SG, before it presents two examples of a successful transition towards a service oriented BM within the same fields Based on this, it finally discusses the opportunities and the threats of using such BMs for SG developers....

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

    CERN Document Server

    Han, The Anh

    2013-01-01

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

  17. Game theory and public policy

    CERN Document Server

    McCain, Roger A

    2015-01-01

    This book provides a critical, selective review of concepts from game theory and their applications in public policy, and further suggests some modifications for some of the models (chiefly in cooperative game theory) to improve their applicability to economics and public policy.

  18. LS1 Report: PS beams are back!

    CERN Multimedia

    Katarina Anthony & Anaïs Schaeffer

    2014-01-01

    For the first time in over 15 months, there are beams back in the PS. Making their first tour of the accelerator today, 20 June, their injection marks the end of weeks of cold checkouts and hardware commissioning in the PS.   The CERN Control Centre (CCC) is back in business: people gather to restart the LHC injectors, today the PS. Since hardware commissioning was wrapped up on 23 May, the Operations Group (BE-OP) has been conducting cold checkouts on the PS. This involves switching on all of the machine's systems, verifying that they respond to commands by OP and ensuring they are calibrated to beam timings. "These verifications were done, in part, during the hardware commissioning dry runs," says Rende Steerenberg, PS section leader. "But the cold checkouts are on a much larger scale, as we act as if there is beam in the whole machine. We placed a full load on the controls system, cooling, networks, etc. in order to setup the accelerator in the most realis...

  19. Foundations of Game-Based Learning

    Science.gov (United States)

    Plass, Jan L.; Homer, Bruce D.; Kinzer, Charles K.

    2015-01-01

    In this article we argue that to study or apply games as learning environments, multiple perspectives have to be taken into account. We first define game-based learning and gamification, and then discuss theoretical models that describe learning with games, arguing that playfulness is orthogonal to learning theory. We then review design elements…

  20. Engagement States and Learning from Educational Games

    Science.gov (United States)

    Deater-Deckard, Kirby; Chang, Mido; Evans, Michael E.

    2013-01-01

    Children's and adolescents' cognitive, affective, and behavioral states of engagement enhance or impede enjoyment of, and performance with, educational games. We propose a comprehensive model of engagement states and apply it to research on educational game development and research on the role of various aspects of engagement on game play and…