WorldWideScience

Sample records for ps game model

  1. Models and games

    NARCIS (Netherlands)

    Väänänen, J.

    2011-01-01

    This gentle introduction to logic and model theory is based on a systematic use of three important games in logic: the semantic game; the Ehrenfeucht–Fraïssé game; and the model existence game. The third game has not been isolated in the literature before but it underlies the concepts of Beth

  2. Modeling and Generating Strategy Games Mechanics

    DEFF Research Database (Denmark)

    Mahlmann, Tobias

    of the game is, how players may manipulate the game world, etc. We present the Strategy Games Description Language (SGDL), a tree-based approach to model the game mechanics of strategy games. SGDL allows game designers to rapid prototype their game ideas with the help of our customisable game engine. We...... their games to individual players’ preferences by creating game content adaptively to how the player plays (and likes) a game. W we extend the notion of “procedural game content generation” by “game mechanics”. Game mechanics herein refer to the way that objects in a game may interact, what the goal...... present several example games to demonstrate the capabilities of the language and how to model common strategy game elements. Furthermore, we present methods to procedurally generate and evaluate game mechanics modelled in SGDL in terms of enjoyability. We argue that an evolutionary process can be used...

  3. 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...... activities, and depicts their required planning and expected outcome through eight levels. At its lower levels, the model contains the possibilities of using stand-alone analogue and digital games as teachers, utilizing games as a facilitator of learning activities, exploiting gamification and motivating......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...

  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 share similar constructs. We also provide a game-theoretic approach to mathematically analyze attacker and defender strategies in cyber war...Military Practice of Course-of-Action Analysis 4 2. Game-Theoretic Method 7 2.1 Mathematical Model 7 2.2 Strategy Selection 10 2.2.1 Pure...officers, hundreds of combat and support vehicles, helicopters, sophisticated intelligence and communication equipment and specialists , artillery and

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

    African Journals Online (AJOL)

    Educational game models: conceptualization and evaluation. ... The Game Object Model (GOM), that marries educational theory and game design, forms the basis for the development of the Persona Outlining ... AJOL African Journals Online.

  7. 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…

  8. 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.

  9. Game Maturity Model for Health Care.

    Science.gov (United States)

    de Boer, Jan C; Adriani, Paul; van Houwelingen, Jan Willem; Geerts, A

    2016-04-01

    This article introduces the Game Maturity Model for the healthcare industry as an extension to the general Game Maturity Model and describes the usage by two case studies of applied health games. The Game Maturity Model for healthcare provides a practical and value-adding method to assess existing games and to determine strategic considerations for application of applied health games. Our forecast is that within 5 years the use and development of applied games will have a role in our daily lives and the way we organize health care that will be similar to the role social media has today.

  10. iPS cells to model CDKL5-related disorders.

    Science.gov (United States)

    Amenduni, Mariangela; De Filippis, Roberta; Cheung, Aaron Y L; Disciglio, Vittoria; Epistolato, Maria Carmela; Ariani, Francesca; Mari, Francesca; Mencarelli, Maria Antonietta; Hayek, Youssef; Renieri, Alessandra; Ellis, James; Meloni, Ilaria

    2011-12-01

    Rett syndrome (RTT) is a progressive neurologic disorder representing one of the most common causes of mental retardation in females. To date mutations in three genes have been associated with this condition. Classic RTT is caused by mutations in the MECP2 gene, whereas variants can be due to mutations in either MECP2 or FOXG1 or CDKL5. Mutations in CDKL5 have been identified both in females with the early onset seizure variant of RTT and in males with X-linked epileptic encephalopathy. CDKL5 is a kinase protein highly expressed in neurons, but its exact function inside the cell is unknown. To address this issue we established a human cellular model for CDKL5-related disease using the recently developed technology of induced pluripotent stem cells (iPSCs). iPSCs can be expanded indefinitely and differentiated in vitro into many different cell types, including neurons. These features make them the ideal tool to study disease mechanisms directly on the primarily affected neuronal cells. We derived iPSCs from fibroblasts of one female with p.Q347X and one male with p.T288I mutation, affected by early onset seizure variant and X-linked epileptic encephalopathy, respectively. We demonstrated that female CDKL5-mutated iPSCs maintain X-chromosome inactivation and clones express either the mutant CDKL5 allele or the wild-type allele that serve as an ideal experimental control. Array CGH indicates normal isogenic molecular karyotypes without detection of de novo CNVs in the CDKL5-mutated iPSCs. Furthermore, the iPS cells can be differentiated into neurons and are thus suitable to model disease pathogenesis in vitro.

  11. 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.

  12. 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

  13. From Playability to a Hierarchical Game Usability Model

    OpenAIRE

    Nacke, Lennart E.

    2010-01-01

    This paper presents a brief review of current game usability models. This leads to the conception of a high-level game development-centered usability model that integrates current usability approaches in game industry and game research.

  14. 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.

  15. Live Life to the Power of PS2: Locating the Digital Games Industry in the New Media Environment

    OpenAIRE

    Kerr, Aphra

    2016-01-01

    The digital games industry is a global entertainment business stretching from Tokyo to San Francisco to London. In May each year, game developers from around the world meet in Los Angeles to pitch their ideas to publishers, sneak a preview of other games and do licensing deals with hardware companies and Hollywood studios. The show has much in common with Melia and Cannes: it has all the glitz, the hype and the stars. The main difference is that the stars are non-human, the digital game produ...

  16. 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...

  17. 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

  18. Modeling Kidney Disease with iPS Cells

    Science.gov (United States)

    Freedman, Benjamin S.

    2015-01-01

    Induced pluripotent stem cells (iPSCs) are somatic cells that have been transcriptionally reprogrammed to an embryonic stem cell (ESC)-like state. iPSCs are a renewable source of diverse somatic cell types and tissues matching the original patient, including nephron-like kidney organoids. iPSCs have been derived representing several kidney disorders, such as ADPKD, ARPKD, Alport syndrome, and lupus nephritis, with the goals of generating replacement tissue and ‘disease in a dish’ laboratory models. Cellular defects in iPSCs and derived kidney organoids provide functional, personalized biomarkers, which can be correlated with genetic and clinical information. In proof of principle, disease-specific phenotypes have been described in iPSCs and ESCs with mutations linked to polycystic kidney disease or focal segmental glomerulosclerosis. In addition, these cells can be used to model nephrotoxic chemical injury. Recent advances in directed differentiation and CRISPR genome editing enable more specific iPSC models and present new possibilities for diagnostics, disease modeling, therapeutic screens, and tissue regeneration using human cells. This review outlines growth opportunities and design strategies for this rapidly expanding and evolving field. PMID:26740740

  19. 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.

  20. 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.

  1. 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…

  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. Attribution models and the Cooperative Game Theory

    OpenAIRE

    Cano Berlanga, Sebastian; Vilella, Cori

    2017-01-01

    The current paper studies the attribution model used by Google Analytics. Precisely, we use the Cooperative Game Theory to propose a fair distribution of the revenues among the considered channels, in order to facilitate the cooperation and to guarantee stability. We define a transferable utility convex cooperative game from the observed frequencies and we use the Shapley value to allocate the revenues among the di erent channels. Furthermore, we evaluate the impact of an advertising...

  5. Model of the extensive form game with the financial rewards

    OpenAIRE

    Erbsová, Markéta

    2009-01-01

    The aim of this Bachelor thesis is the analysis and presentation of the original extensive form game with the financial rewards, which is called Výměna (Exchange). In the theoretical part we will describe the basic concepts of Game Theory, especially the game in an explicit form. In the practical part we will deal with the game Výměna (Exchange) in itself. Determine the rules of the game, the graphic form of the game and formulate a mathematical model of the game. Individual parts of the game...

  6. Declarative Terrain Modeling for Military Training Games

    Directory of Open Access Journals (Sweden)

    Ruben M. Smelik

    2010-01-01

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

  7. 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.

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

    DEFF Research Database (Denmark)

    Larsen, Lasse Juel; Majgaard, Gunver

    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...... time make sure that the students learn to act and reflect like game designers? We fell our game design model managed to just that end. Our model entails a guideline for the computer game design process in its entirety, and at same time distributes clear and easy understandable insight to a particular...

  9. 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…

  10. A forecasting model of gaming revenues in Clark County, Nevada

    International Nuclear Information System (INIS)

    Edwards, B.; Bando, A.; Basset, G.; Rosen, A.; Meenan, C.; Carlson, J.

    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. It is designed to generate forecasts of gaming revenues in Clark County, whose regional economy is dominated by the gaming industry, and identify the exogenous variables that affect gaming revenues. This model will provide baseline forecasts of Clark County gaming revenues in order to assess changes in gaming related economic activity resulting from future events like the siting of a permanent high-level radioactive waste repository at Yucca Mountain

  11. A forecasting model of gaming revenues in Clark County, Nevada

    Energy Technology Data Exchange (ETDEWEB)

    Edwards, B.; Bando, A.; Bassett, G.; Rosen, A. [Argonne National Lab., IL (United States); Carlson, J.; Meenan, C. [Science Applications International Corp., Las Vegas, NV (United States)

    1992-04-01

    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. It is designed to generate forecasts of gaming revenues in Clark County, whose regional economy is dominated by the gaming industry, an identify the exogenous variables that affect gaming revenues. This model will provide baseline forecasts of Clark County gaming revenues in order to assess changes in gaming related economic activity resulting from future events like the siting of a permanent high-level radioactive waste repository at Yucca Mountain.

  12. 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.

  13. 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.

  14. 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.

  15. An introduction to game-theoretic modelling

    CERN Document Server

    Mesterton-Gibbons, Mike

    2000-01-01

    This is an introduction to game theory and applications with an emphasis on self-discovery from the perspective of a mathematical modeller. The book deals in a unified manner with the central concepts of both classical and evolutionary game theory. The key ideas are illustrated throughout by a wide variety of well-chosen examples of both human and non-human behavior, including car pooling, price fixing, food sharing, sex allocation and competition for territories or oviposition sites. There are numerous exercises with solutions.

  16. The effectiveness and efficiency of model driven game design

    NARCIS (Netherlands)

    Dormans, Joris

    2012-01-01

    In order for techniques from Model Driven Engineering to be accepted at large by the game industry, it is critical that the effectiveness and efficiency of these techniques are proven for game development. There is no lack of game design models, but there is no model that has surfaced as an industry

  17. 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.

  18. A forecasting model of gaming revenues in Clark County, Nevada

    International Nuclear Information System (INIS)

    Edwards, B.; Bando, A.; Bassett, G.; Rosen, A.; Carlson, J.; Meenan, C.

    1992-01-01

    This paper describes the Western Area Gaining and Economic Response Simulator (WAGERS), a forecasting model that emphasizes the role of the gaming industry in Clark County, Nevada. It is designed to generate forecasts of gaming revenues in Clark County, whose regional economy is dominated by the gaming industry, an identify the exogenous variables that affect gaming revenues. This model will provide baseline forecasts of Clark County gaming revenues in order to assess changes in gaming related economic activity resulting from future events like the siting of a permanent high-level radioactive waste repository at Yucca Mountain

  19. Game Based Learning (GBL) adoption model for universities: cesim ...

    African Journals Online (AJOL)

    Game Based Learning (GBL) adoption model for universities: cesim simulation. ... The global market has escalated the need of Game Based Learning (GBL) to offer a wide range of courses since there is a ... AJOL African Journals Online.

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

    African Journals Online (AJOL)

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

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

    African Journals Online (AJOL)

    Game Theory and its Relationship with Linear Programming Models. ... This paper shows that game theory and linear programming problem are closely related subjects since any computing method devised for ... AJOL African Journals Online.

  2. 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

  3. Collaborative learning model inquiring based on digital game

    Science.gov (United States)

    Yuan, Jiugen; Xing, Ruonan

    2012-04-01

    With the development of computer education software, digital educational game has become an important part in our life, entertainment and education. Therefore how to make full use of digital game's teaching functions and educate through entertainment has become the focus of current research. The thesis make a connection between educational game and collaborative learning, the current popular teaching model, and concludes digital game-based collaborative learning model combined with teaching practice.

  4. Game dynamic model for yeast development.

    Science.gov (United States)

    Huang, Yuanyuan; Wu, Zhijun

    2012-07-01

    Game theoretic models, along with replicator equations, have been applied successfully to the study of evolution of populations of competing species, including the growth of a population, the reaching of the population to an equilibrium state, and the evolutionary stability of the state. In this paper, we analyze a game model proposed by Gore et al. (Nature 456:253-256, 2009) in their recent study on the co-development of two mixed yeast strains. We examine the mathematical properties of this model with varying experimental parameters. We simulate the growths of the yeast strains and compare them with the experimental results. We also compute and analyze the equilibrium state of the system and prove that it is asymptotically and evolutionarily stable.

  5. 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.

  6. 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.

  7. 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.

  8. Speedminton: Using the Tactical Games Model in Secondary Physical Education

    Science.gov (United States)

    Oh, Hyun-Ju; Bullard, Susan; Hovatter, Rhonda

    2011-01-01

    Teaching and learning of sport and sports-related games dominates the curriculum in most secondary physical education programs in America. For many secondary school students, playing games can be exciting and lead to a lifetime of participation in sport-related activities. Using the Tactical Games Model (TGM) (Mitchell et al., 2006) to teach the…

  9. 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.

  10. 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.

  11. 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

  12. Environment Models in War Games

    National Research Council Canada - National Science Library

    Kovel, Steven

    1999-01-01

    ... (such as rain, sleet, and snow), and the obscuration impacts of smoke, dust, and haze. Newer models have been developed that more accurately portray the turbulence and radiative transfer within these common atmospheric and environmental phenomena...

  13. Learning Adversary Modeling from Games

    National Research Council Canada - National Science Library

    Avellino, Paul

    2007-01-01

    .... In the computer age, highly accurate models and simulations of the enemy can be created. However, including the effects of motivations, capabilities, and weaknesses of adversaries in current wars is still extremely difficult...

  14. Modeling and Generating Strategy Games Mechanics

    OpenAIRE

    Mahlmann, Tobias

    2013-01-01

    Strategy games are a popular genre of games with a long history, originatingfrom 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 and transformed over two centuries into a medium of entertainment. Today’s computer strategy games have their roots in the board- and roleplaying games of the 20th century and enjoy great popularity. We use str...

  15. Forest insurance market participants’ game behavior in China: An analysis based on tripartite dynamic game model

    Directory of Open Access Journals (Sweden)

    Ning Ma

    2015-11-01

    Full Text Available Purpose: In forest insurance market, there are three main participants including the insurance company, the forest farmer and the government. As different participant has different benefit object, there will be a complex and dynamic game relationship among all participants. The purpose of this paper is to make the game relationship among all participants in forest insurance market clear, and then to put forward some policy suggestions on the implementation of forest insurance from the view of game theory. Design/methodology/approach: Firstly, the static game model between the insurance company and the forest farmer is set up. According to the result of static game model, it’s difficult to implement forest insurance without government. Secondly, the tripartite dynamic game model among the government, the insurance company and the forest farmer is proposed, and the equilibrium solution of tripartite dynamic game model is acquired. Finally, the behavioral characteristics of all participants are analyzed according to the equilibrium solution of tripartite dynamic game model. Findings: the government’s allowance will be an important positive factor to implement forest insurance. The loss of the insurance company, which the lower insurance premium brings, can be compensated by the allowance from the government. The more the government provides allowance, the more actively the insurance company will implement forest insurance at a low insurance premium. In this situation, the forest farmer will be more likely to purchase the forest insurance, then the scope of forest insurance implementation will expend. Originality/value: There is a complex and dynamic game relationship among all participants in forest insurance market. Based on the tripartite dynamic game model, to make the game relationship between each participant clear is conducive to the implementation of forest insurance market in China.

  16. 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.

  17. Complexity of repeated game model in electric power triopoly

    International Nuclear Information System (INIS)

    Ma Junhai; Ji Weizhuo

    2009-01-01

    According to the repeated game model in electric power duopoly, a triopoly outputs game model is presented. On the basis of some hypotheses, the dynamic characters are demonstrated with theoretical analysis and numerical simulations. The results show that the triopoly model is a chaotic system and it is better than the duopoly model in applications.

  18. Integrating Usability Evaluation into Model-Driven Video Game Development

    OpenAIRE

    Fernandez , Adrian; Insfran , Emilio; Abrahão , Silvia; Carsí , José ,; Montero , Emanuel

    2012-01-01

    Part 3: Short Papers; International audience; The increasing complexity of video game development highlights the need of design and evaluation methods for enhancing quality and reducing time and cost. In this context, Model-Driven Development approaches seem to be very promising since a video game can be obtained by transforming platform-independent models into platform-specific models that can be in turn transformed into code. Although this approach is started to being used for video game de...

  19. Pt/glassy carbon model catalysts prepared from PS-b-P2VP micellar templates.

    Science.gov (United States)

    Gu, Yunlong; St-Pierre, Jean; Ploehn, Harry J

    2008-11-04

    Poly(styrene)-block-poly(2-vinylpyridine) (PS-b-P2VP) diblock copolymer was used as a micellar template to fabricate arrays of Pt nanoparticles on mica and glassy carbon (GC) supports. Polymer micellar deposition yields Pt nanoparticles with tunable particle size and surface number density on both mica and GC. After deposition of precursor-loaded micelles onto GC, oxygen plasma etching removes the polymer shell, followed by thermal treatment with H2 gas to reduce the Pt. Etching conditions were optimized to maximize removal of the polymer while minimizing damage to the GC. Arrays of Pt nanoparticles with controlled size and surface number density can be prepared on mica (for particle size characterization) and GC to make Pt/GC model catalysts. These model catalysts were characterized by tapping mode atomic force microscopy, X-ray photoelectron spectroscopy, and cyclic voltammetry to measure activity for oxidation of carbon monoxide or methanol. Cyclic voltammetry results demonstrate the existence of a correlation between Pt particle size and electrocatalytic properties including onset potential, tolerance of carbonaceous adsorbates, and intrinsic activity (based on active Pt area from CO stripping voltammetry). Results obtained with Pt/GC model catalysts duplicate prior results obtained with Pt/porous carbon catalysts therefore validating the synthesis approach and offering a new, tunable platform to study catalyst structure and other effects such as aging on proton exchange membrane fuel cell (PEMFC) reactions.

  20. Application of evolutionary games to modeling carcinogenesis.

    Science.gov (United States)

    Swierniak, Andrzej; Krzeslak, Michal

    2013-06-01

    We review a quite large volume of literature concerning mathematical modelling of processes related to carcinogenesis and the growth of cancer cell populations based on the theory of evolutionary games. This review, although partly idiosyncratic, covers such major areas of cancer-related phenomena as production of cytotoxins, avoidance of apoptosis, production of growth factors, motility and invasion, and intra- and extracellular signaling. We discuss the results of other authors and append to them some additional results of our own simulations dealing with the possible dynamics and/or spatial distribution of the processes discussed.

  1. Dynamic behaviours of mix-game model and its application

    Institute of Scientific and Technical Information of China (English)

    Gou Cheng-Ling

    2006-01-01

    In this paper a minority game (MG) is modified by adding into it some agents who play a majority game. Such a game is referred to as a mix-game. The highlight of this model is that the two groups of agents in the mix-game have different bounded abilities to deal with historical information and to count their own performance. Through simulations,it is found that the local volatilities change a lot by adding some agents who play the majority game into the MG,and the change of local volatilities greatly depends on different combinations of historical memories of the two groups.Furthermore, the analyses of the underlying mechanisms for this finding are made. The applications of mix-game mode are also given as an example.

  2. Anomalies in social behaviors and exploratory activities in an APPswe/PS1 mouse model of Alzheimer's disease.

    Science.gov (United States)

    Filali, Mohammed; Lalonde, Robert; Rivest, Serge

    2011-10-24

    Alzheimer's disease is characterized by deficits in social communication, associated with generalized apathy or agitation, as well as social memory. To assess social behaviors in 6-month-old male APPswe/PS1 bigenics relative to non-transgenic controls, the 3-chamber test was used, together with open-field and elevated plus-maze tests of exploration. APPswe/PS1 mice were less willing to engage in social interaction than wild-type, avoiding an unfamiliar stimulus mouse, probably not due to generalized apathy because in both tests of exploratory activity the mutants were hyperactive. This study reveals reduced "sociability" combined with hyperactivity in an APPswe/PS1 mouse model of Alzheimer dementia. Copyright © 2011 Elsevier Inc. All rights reserved.

  3. Autogenerator-based modelling framework for development of strategic games simulations: rational pigs game extended.

    Science.gov (United States)

    Fabac, Robert; Radošević, Danijel; Magdalenić, Ivan

    2014-01-01

    When considering strategic games from the conceptual perspective that focuses on the questions of participants' decision-making rationality, the very issues of modelling and simulation are rarely discussed. The well-known Rational Pigs matrix game has been relatively intensively analyzed in terms of reassessment of the logic of two players involved in asymmetric situations as gluttons that differ significantly by their attributes. This paper presents a successful attempt of using autogenerator for creating the framework of the game, including the predefined scenarios and corresponding payoffs. Autogenerator offers flexibility concerning the specification of game parameters, which consist of variations in the number of simultaneous players and their features and game objects and their attributes as well as some general game characteristics. In the proposed approach the model of autogenerator was upgraded so as to enable program specification updates. For the purpose of treatment of more complex strategic scenarios, we created the Rational Pigs Game Extended (RPGE), in which the introduction of a third glutton entails significant structural changes. In addition, due to the existence of particular attributes of the new player, "the tramp," one equilibrium point from the original game is destabilized which has an influence on the decision-making of rational players.

  4. Modelling Market Dynamics with a "Market Game"

    Science.gov (United States)

    Katahira, Kei; Chen, Yu

    In the financial market, traders, especially speculators, typically behave as to yield capital gains by the difference between selling and buying prices. Making use of the structure of Minority Game, we build a novel market toy model which takes account of such the speculative mind involving a round-trip trade to analyze the market dynamics as a system. Even though the micro-level behavioral rules of players in this new model is quite simple, its macroscopic aggregational output has the reproducibility of the well-known stylized facts such as volatility clustering and heavy tails. The proposed model may become a new alternative bottom-up approach in order to study the emerging mechanism of those stylized qualitative properties of asset returns.

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

    Science.gov (United States)

    2016-06-01

    ASYMMETRIC GAME FOR MODELING INTERDICTOR-SMUGGLER PROBLEMS by Richard J. Allain June 2016 Thesis Advisor: David L. Alderson Second Reader: W...DATES COVERED Master’s thesis 4. TITLE AND SUBTITLE AN EVOLVING ASYMMETRIC GAME FOR MODELING INTERDICTOR- SMUGGLER PROBLEMS 5. FUNDING NUMBERS 6...NAVAL POSTGRADUATE SCHOOL MONTEREY, CALIFORNIA THESIS Approved for public release; distribution is unlimited AN EVOLVING

  6. Analyzing Interaction Patterns to Verify a Simulation/Game Model

    Science.gov (United States)

    Myers, Rodney Dean

    2012-01-01

    In order for simulations and games to be effective for learning, instructional designers must verify that the underlying computational models being used have an appropriate degree of fidelity to the conceptual models of their real-world counterparts. A simulation/game that provides incorrect feedback is likely to promote misunderstanding and…

  7. Modelling of Ne-like copper X-ray laser driven by 1.2 ps short pulse and 280 ps background pulse configuration

    International Nuclear Information System (INIS)

    Demir, A.; Kenar, N.; Goktas, H.; Tallents, G.J.

    2004-01-01

    Detailed simulations of Ne-like Cu x-ray laser are undertaken using the EHYBRID code. The atomic physics data are obtained using the Cowan code. The optimization calculations are performed in terms of the intensity of background and the time separation between the background and the short pulse. The optimum value is obtained for the conditions of a Nd:glass laser with 1.2 ps pulse at 4.4 x 10 15 W cm -2 irradiance pumping a plasma pre-formed by a 280 ps duration pulse at 5.4 x 10 12 W cm -2 with peak-to-peak pulse separation set at 300 ps. X-ray resonance lines between 6 A and 15 A emitted from copper plasmas have been simulated. Free-free and free-bound emission from the Si-, Al-, Mg-, Na-, Ne- and F-like ions is calculated in the simulation. (author)

  8. 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.

  9. 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.

  10. 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.

  11. 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…

  12. A systemic domain model for ambient pervasive persuasive games

    OpenAIRE

    Eglin, Roger; Eyles, Mark; Dansey, Neil

    2008-01-01

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

  13. Modelling human emotions for tactical decision-making games

    NARCIS (Netherlands)

    Visschedijk, G.; Lazonder, Adrianus W.; van der Hulst, A.; Vink, N.; Leemkuil, Hendrik 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 studies were performed to investigate the relation between fidelity and human emotion recognition in virtual human

  14. 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

  15. 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…

  16. Radiation Effects on PP/PS Blends as a Model of Protection Effects by Aromatics

    International Nuclear Information System (INIS)

    Gluszewski, W.

    2006-01-01

    Polypropylene (PP) is the most popular polymer for the application in construction of medical devices, due to the hardness and temperature resistance. Unfortunately, the virgin PP is of low resistance towards ionizing radiation, already to sterilization doses and cannot be applied without additives. Another option is a blend with a second polymer, especially aromatic, and therefore polystyrene (PS) was applied. The classic case of protection in the aliphatic/aromatic system (benzene/cyclohexane in liquid or solid state) shows that the surface area and structure of the interphase is crucial for the effectiveness of energy transfer. Our blends of PP (virgin, F401 from Orlen-Olefins) with PS were prepared in a variety of ways, from mechanical blending, to radiation induced grafting. Two linac accelerators (10 MeV, 6-9 kW) were applied, with different shapes of electron beam, formed according to particular methods used for the investigation of effects; doses were 10-600 kGy. As in the classic case, the protection effect was quantisized from the curve of the effect vs 0-100% PP, 100-0 % PS. Main recognition of the protection effect has been done by the diffused reflection spectroscopy (DRS) developed in our Laboratory for the application to irradiated polymers. The dependence of intensity of bands in the DRS spectrum, attributed to keton groups, which are final products of oxidation, shows clearly the protection effect of PP, executed by PS. The second method of observation of radiation effects is gas chromatography (GC), applied for irradiation products analysis. The maximum sensitivity has been achieved using the instrument type GC 2014 by Shimadzu, with thermal conductivity detector, column packed with molecular sieves 5A. Radiation induced formation of gaseous produced at ambient and lower temperatures is unique in the field of chemistry of polymers. There is no form of energy, except ionizing radiation, to cause chemical reactions to produce a wide spectrum of low

  17. 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

  18. 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.

  19. Modelling human problem solving with data from an online game.

    Science.gov (United States)

    Rach, Tim; Kirsch, Alexandra

    2016-11-01

    Since the beginning of cognitive science, researchers have tried to understand human strategies in order to develop efficient and adequate computational methods. In the domain of problem solving, the travelling salesperson problem has been used for the investigation and modelling of human solutions. We propose to extend this effort with an online game, in which instances of the travelling salesperson problem have to be solved in the context of a game experience. We report on our effort to design and run such a game, present the data contained in the resulting openly available data set and provide an outlook on the use of games in general for cognitive science research. In addition, we present three geometrical models mapping the starting point preferences in the problems presented in the game as the result of an evaluation of the data set.

  20. Designer Modeling for Personalized Game Content Creation Tools

    DEFF Research Database (Denmark)

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

    2013-01-01

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

  1. 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.

  2. Online Media Business Models: Lessons from the Video Game Sector

    OpenAIRE

    Komorowski, Marlen; Delaere, Simon

    2016-01-01

    Today’s media industry is characterized by disruptive changes and business models have been acknowledged as a driving force for success. Current business model research manages only to grasp static descriptions while in reality media managers are struggling with the dynamics of the industry. This article aims to close this gap by investigating a new paradigm of online media business models. Based on three video game case studies of the massively multiplayer online role-playing game genre, thi...

  3. 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

  4. Identification of a effective cooperation model in the game positioning in a volleyball game

    Directory of Open Access Journals (Sweden)

    Leszek Mazur

    2017-06-01

    Full Text Available Purpose: The paper is aimed at identification of a model which shows the effective cooperation in the game positioning (exactly in receiving-passing the ball in a volleyball game. Design/methodology/approach: The original research method is used in this thesis which is called pragmatic unique case study. The research is aimed at observation USA team playing volleyball during The Olympic Games in Rio de Janeiro 2016.  Findings: There is a cooperation model in receiving and passing the ball among USA volleyball team players found, based on the observation. There are also other cooperation models used by teams.                     Research and practical limitations/implications: Based in the research I can tell that there are different models of cooperation in the game positioning in volleyball. The teams which are the most effective use different models of cooperation while playing.                     Originality/value: The paper is original and leads to think about the identification of the process of cooperation in team games. More research in this field is recommended.

  5. 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.

  6. 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

    2014-01-01

    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. PMID:25502280

  7. 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.

  8. Game Based Learning (GBL) Adoption Model for Universities ...

    African Journals Online (AJOL)

    pc

    2018-03-05

    Mar 5, 2018 ... faced while adopting Game Based Learning (GBL) model, its benefits and ... preferred traditional lectures styles, 7% online class and. 34% preferred .... students in developing problem-solving skills which in return may help ...

  9. 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.

  10. Exploiting Textured 3D Models for Developing Serious Games

    Science.gov (United States)

    Kontogianni, G.; Georgopoulos, A.

    2015-08-01

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

  11. 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 ...

  12. Centralised gaming models: providing optimal gambling behaviour controls

    OpenAIRE

    Griffiths, MD; 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.

  13. Model Appreciative Learning Untuk Perancangan Reward Pada Game Pendidikan

    OpenAIRE

    Haryanto, Hanny; Kardianawati, Acun; Rosyidah, Umi

    2017-01-01

    Reward adalah elemen dari game yang sangat penting untuk membentuk pengalaman positif dan motivasi bagi pemain. Reward dalam suatu game pendidikan memegang peranan penting dalam menjaga motivasi pembelajar dan memberikan evaluasi dari apa yang dikerjakan. Namun perancangan reward seringkali masih tidak terkonsep dengan baik, acak dan bersifat subjektif. Penelitian ini menggunakan model Appreciative Learning, yang terdiri dari tahapan Discovery, Dream, Design dan Destiny, untuk mel...

  14. Learning and evolution in games and oligopoly models

    NARCIS (Netherlands)

    Possajennikov, A.

    2000-01-01

    Dynamic models of adjustment, as well as static models of equilibrium, are important to understand economic reality. This thesis considers such dynamic models applied to economic games. The models can broadly be divided into two categories: learning and evolution. This thesis analyzes reinforcement

  15. 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.

  16. Modeling Routinization in Games: An Information Theory Approach

    DEFF Research Database (Denmark)

    Wallner, Simon; Pichlmair, Martin; Hecher, Michael

    2015-01-01

    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......-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...

  17. 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…

  18. 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...

  19. A game-theoretical model of private power production

    International Nuclear Information System (INIS)

    Xing, W.; Wu, F.F.

    2001-01-01

    Private power production has sprung up all over the world. The build-operate-transfer (BOT) arrangement has emerged as one of the most important options for private power production, especially in developing countries with rapidly growing demand and financial shortages. Based on oligopoly theory, the paper proposes a Stackelberg game model between a BOT investor and an electric utility whereby they can negotiate a long-term energy contract. Asymmetric pricing schemes are taken into account such that a host utility purchases electricity from a BOT company at its ''avoided cost'', and sells its electricity to end users at its ''average cost''. Our Stackelberg game model is transferred into a two-level optimization problem, and then solved by an iterative algorithm. The game model is demonstrated by an illustrative example. (author)

  20. A game-theoretical model of private power production

    Energy Technology Data Exchange (ETDEWEB)

    Xing, W.; Wu, F.F. [University of Hong Kong (China). Dept. of Electrical and Electronic Engineering

    2001-03-01

    Private power production has sprung up all over the world. The build-operate-transfer (BOT) arrangement has emerged as one of the most important options for private power production, especially in developing countries with rapidly growing demand and financial shortages. Based on oligopoly theory, the paper proposes a Stackelberg game model between a BOT investor and an electric utility whereby they can negotiate a long-term energy contract. Asymmetric pricing schemes are taken into account such that a host utility purchases electricity from a BOT company at its ''avoided cost'', and sells its electricity to end users at its ''average cost''. Our Stackelberg game model is transferred into a two-level optimization problem, and then solved by an iterative algorithm. The game model is demonstrated by an illustrative example. (author)

  1. 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

    The desire to use learning games in education is increasing, but the development of games for learning is still a growing field. Research shows that it remains difficult to develop learning games that are both instructive and engaging, although it is precisely the presence of these two elements...... that is believed to be an advantage when using learning games in education. In this paper the Smiley-model is presented (figure 1). The model describes which parameters and elements are important when designing a learning game. The present research is a result of a case-based action research study for designing...... 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...

  2. 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.

  3. 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.

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

    International Nuclear Information System (INIS)

    Negoro, Ryosuke; Takayama, Kazuo; Nagamoto, Yasuhito; Sakurai, Fuminori; Tachibana, Masashi; Mizuguchi, Hiroyuki

    2016-01-01

    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.

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

    Science.gov (United States)

    Gou, Chengling; Guo, Xiaoqian; Chen, Fang

    2008-11-01

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

  6. Computational and Game-Theoretic Approaches for Modeling Bounded Rationality

    NARCIS (Netherlands)

    L. Waltman (Ludo)

    2011-01-01

    textabstractThis thesis studies various computational and game-theoretic approaches to economic modeling. Unlike traditional approaches to economic modeling, the approaches studied in this thesis do not rely on the assumption that economic agents behave in a fully rational way. Instead, economic

  7. 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…

  8. Mean Field Games Models-A Brief Survey

    KAUST Repository

    Gomes, Diogo A.; Saú de, Joã o

    2013-01-01

    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.

  9. 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.

  10. 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.

  11. 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

  12. An auction game model for pool-based electricity markets

    International Nuclear Information System (INIS)

    Gan, Deqiang; Wang, Jianquan; Bourcier, Donald V.

    2005-01-01

    A single-period auction game model for analyzing strategic behavior in pool-based electricity markets is introduced in the paper. We study the Nash equilibrium in a pure strategy sense of such games. First an equilibrium existence lemma is proved. Equilibrium characterization under tight capacity constraints is provided. Then it is demonstrated that an auction game does not possess a pure strategy Nash equilibrium under a wide range of market conditions. The paper provides a characterization of equilibrium under weak capacity constraints. We apply the introduced results to analyze market power indices presented in our earlier work and in related reports. Applications to actual market analysis, as well as limitations of the introduced model are provided. (author)

  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. A survey of game-theoretic models of cooperative advertising

    DEFF Research Database (Denmark)

    Jørgensen, Steffen; Zaccour, G.

    2014-01-01

    environments. We also find that the work on static models is quite homogeneous, in the sense that most papers employ the same basic consumer demand specification and address the same situations of vertical integration and noncooperative games with simultaneous or sequential actions. The work on dynamic...

  15. A mean-field game economic growth model

    KAUST Repository

    Gomes, Diogo A.; Lafleche, Laurent; Nurbekyan, Levon

    2016-01-01

    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

  16. An optical model for implementing Parrondo’s game and designing stochastic game with long-term memory

    International Nuclear Information System (INIS)

    Si Tieyan

    2012-01-01

    Highlights: ► Using a photon propagating through a designed array of beam splitters to simulate Parrondo’s game paradox. ► Design the optical flowchart for implementing Parrondo history-dependent game paradox. ► Design new game with long-term memory on a designed tree lattice and loop lattice. - Abstract: An optical model for a photon propagating through a designed array of beam splitters is developed to give a physical implementation of Parrondo’s game and Parrondo’s history-dependent game. The winner in this optical model is a photon passed the beam splitter. The loser is a photon being reflected by the beam splitter. The optical beam splitter is the coin-tosser. We designed new games with long-term memory by using this optical diagram method. The optical output of the combined game of two losing games could be a win, or a loss, or an oscillation between win and loss. The modern technology to implement this optical model is well developed. A circularly polarized photon is a possible candidate for this physical implementation in laboratory.

  17. 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.

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

    International Nuclear Information System (INIS)

    Toba, Junya; Nikkuni, Miyu; Ishizeki, Masato; Yoshii, Aya; Watamura, Naoto; Inoue, Takafumi; Ohshima, Toshio

    2016-01-01

    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.

  19. 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.

  20. Taking Educational Games Seriously: Using the RETAIN Model to Design Endogenous Fantasy into Standalone Educational Games

    Science.gov (United States)

    Gunter, Glenda A.; Kenny, Robert F.; Vick, Erik H.

    2008-01-01

    We are witnessing a mad rush to pour educational content into games in an ad hoc manner in hopes that player/learners are motivated simply because the content is housed inside a game. A failure to base educational game design on well-established learning and instructional theories increases the risk of the game failing to meet its intended…

  1. Modeling Game Avatar Synergy and Opposition through Embedding in Multiplayer Online Battle Arena Games

    OpenAIRE

    Chen, Zhengxing; Xu, Yuyu; Nguyen, Truong-Huy D.; Sun, Yizhou; El-Nasr, Magy Seif

    2018-01-01

    Multiplayer Online Battle Arena (MOBA) games have received increasing worldwide popularity recently. In such games, players compete in teams against each other by controlling selected game avatars, each of which is designed with different strengths and weaknesses. Intuitively, putting together game avatars that complement each other (synergy) and suppress those of opponents (opposition) would result in a stronger team. In-depth understanding of synergy and opposition relationships among game ...

  2. 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.

  3. Modelling a traditional game as an agent in HIV/AIDS behaviour ...

    African Journals Online (AJOL)

    Modelling a traditional game as an agent in HIV/AIDS behaviour-change education and communication. ... such as traditional games as a means of health communication and agent of behaviour change. ... AJOL African Journals Online.

  4. 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…

  5. 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.

  6. 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.

  7. Alterations of cholinergic markers in transgenic APPSWE/PS1DE9 and APPSWE/PS1A246E mouse models of Alzheimer´s disease

    Czech Academy of Sciences Publication Activity Database

    Machová, Eva; Jakubík, Jan; Michal, Pavel; Oksman, M.; Iivonen, H.; Tanila, H.; Doležal, Vladimír

    2007-01-01

    Roč. 102, Suppl.1 (2007), s. 133-133 ISSN 0022-3042. [Biennial meeting of the International Society for Neurochemistry /21./ and Annual meeting of the American Society for Neurochemistry /38./. 19.08.2007-24.08.2007, Cancun] R&D Projects: GA MŠk(CZ) LC554; GA AV ČR IAA500110703 Institutional research plan: CEZ:AV0Z50110509 Keywords : cpo1 * cholinergic markers * transgenic mouse model * Alzheimer ´s disease Subject RIV: FH - Neurology

  8. 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.

  9. 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.

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

    Science.gov (United States)

    Dehnie, Sintayehu; Memon, Nasir

    2009-12-01

    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.

  11. 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.

  12. 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.

    Dipping transversely isotropic layers with a tilted symmetry axis (TTI media) cause serious imaging problems in fold-and-thrust belts and near salt domes. The modified PP + PS = SS method introduced in Part 1 is applied to the inversion...

  13. 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

  14. Illustrating a Model-Game-Model Paradigm for Using Human Wargames in Analysis

    Science.gov (United States)

    2017-02-01

    example, a risk -taking model with glorious objectives may give little weight to worst-case possibilities; a risk - averse model concerned primarily with... framing than with details. How can an analytic process that includes gaming contribute? Figure 1 uses the metaphor of learning a game such as chess when...strategies. We might then do some analysis and report tentative conclusions, including suggestions on how to frame mental models, but we would also want

  15. Generative Agents for Player Decision Modeling in Games

    DEFF Research Database (Denmark)

    Holmgård, Christoffer; Liapis, Antonios; Togelius, Julian

    2014-01-01

    This paper presents a method for modeling player decision making through the use of agents as AI-driven personas. The paper argues that artificial agents, as generative player models, have properties that allow them to be used as psyhometrically valid, abstract simulations of a human player......’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...

  16. 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

  17. AI model for computer games based on case based reasoning and AI planning

    NARCIS (Netherlands)

    Menkovski, V.; Metafas, D.

    2008-01-01

    Making efficient AI models for games with imperfect information can be a particular challenge. Considering the large number of possible moves and the incorporated uncertainties building game trees for these games becomes very difficult due to the exponential growth of the number of nodes at each

  18. 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…

  19. 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…

  20. 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, M.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

  1. Models of Thinking, Learning, and Teaching in Games

    OpenAIRE

    Colin Camerer; Teck Ho; Kuan Chong

    2003-01-01

    Noncooperative game theory combines strategic thinking, best-response, and mutual consistency of beliefs and choices (equilibrium). Hundreds of experiments show that in actual behavior these three forces are limited, even when subjects are highly motivated and analytically skilled (Camerer, 2003). The challenge is to create models that are as general, precise, and parsimonious as equilibrium, but which also use cognitive details to explain experimental evidence more accurately and to predict ...

  2. 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.

  3. 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.

  4. 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.

  5. Personalised gaming

    NARCIS (Netherlands)

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

    2012-01-01

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

  6. 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.

  7. 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

  8. Prediction of stock markets by the evolutionary mix-game model

    Science.gov (United States)

    Chen, Fang; Gou, Chengling; Guo, Xiaoqian; Gao, Jieping

    2008-06-01

    This paper presents the efforts of using the evolutionary mix-game model, which is a modified form of the agent-based mix-game model, to predict financial time series. Here, we have carried out three methods to improve the original mix-game model by adding the abilities of strategy evolution to agents, and then applying the new model referred to as the evolutionary mix-game model to forecast the Shanghai Stock Exchange Composite Index. The results show that these modifications can improve the accuracy of prediction greatly when proper parameters are chosen.

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

    International Nuclear Information System (INIS)

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

    2012-01-01

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

  10. 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.

  11. 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

  12. Gender-Specific Hippocampal Dysrhythmia and Aberrant Hippocampal and Cortical Excitability in the APPswePS1dE9 Model of Alzheimer’s Disease

    Directory of Open Access Journals (Sweden)

    Anna Papazoglou

    2016-01-01

    Full Text Available Alzheimer’s disease (AD is a multifactorial disorder leading to progressive memory loss and eventually death. In this study an APPswePS1dE9 AD mouse model has been analyzed using implantable video-EEG radiotelemetry to perform long-term EEG recordings from the primary motor cortex M1 and the hippocampal CA1 region in both genders. Besides motor activity, EEG recordings were analyzed for electroencephalographic seizure activity and frequency characteristics using a Fast Fourier Transformation (FFT based approach. Automatic seizure detection revealed severe electroencephalographic seizure activity in both M1 and CA1 deflection in APPswePS1dE9 mice with gender-specific characteristics. Frequency analysis of both surface and deep EEG recordings elicited complex age, gender, and activity dependent alterations in the theta and gamma range. Females displayed an antithetic decrease in theta (θ and increase in gamma (γ power at 18-19 weeks of age whereas related changes in males occurred earlier at 14 weeks of age. In females, theta (θ and gamma (γ power alterations predominated in the inactive state suggesting a reduction in atropine-sensitive type II theta in APPswePS1dE9 animals. Gender-specific central dysrhythmia and network alterations in APPswePS1dE9 point to a functional role in behavioral and cognitive deficits and might serve as early biomarkers for AD in the future.

  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.

    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.

  14. 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.

  15. 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

  16. PS Booster - Festive colloquium

    CERN Multimedia

    2012-01-01

    A festive colloquium will be held to celebrate the 40th anniversary of the PS Booster on Friday, 28 September at 2 p.m. in the CERN council chamber. The meeting will be open to everybody. Read more on the PS Booster in the CERN Bulletin and in the CERN Courier.

  17. Multifractal regime transition in a modified minority game model

    International Nuclear Information System (INIS)

    Crepaldi, Antonio F.; Rodrigues Neto, Camilo; Ferreira, Fernando F.; Francisco, Gerson

    2009-01-01

    The search for more realistic modeling of financial time series reveals several stylized facts of real markets. In this work we focus on the multifractal properties found in price and index signals. Although the usual minority game (MG) models do not exhibit multifractality, we study here one of its variants that does. We show that the nonsynchronous MG models in the nonergodic phase is multifractal and in this sense, together with other stylized facts, constitute a better modeling tool. Using the structure function (SF) approach we detected the stationary and the scaling range of the time series generated by the MG model and, from the linear (non-linear) behavior of the SF we identified the fractal (multifractal) regimes. Finally, using the wavelet transform modulus maxima (WTMM) technique we obtained its multifractal spectrum width for different dynamical regimes.

  18. Integrative Analysis of PRKAG2 Cardiomyopathy iPS and Microtissue Models Identifies AMPK as a Regulator of Metabolism, Survival, and Fibrosis

    Directory of Open Access Journals (Sweden)

    J. Travis Hinson

    2016-12-01

    Full Text Available AMP-activated protein kinase (AMPK is a metabolic enzyme that can be activated by nutrient stress or genetic mutations. Missense mutations in the regulatory subunit, PRKAG2, activate AMPK and cause left ventricular hypertrophy, glycogen accumulation, and ventricular pre-excitation. Using human iPS cell models combined with three-dimensional cardiac microtissues, we show that activating PRKAG2 mutations increase microtissue twitch force by enhancing myocyte survival. Integrating RNA sequencing with metabolomics, PRKAG2 mutations that activate AMPK remodeled global metabolism by regulating RNA transcripts to favor glycogen storage and oxidative metabolism instead of glycolysis. As in patients with PRKAG2 cardiomyopathy, iPS cell and mouse models are protected from cardiac fibrosis, and we define a crosstalk between AMPK and post-transcriptional regulation of TGFβ isoform signaling that has implications in fibrotic forms of cardiomyopathy. Our results establish critical connections among metabolic sensing, myocyte survival, and TGFβ signaling.

  19. 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.

  20. 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.

  1. 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...

  2. Game theory at work: OR models and algorythms to solve multi-actor heterogeneous decision problems

    NARCIS (Netherlands)

    Sáiz Pérez, M.E.

    2007-01-01

    Key words: Game theory, operations research, optimisation methods, algorithms. The objective of this thesis is to explore the potential of combining Game Theory (GT) models with Operations Research (OR) modelling. This includes development of algorithms to solve these complex OR models for

  3. Simulating Serious Games: A Discrete-Time Computational Model Based on Cognitive Flow Theory

    Science.gov (United States)

    Westera, Wim

    2018-01-01

    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. It extends a basic, existing model by exposing…

  4. Role of Endoplasmic Reticulum Stress in Learning and Memory Impairment and Alzheimer's Disease-Like Neuropathology in the PS19 and APPSwe Mouse Models of Tauopathy and Amyloidosis.

    Science.gov (United States)

    Briggs, Denise Isabelle; Defensor, Erwin; Memar Ardestani, Pooneh; Yi, Bitna; Halpain, Michelle; Seabrook, Guy; Shamloo, Mehrdad

    2017-01-01

    Emerging evidence suggests that endoplasmic reticulum (ER) stress may be involved in the pathogenesis of Alzheimer's disease (AD). Recently, pharmacological modulation of the eukaryotic translation initiation factor-2 (eIF2α) pathway was achieved using an integrated stress response inhibitor (ISRIB). While members of this signaling cascade have been suggested as potential therapeutic targets for neurodegeneration, the biological significance of this pathway has not been comprehensively assessed in animal models of AD. The present study investigated the ER stress pathway and its long-term modulation utilizing in vitro and in vivo experimental models of tauopathy (MAPT P301S)PS19 and amyloidosis (APP Swe ). We report that thapsigargin induces activating transcription factor-4 (ATF4) in primary cortical neurons (PCNs) derived from rat and APP Swe nontransgenic (nTg) and transgenic (Tg) mice. ISRIB mitigated the induction of ATF4 in PCNs generated from wild-type (WT) but not APP Swe mice despite partially restoring thapsigargin-induced translational repression in nTg PCNs. In vivo , C57BL/6J and PS19 mice received prolonged, once-daily administration of ISRIB. While the compound was well tolerated by PS19 and C57BL/6J mice, APP Swe mice treated per this schedule displayed significant mortality. Thus, the dose was reduced and administered only on behavioral test days. ISRIB did not improve learning and memory function in APP Swe Tg mice. While ISRIB did not reduce tau-related neuropathology in PS19 Tg mice, no evidence of ER stress-related dysfunction was observed in either of these Tg models. Taken together, the significance of ER stress and the relevance of these models to the etiology of AD require further investigation.

  5. The Simulation of Financial Markets by Agent-Based Mix-Game Models

    OpenAIRE

    Chengling Gou

    2006-01-01

    This paper studies the simulation of financial markets using an agent-based mix-game model which is a variant of the minority game (MG). It specifies the spectra of parameters of mix-game models that fit financial markets by investigating the dynamic behaviors of mix-game models under a wide range of parameters. The main findings are (a) in order to approach efficiency, agents in a real financial market must be heterogeneous, boundedly rational and subject to asymmetric information; (b) an ac...

  6. The Simulation of Financial Markets by an Agent-Based Mix-Game Model

    OpenAIRE

    Chengling Gou

    2006-01-01

    This paper studies the simulation of financial markets using an agent-based mix-game model which is a variant of the minority game (MG). It specifies the spectra of parameters of mix-game models that fit financial markets by investigating the dynamic behaviors of mix-game models under a wide range of parameters. The main findings are (a) in order to approach efficiency, agents in a real financial market must be heterogeneous, boundedly rational and subject to asymmetric information; (b) an ac...

  7. Game theory : Noncooperative games

    NARCIS (Netherlands)

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

    2015-01-01

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

  8. 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.

  9. 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....

  10. Altered cell cycle-related gene expression in brain and lymphocytes from a transgenic mouse model of Alzheimer's disease [amyloid precursor protein/presenilin 1 (PS1)].

    Science.gov (United States)

    Esteras, Noemí; Bartolomé, Fernando; Alquézar, Carolina; Antequera, Desireé; Muñoz, Úrsula; Carro, Eva; Martín-Requero, Ángeles

    2012-09-01

    Cumulative evidence indicates that aberrant re-expression of many cell cycle-related proteins and inappropriate neuronal cell cycle control are critical events in Alzheimer's disease (AD) pathogenesis. Evidence of cell cycle activation in post-mitotic neurons has also been observed in murine models of AD, despite the fact that most of these mice do not show massive loss of neuronal bodies. Dysfunction of the cell cycle appears to affect cells other than neurons, as peripheral cells, such as lymphocytes and fibroblasts from patients with AD, show an altered response to mitogenic stimulation. We sought to determine whether cell cycle disturbances are present simultaneously in both brain and peripheral cells from the amyloid precursor protein (APP)/presenilin 1 (PS1) mouse model of AD, in order to validate the use of peripheral cells from patients not only to study cell cycle abnormalities as a pathogenic feature of AD, but also as a means to test novel therapeutic approaches. By using cell cycle pathway-specific RT(2)Profiler™ PCR Arrays, we detected changes in a number of cell cycle-related genes in brain as well as in lymphocytes from APP/PS1 mice. Moreover, we found enhanced 5'-bromo-2'-deoxyuridine incorporation into DNA in lymphocytes from APP/PS1 mice, and increased expression of the cell proliferation marker proliferating cell nuclear antigen (PCNA), and the cyclin-dependent kinase (CDK) inhibitor Cdkn2a, as detected by immunohistochemistry in cortical neurons of the APP/PS1 mice. Taken together, the cell cycle-related changes in brain and blood cells reported here support the mitosis failure hypothesis in AD and validate the use of peripheral cells as surrogate tissue to study the molecular basis of AD pathogenesis. © 2012 The Authors. European Journal of Neuroscience © 2012 Federation of European Neuroscience Societies and Blackwell Publishing Ltd.

  11. The Play Curricular Activity Reflection Discussion Model for Game-Based Learning

    Science.gov (United States)

    Foster, Aroutis; Shah, Mamta

    2015-01-01

    This article elucidates the process of game-based learning in classrooms through the use of the Play Curricular activity Reflection Discussion (PCaRD) model. A mixed-methods study was conducted at a high school to implement three games with the PCaRD model in a year-long elective course. Data sources included interviews and observations for…

  12. 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

  13. 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…

  14. Last PS magnet refurbished

    CERN Multimedia

    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.

  15. Utility Function for modeling Group Multicriteria Decision Making problems as games

    OpenAIRE

    Alexandre Bevilacqua Leoneti

    2016-01-01

    To assist in the decision making process, several multicriteria methods have been proposed. However, the existing methods assume a single decision-maker and do not consider decision under risk, which is better addressed by Game Theory. Hence, the aim of this research is to propose a Utility Function that makes it possible to model Group Multicriteria Decision Making problems as games. The advantage of using Game Theory for solving Group Multicriteria Decision Making problems is to evaluate th...

  16. 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.

  17. Noggin and BMP4 co-modulate adult hippocampal neurogenesis in the APPswe/PS1ΔE9 transgenic mouse model of Alzheimer's disease

    International Nuclear Information System (INIS)

    Tang, Jun; Song, Min; Wang, Yanyan; Fan, Xiaotang; Xu, Haiwei; Bai, Yun

    2009-01-01

    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 swe /PS1 ΔE9 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 swe /PS1 ΔE9 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.

  18. Increased Alzheimer's disease-like pathology in the APP/ PS1ΔE9 mouse model lacking Nrf2 through modulation of autophagy.

    Science.gov (United States)

    Joshi, Gururaj; Gan, Kok Ann; Johnson, Delinda A; Johnson, Jeffrey A

    2015-02-01

    The presence of senile plaques is one of the major pathologic hallmarks of the brain with Alzheimer's disease (AD). The plaques predominantly contain insoluble amyloid β-peptide, a cleavage product of the larger amyloid precursor protein (APP). Two enzymes, named β and γ secretase, generate the neurotoxic amyloid-β peptide from APP. Mature APP is also turned over endogenously by autophagy, more specifically by the endosomal-lysosomal pathway. A defective lysosomal system is known to be pathogenic in AD. Modulation of NF-E2 related factor 2 (Nrf2) has been shown in several neurodegenerative disorders, and Nrf2 has become a potential therapeutic target for various neurodegenerative disorders, including AD, Parkinson's disease, and amyotrophic lateral sclerosis. In the current study, we explored the effect of genetic ablation of Nrf2 on APP/Aβ processing and/or aggregation as well as changes in autophagic dysfunction in APP/PS1 mice. There was a significant increase in inflammatory response in APP/PS1 mice lacking Nrf2. This was accompanied by increased intracellular levels of APP, Aβ (1-42), and Aβ (1-40), without a change total full-length APP. There was a shift of APP and Aβ into the insoluble fraction, as well as increased poly-ubiquitin conjugated proteins in mice lacking Nrf2. APP/PS1-mediated autophagic dysfunction is also enhanced in Nrf2-deficient mice. Finally, neurons in the APP/PS1/Nrf2-/- mice had increased accumulation of multivesicular bodies, endosomes, and lysosomes. These outcomes provide a better understanding of the role of Nrf2 in modulating autophagy in an AD mouse model and may help design better Nrf2 targeted therapeutics that could be efficacious in the treatment of AD. Published by Elsevier Inc.

  19. 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

  20. A strategic gaming model for health information exchange markets.

    Science.gov (United States)

    Martinez, Diego A; Feijoo, Felipe; Zayas-Castro, Jose L; Levin, Scott; Das, Tapas K

    2018-03-01

    Current market conditions create incentives for some providers to exercise control over patient data in ways that unreasonably limit its availability and use. Here we develop a game theoretic model for estimating the willingness of healthcare organizations to join a health information exchange (HIE) network and demonstrate its use in HIE policy design. We formulated the model as a bi-level integer program. A quasi-Newton method is proposed to obtain a strategy Nash equilibrium. We applied our modeling and solution technique to 1,093,177 encounters for exchanging information over a 7.5-year period in 9 hospitals located within a three-county region in Florida. Under a set of assumptions, we found that a proposed federal penalty of up to $2,000,000 has a higher impact on increasing HIE adoption than current federal monetary incentives. Medium-sized hospitals were more reticent to adopt HIE than large-sized hospitals. In the presence of collusion among multiple hospitals to not adopt HIE, neither federal incentives nor proposed penalties increase hospitals' willingness to adopt. Hospitals' apathy toward HIE adoption may threaten the value of inter-connectivity even with federal incentives in place. Competition among hospitals, coupled with volume-based payment systems, creates no incentives for smaller hospitals to exchange data with competitors. Medium-sized hospitals need targeted actions (e.g., outside technological assistance, group purchasing arrangements) to mitigate market incentives to not adopt HIE. Strategic game theoretic models help to clarify HIE adoption decisions under market conditions at play in an extremely complex technology environment.

  1. 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...

  2. 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.

  3. 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.

  4. 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.

  5. Physical Activity Levels and Motivational Responses of Boys and Girls: A Comparison of Direct Instruction and Tactical Games Models of Games Teaching in Physical Education

    Science.gov (United States)

    Smith, Lindsey; Harvey, Stephen; Savory, Louise; Fairclough, Stuart; Kozub, Stephen; Kerr, Catherine

    2015-01-01

    The purpose of this study was to independently determine the levels of moderate-to-vigorous physical activity (MVPA) and self-determined motivation of both boys and girls as they participated in prolonged units of invasion games (i.e. 6-12 lessons) through two pedagogical models: direct instruction and the tactical games model (TGM). It was…

  6. A review of game-theoretic models of road user behaviour.

    Science.gov (United States)

    Elvik, Rune

    2014-01-01

    This paper reviews game-theoretic models that have been developed to explain road user behaviour in situations where road users interact with each other. The paper includes the following game-theoretic models: 1.A general model of the interaction between road users and their possible reaction to measures improving safety (behavioural adaptation).2.Choice of vehicle size as a Prisoners’ dilemma game.3.Speed choice as a co-ordination game.4.Speed compliance as a game between drivers and the police.5.Merging into traffic from an acceleration lane as a mixed-strategy game.6.Choice of level of attention in following situations as an evolutionary game.7.Choice of departure time to avoid congestion as variant of a Prisoners’ dilemma game.8.Interaction between cyclists crossing the road and car drivers.9.Dipping headlights at night well ahead of the point when glare becomes noticeable.10.Choice of evasive action in a situation when cars are on collision course. The models reviewed are different in many respects, but a common feature of the models is that they can explain how informal norms of behaviour can develop among road users and be sustained even if these informal norms violate the formal regulations of the traffic code. Game-theoretic models are not applicable to every conceivable interaction between road users or to situations in which road users choose behaviour without interacting with other road users. Nevertheless, it is likely that game-theoretic models can be applied more widely than they have been until now. Copyright © 2013 Elsevier Ltd. All rights reserved.

  7. 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…

  8. 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.

  9. User experience & user-centered design : health games user research model

    NARCIS (Netherlands)

    Folkerts, Jef

    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

  10. Chaos game representation (CGR)-walk model for DNA sequences

    International Nuclear Information System (INIS)

    Jie, Gao; Zhen-Yuan, Xu

    2009-01-01

    Chaos game representation (CGR) is an iterative mapping technique that processes sequences of units, such as nucleotides in a DNA sequence or amino acids in a protein, in order to determine the coordinates of their positions in a continuous space. This distribution of positions has two features: one is unique, and the other is source sequence that can be recovered from the coordinates so that the distance between positions may serve as a measure of similarity between the corresponding sequences. A CGR-walk model is proposed based on CGR coordinates for the DNA sequences. The CGR coordinates are converted into a time series, and a long-memory ARFIMA (p, d, q) model, where ARFIMA stands for autoregressive fractionally integrated moving average, is introduced into the DNA sequence analysis. This model is applied to simulating real CGR-walk sequence data of ten genomic sequences. Remarkably long-range correlations are uncovered in the data, and the results from these models are reasonably fitted with those from the ARFIMA (p, d, q) model. (cross-disciplinary physics and related areas of science and technology)

  11. 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.

  12. 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

  13. 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.

  14. A three-dimensional model for educational game analysis & design

    NARCIS (Netherlands)

    Degens, Nick; Bril, Ivo; Braad, Eelco

    2015-01-01

    For over thirty years, there has been a discussion about the effectiveness of educational games in comparison to traditional learning materials. To help further this discussion, we aim to understand ‘how educational games work’ by formalising (and visualising) the educational and motivational

  15. 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…

  16. 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. .

  17. An evolutionary game model for behavioral gambit of loyalists: Global awareness and risk-aversion

    Science.gov (United States)

    Alfinito, E.; Barra, A.; Beccaria, M.; Fachechi, A.; Macorini, G.

    2018-02-01

    We study the phase diagram of a minority game where three classes of agents are present. Two types of agents play a risk-loving game that we model by the standard Snowdrift Game. The behaviour of the third type of agents is coded by indifference with respect to the game at all: their dynamics is designed to account for risk-aversion as an innovative behavioral gambit. From this point of view, the choice of this solitary strategy is enhanced when innovation starts, while is depressed when it becomes the majority option. This implies that the payoff matrix of the game becomes dependent on the global awareness of the agents measured by the relevance of the population of the indifferent players. The resulting dynamics is nontrivial with different kinds of phase transition depending on a few model parameters. The phase diagram is studied on regular as well as complex networks.

  18. A SURVEY OF STACKELBERG DIFFERENTIAL GAME MODELS IN SUPPLY AND MARKETING CHANNELS

    Institute of Scientific and Technical Information of China (English)

    Xiuli HE; Ashutosh PRASAD; Suresh P. SETHI; Genaro J. GUTIERREZ

    2007-01-01

    Stackelberg differential game models have been used to study sequential decision making in noncooperative games in diverse fields. In this paper, we survey recent applications of Stackelberg differential game models to the supply chain management and marketing channels literatures. A common feature of these applications is the specification of the game structure: a decentralized channel composed of a manufacturer and independent retailers, and a sequential decision procedure with demand and supply dynamics and coordination issues. In supply chain management, Stackelberg differential games have been used to investigate inventory issues, wholesale and retail pricing strategies, and outsourcing in dynamic environments. The underlying demand typically has growth dynamics or seasonal variation. In marketing, Stackelberg differential games have been used to model cooperative advertising programs, store brand and national brand advertising strategies, shelf space allocation, and pricing and advertising decisions. The demand dynamics are usually extensions of the classical advertising capital models or sales-advertising response models. We begin by explaining the Stackelberg differential game solution methodology and then provide a description of the models and results reported in the literature.

  19. PS II model based analysis of transient fluorescence yield measured on whole leaves of Arabidopsis thaliana after excitation with light flashes of different energies.

    Science.gov (United States)

    Belyaeva, N E; Schmitt, F-J; Paschenko, V Z; Riznichenko, G Yu; Rubin, A B; Renger, G

    2011-02-01

    Our recently presented PS II model (Belyaeva et al., 2008) was improved in order to permit a consistent simulation of Single Flash Induced Transient Fluorescence Yield (SFITFY) traces that were earlier measured by Steffen et al. (2005) on whole leaves of Arabidopsis (A.) thaliana at four different energies of the actinic flash. As the essential modification, the shape of the actinic flash was explicitly taken into account assuming that an exponentially decaying rate simulates the time dependent excitation of PS II by the 10 ns actinic flash. The maximum amplitude of this excitation exceeds that of the measuring light by 9 orders of magnitude. A very good fit of the SFITFY data was achieved in the time domain from 100 ns to 10s for all actinic flash energies (the maximum energy of 7.5 × 10¹⁶ photons/(cm²flash) is set to 100%, the relative energies of weaker actinic flashes were of ∼8%, 4%, ∼1%). Our model allows the calculation and visualization of the transient PS II redox state populations ranging from the dark adapted state, via excitation energy and electron transfer steps induced by pulse excitation, followed by final relaxation into the stationary state eventually attained under the measuring light. It turned out that the rate constants of electron transfer steps are invariant to intensity of the actinic laser flash. In marked contrast, an increase of the actinic flash energy by more than two orders of magnitude from 5.4×10¹⁴ photons/(cm²flash) to 7.5×10¹⁶ photons/(cm²flash), leads to an increase of the extent of fluorescence quenching due to carotenoid triplet (³Car) formation by a factor of 14 and of the recombination reaction between reduced primary pheophytin (Phe(-)) and P680(+) by a factor of 3 while the heat dissipation in the antenna complex remains virtually constant. The modified PS II model offers new opportunities to compare electron transfer and dissipative parameters for different species (e.g. for the green algae and the

  20. A Fractional Supervision Game Model of Multiple Stakeholders and Numerical Simulation

    Directory of Open Access Journals (Sweden)

    Rongwu Lu

    2017-01-01

    Full Text Available Considering the popular use of a certain kind of supervision management problem in many fields, we firstly build an ordinary supervision game model of multiple stakeholders. Secondly, a fractional supervision game model is set up and solved based on the theory of fractional calculus and a predictor-corrector numerical approach. Thirdly, the methods of phase diagram and time series graph were applied to simulate and analyse the dynamic process of the fractional order game model. Results of numerical solutions are given to illustrate our conclusions and referred to the practice.

  1. 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…

  2. 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

    2018-06-01

    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.

  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. Glutathione-mimetic D609 alleviates memory deficits and reduces amyloid-β deposition in an AβPP/PS1 transgenic mouse model.

    Science.gov (United States)

    Yang, Hui; Xie, ZhaoHong; Wei, LiFei; Ding, Mao; Wang, Ping; Bi, JianZhong

    2018-04-18

    Excessive extracellular deposition of amyloid-β-peptide (Aβ) in the brain is a pathological hallmark of Alzheimer's disease (AD). Oxidative stress is associated with the onset and progression of AD and contributes to Aβ generation. Tricyclodecan-9-yl-xanthogenate (D609) is a glutathione (GSH)-mimetic compound. Although the antioxidant properties of D609 have been well-studied, its potential therapeutic significance on AD remains unclear. In the present study, we used a mouse model of AD to investigate the effects and the mechanism of action of D609 on AD. We found that D609 treatment significantly improved the spatial learning and alleviated the memory decline in the mice harboring amyloid precursor protein (APP) and presenilin-1 (PS1) double mutations (AβPP/PS1 mice). D609 treatment also increased GSH level, GSH and oxidative glutathione ratio, and superoxide dismutase activity, whereas decreased malondialdehyde and protein carbonyl levels, suggesting that D609 alleviated oxidative stress in AβPP/PS1 mice. In addition, D609 reduced β-secretase 1 level and decreased amyloidogenic processing of AβPP, consequently reducing Aβ deposition in the mice. Thus, our findings suggest that D609 might produce beneficial effects on the prevention and treatment of AD.This is an open-access article distributed under the terms of the Creative Commons Attribution-Non Commercial-No Derivatives License 4.0 (CCBY-NC-ND), where it is permissible to download and share the work provided it is properly cited. The work cannot be changed in any way or used commercially without permission from the journal. http://creativecommons.org/licenses/by-nc-nd/4.0/.

  6. 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…

  7. Game Spaces

    DEFF Research Database (Denmark)

    Kristiansen, Erik

    2015-01-01

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

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

    Directory of Open Access Journals (Sweden)

    Hui Chen

    2017-01-01

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

  9. 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...... 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 utilized as potential indicators of reported affect expressed as pairwise preferences between...

  10. A comparative evaluation of a novel vaccine in APP/PS1 mouse models of Alzheimer's disease.

    Science.gov (United States)

    Carrera, Iván; Etcheverría, Ignacio; Fernández-Novoa, Lucía; Lombardi, Valter Ruggero Maria; Lakshmana, Madepalli Krishnappa; Cacabelos, Ramón; Vigo, Carmen

    2015-01-01

    Immunization against amyloid-beta-peptide (Aβ) has been widely investigated as a potential immunotherapeutic approach for Alzheimer's disease (AD). With the aim of developing an active immunogenic vaccine without need of coadjuvant modification for human trials and therefore avoiding such side effects, we designed the Aβ 1-42 vaccine (EB101), delivered in a liposomal matrix, that based on our previous studies significantly prevents and reverses the AD neuropathology, clearing Aβ plaques while markedly reducing neuronal degeneration, behavioral deficits, and minimizing neuroinflammation in APP/PS1 transgenic mice. Here, the efficacy of our immunogenic vaccine EB101 was compared with the original immunization vaccine cocktail Aβ 42 + CFA/IFA (Freund's adjuvant), in order to characterize the effect of sphingosine-1-phosphate (S1P) in the immunotherapeutic response. Quantitative analysis of amyloid burden showed a notable decrease in the neuroinflammation reaction against Aβ plaques when S1P was compared with other treatments, suggesting that S1P plays a key role as a neuroprotective agent. Moreover, EB101 immunized mice presented a protective immunogenic reaction resulting in the increase of Aβ-specific antibody response and decrease of reactive glia in the affected brain areas, leading to a Th2 immunological reaction.

  11. An Evaluation of Mesoscale Model Based Model Output Statistics (MOS) During the 2002 Olympic and Paralympic Winter Games

    National Research Council Canada - National Science Library

    Hart, Kenneth

    2003-01-01

    The skill of a mesoscale model based Model Output Statistics (MOS) system that provided hourly forecasts for 18 sites over northern Utah during the 2002 Winter Olympic and Paralympic Games is evaluated...

  12. A Linear Programming Approach to Complex Games: An Application to Nuclear Exchange Models

    National Research Council Canada - National Science Library

    Oelrich, I

    2002-01-01

    .... Like the MESA model, the exchange is cast in terms of game theory, using linear approximations and an optimal allocation defined by a user-specified objective function Solutions are better using...

  13. 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.

  14. Microstructure Hierarchical Model of Competitive e+-Ps Trapping in Nanostructurized Substances: from Nanoparticle-Uniform to Nanoparticle-Biased Systems.

    Science.gov (United States)

    Shpotyuk, Oleh; Ingram, Adam; Bujňáková, Zdenka; Baláž, Peter

    2017-12-01

    Microstructure hierarchical model considering the free-volume elements at the level of interacting crystallites (non-spherical approximation) and the agglomerates of these crystallites (spherical approximation) was developed to describe free-volume evolution in mechanochemically milled As 4 S 4 /ZnS composites employing positron annihilation spectroscopy in a lifetime measuring mode. Positron lifetime spectra were reconstructed from unconstrained three-term decomposition procedure and further subjected to parameterization using x3-x2-coupling decomposition algorithm. Intrinsic inhomogeneities due to coarse-grained As 4 S 4 and fine-grained ZnS nanoparticles were adequately described in terms of substitution trapping in positron and positronium (Ps) (bound positron-electron) states due to interfacial triple junctions between contacting particles and own free-volume defects in boundary compounds. Compositionally dependent nanostructurization in As 4 S 4 /ZnS nanocomposite system was imagined as conversion from o-Ps trapping sites to positron traps. The calculated trapping parameters that were shown could be useful to characterize adequately the nanospace filling in As 4 S 4 /ZnS composites.

  15. The PS booster

    CERN Multimedia

    CERN PhotoLab

    1972-01-01

    The PS booster which accelerates protons from the linac at an energy of 50 MeV to an energy of 800 MeV before injecting them into the main magnet ring of the synchrotron. The booster consists of four superposed rings. In the photograph can be seen the input beam line from the linac and the output beam lines, where beams from the four booster levels have been combined into two beams before final recombination.

  16. Video game addiction, ADHD symptomatology, and video game reinforcement.

    Science.gov (United States)

    Mathews, Christine L; Morrell, Holly E R; Molle, Jon E

    2018-06-06

    Up to 23% of people who play video games report symptoms of addiction. Individuals with attention deficit hyperactivity disorder (ADHD) may be at increased risk for video game addiction, especially when playing games with more reinforcing properties. The current study tested whether level of video game reinforcement (type of game) places individuals with greater ADHD symptom severity at higher risk for developing video game addiction. Adult video game players (N = 2,801; Mean age = 22.43, SD = 4.70; 93.30% male; 82.80% Caucasian) completed an online survey. Hierarchical multiple linear regression analyses were used to test type of game, ADHD symptom severity, and the interaction between type of game and ADHD symptomatology as predictors of video game addiction severity, after controlling for age, gender, and weekly time spent playing video games. ADHD symptom severity was positively associated with increased addiction severity (b = .73 and .68, ps .05. The relationship between ADHD symptom severity and addiction severity did not depend on the type of video game played or preferred most, ps > .05. Gamers who have greater ADHD symptom severity may be at greater risk for developing symptoms of video game addiction and its negative consequences, regardless of type of video game played or preferred most. Individuals who report ADHD symptomatology and also identify as gamers may benefit from psychoeducation about the potential risk for problematic play.

  17. The Sea of Simulation: Improving Naval Shiphandling Training and Readiness through Game-Based Learning

    Science.gov (United States)

    2012-03-01

    playing any video game on a computer in the last 6 months (non-console, Xbox , PS3)? (e.g., hours, days, weeks, months, etc.) Participant...COVE) shiphandling trainer. Students were later evaluated in COVE on their ability to maneuver a Guided Missile Destroyer, a similarly configured but...characteristics of one model and learning a new one through the course of their instruction. Our findings suggest that an individually accessible, game based

  18. [Testing a Model to Predict Problem Gambling in Speculative Game Users].

    Science.gov (United States)

    Park, Hyangjin; Kim, Suk Sun

    2018-04-01

    The purpose of the study was to develop and test a model for predicting problem gambling in speculative game users based on Blaszczynski and Nower's pathways model of problem and pathological gambling. The participants were 262 speculative game users recruited from seven speculative gambling places located in Seoul, Gangwon, and Gyeonggi, Korea. They completed a structured self-report questionnaire comprising measures of problem gambling, negative emotions, attentional impulsivity, motor impulsivity, non-planning impulsivity, gambler's fallacy, and gambling self-efficacy. Structural Equation Modeling was used to test the hypothesized model and to examine the direct and indirect effects on problem gambling in speculative game users using SPSS 22.0 and AMOS 20.0 programs. The hypothetical research model provided a reasonable fit to the data. Negative emotions, motor impulsivity, gambler's fallacy, and gambling self-efficacy had direct effects on problem gambling in speculative game users, while indirect effects were reported for negative emotions, motor impulsivity, and gambler's fallacy. These predictors explained 75.2% problem gambling in speculative game users. The findings suggest that developing intervention programs to reduce negative emotions, motor impulsivity, and gambler's fallacy, and to increase gambling self-efficacy in speculative game users are needed to prevent their problem gambling. © 2018 Korean Society of Nursing Science.

  19. 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.

  20. 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

  1. 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.

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

    Directory of Open Access Journals (Sweden)

    Eliane Schlemmer

    2016-06-01

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

  3. 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.

  4. The Model of Games to Develop Fundamental Movement of Kindergarten Students

    Directory of Open Access Journals (Sweden)

    Kristanto Adi Nugroho

    2018-05-01

    Full Text Available The study aimed for developing a game model to optimize the achievement of the fundamental movement of kindergarten students. The results of the research were expected to be a credible and standardized reference for teachers in teaching. The research was conducted using research and development method which was divided into two stages, namely pre-development stage and development stage. The pre-development stage consisted of literature review, relevant research and preliminary studies. The development stage consisted of drafting, expert validation, limited-scale trials, large-scale trials, and operational trials. Expert validation involved two experts using focus group discussion (FGD techniques. The limited scale and extensive test were conducted to see the aspects of substantive content, and the implementation of the model has been qualitatively suitable for the use in the kindergarten. There were 10 children as research subjects were tested on a limited-scale test and there were 24 children on a large-scale test. In operational test using experimental method, there were 47 children. The Instruments used in data collection process at the pre-development stage were interview guides and field notes while in the development stage the researcher used questionnaires and Fundamental Motor Pattern Assessment Instrument to measure the level of motion skills of the children. The data analysis techniques used were qualitative and quantitative analysis (statistics. Result studied of the development of the game model consisted of ten game models, namely: 1 the flying bird game; 2 the ball relay game; 3 The ball kicking game; 4 the balloon tapping game; 5 the seeking and jumping game; 6 the arranging letter game; 7 the sticking picture game; 8 the composing names game; 9 the frog counting game, and 10 the numbers adventure games. Based on the content validator’s assessment, the content of materials was 86 points (82% which was in very good category, the

  5. 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.

  6. Understanding herding based on a co-evolutionary model for strategy and game structure

    International Nuclear Information System (INIS)

    Wang, Tao; Huang, Keke; Cheng, Yuan; Zheng, Xiaoping

    2015-01-01

    Highlights: •We model herding effect in emergency from perspective of evolutionary game theory. •Rational subpopulation survives only when the game parameter is significantly large. •Herding effect may arise if the relative rewarding for rational agents is small. •Increasing the relative rewarding for rational agents will prevent herding effect. •The evolution result is unstable if the game parameter approaches critical points. -- Abstract: So far, there has been no conclusion on the mechanism for herding, which is often discussed in the academia. Assuming escaping behavior of individuals in emergency is rational rather than out of panic according to recent findings in social psychology, we investigate the behavioral evolution of large crowds from the perspective of evolutionary game theory. Specifically, evolution of the whole population divided into two subpopulations, namely the co-evolution of strategy and game structure, is numerically simulated based on the game theoretical models built and the evolutionary rule designed, and a series of phenomena including extinction of one subpopulation and herding effect are predicted in the proposed framework. Furthermore, if the rewarding for rational agents becomes significantly larger than that for emotional ones, herding effect will disappear. It is exciting that some phase transition points with interesting properties for the system can be found. In addition, our model framework is able to explain the fact that it is difficult for mavericks to prevail in society. The current results of this work will be helpful in understanding and restraining herding effect in real life

  7. 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.

  8. Deduction of initial strategy distributions of agents in mix-game models

    Science.gov (United States)

    Gou, Chengling

    2006-11-01

    This paper reports the effort of deducing the initial strategy distributions (ISDs) of agents in mix-game models that is used to predict a real financial time series generated from a target financial market. Using mix-games to predict Shanghai Index, we find that the time series of prediction accurate rates is sensitive to the ISDs of agents in group 2 who play a minority game, but less sensitive to the ISDs of agents in group 1 who play a majority game. And agents in group 2 tend to cluster in full strategy space (FSS) if the real financial time series has obvious tendency (upward or downward), otherwise they tend to scatter in FSS. We also find that the ISDs and the number of agents in group 1 influence the level of prediction accurate rates. Finally, this paper gives suggestion about further research.

  9. 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

  10. Evolution of imitation networks in Minority Game model

    Czech Academy of Sciences Publication Activity Database

    Lavička, H.; Slanina, František

    2007-01-01

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

  11. Cognitive Model of Trust Dynamics Predicts Human Behavior within and between Two Games of Strategic Interaction with Computerized Confederate Agents.

    Science.gov (United States)

    Collins, Michael G; Juvina, Ion; Gluck, Kevin A

    2016-01-01

    When playing games of strategic interaction, such as iterated Prisoner's Dilemma and iterated Chicken Game, people exhibit specific within-game learning (e.g., learning a game's optimal outcome) as well as transfer of learning between games (e.g., a game's optimal outcome occurring at a higher proportion when played after another game). The reciprocal trust players develop during the first game is thought to mediate transfer of learning effects. Recently, a computational cognitive model using a novel trust mechanism has been shown to account for human behavior in both games, including the transfer between games. We present the results of a study in which we evaluate the model's a priori predictions of human learning and transfer in 16 different conditions. The model's predictive validity is compared against five model variants that lacked a trust mechanism. The results suggest that a trust mechanism is necessary to explain human behavior across multiple conditions, even when a human plays against a non-human agent. The addition of a trust mechanism to the other learning mechanisms within the cognitive architecture, such as sequence learning, instance-based learning, and utility learning, leads to better prediction of the empirical data. It is argued that computational cognitive modeling is a useful tool for studying trust development, calibration, and repair.

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

    International Nuclear Information System (INIS)

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

    2013-01-01

    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

  13. 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.

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

    Directory of Open Access Journals (Sweden)

    P. Chitra

    2017-04-01

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

  15. 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.

  16. A game theoretic model of the Northwestern European electricity market-market power and the environment

    NARCIS (Netherlands)

    Lise, W.; Linderhof, V.G.M.; Kuik, O.; Kemfert, C.; Ostling, R.; Heinzow, T.

    2006-01-01

    This paper develops a static computational game theoretic model. Illustrative results for the liberalising European electricity market are given to demonstrate the type of economic and environmental results that can be generated with the model. The model is empirically calibrated to eight

  17. 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.

  18. 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.

  19. 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. PMID:28529494

  20. Game-Based Teaching

    DEFF Research Database (Denmark)

    Hanghøj, Thorkild

    2013-01-01

    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....

  1. 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.

  2. Using the Business Model Canvas (BMC) strategy tool to support the Play4Guidance online entrepreneurial game

    OpenAIRE

    Crotty Yvonne; Kinney Tom; Farren Margaret

    2017-01-01

    The Erasmus + Play4Guidance (P4G) project introduces an online business game, designed to help teach entrepreneurial, transversal and mathematical skills using a real-world business environment. This paper explains how the Business Model Canvas (BMC) strategy tool facilitated student understanding of real life business development prior to playing the game. An initial mapping exercise was conducted to find out if the Business Model Canvas could transform the experience of playing the game by ...

  3. 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.

  4. 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.

  5. 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.

  6. PS Booster Orbit Correction

    CERN Document Server

    Chanel, M; Rumolo, G; Tomás, R; CERN. Geneva. AB Department

    2008-01-01

    At the end of the 2007 run, orbit measurements were carried out in the 4 rings of the PS Booster (PSB) for different working points and beam energies. The aim of these measurements was to provide the necessary input data for a PSB realignment campaign during the 2007/2008 shutdown. Currently, only very few corrector magnets can be operated reliably in the PSB; therefore the orbit correction has to be achieved by displacing (horizontally and vertically) and/or tilting some of the defocusing quadrupoles (QDs). In this report we first describe the orbit measurements, followed by a detailed explanation of the orbit correction strategy. Results and conclusions are presented in the last section.

  7. PS proton source

    CERN Multimedia

    1959-01-01

    The first proton source used at CERN's Proton Synchrotron (PS) which started operation in 1959. This is CERN's oldest accelerator still functioning today (2018). It is part of the accelerator chain that supplies proton beams to the Large Hadron Collider. The source is a Thonemann type. In order to extract and accelerate the protons at high energy, a high frequency electrical field is used (140Mhz). The field is transmitted by a coil around a discharge tube in order to maintain the gas hydrogen in an ionised state. An electrical field pulse, in the order of 15kV, is then applied via an impulse transformer between anode and cathode of the discharge tube. The electrons and protons of the plasma formed in the ionised gas in the tube, are then separated. Currents in the order of 200mA during 100 microseconds have benn obtained with this type of source.

  8. 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.

  9. Bioengineering a 3D integumentary organ system from iPS cells using an in vivo transplantation model.

    Science.gov (United States)

    Takagi, Ryoji; Ishimaru, Junko; Sugawara, Ayaka; Toyoshima, Koh-Ei; Ishida, Kentaro; Ogawa, Miho; Sakakibara, Kei; Asakawa, Kyosuke; Kashiwakura, Akitoshi; Oshima, Masamitsu; Minamide, Ryohei; Sato, Akio; Yoshitake, Toshihiro; Takeda, Akira; Egusa, Hiroshi; Tsuji, Takashi

    2016-04-01

    The integumentary organ system is a complex system that plays important roles in waterproofing, cushioning, protecting deeper tissues, excreting waste, and thermoregulation. We developed a novel in vivo transplantation model designated as a clustering-dependent embryoid body transplantation method and generated a bioengineered three-dimensional (3D) integumentary organ system, including appendage organs such as hair follicles and sebaceous glands, from induced pluripotent stem cells. This bioengineered 3D integumentary organ system was fully functional following transplantation into nude mice and could be properly connected to surrounding host tissues, such as the epidermis, arrector pili muscles, and nerve fibers, without tumorigenesis. The bioengineered hair follicles in the 3D integumentary organ system also showed proper hair eruption and hair cycles, including the rearrangement of follicular stem cells and their niches. Potential applications of the 3D integumentary organ system include an in vitro assay system, an animal model alternative, and a bioengineered organ replacement therapy.

  10. Bioengineering a 3D integumentary organ system from iPS cells using an in vivo transplantation model

    OpenAIRE

    Takagi, Ryoji; Ishimaru, Junko; Sugawara, Ayaka; Toyoshima, Koh-ei; Ishida, Kentaro; Ogawa, Miho; Sakakibara, Kei; Asakawa, Kyosuke; Kashiwakura, Akitoshi; Oshima, Masamitsu; Minamide, Ryohei; Sato, Akio; Yoshitake, Toshihiro; Takeda, Akira; Egusa, Hiroshi

    2016-01-01

    The integumentary organ system is a complex system that plays important roles in waterproofing, cushioning, protecting deeper tissues, excreting waste, and thermoregulation. We developed a novel in vivo transplantation model designated as a clustering-dependent embryoid body transplantation method and generated a bioengineered three-dimensional (3D) integumentary organ system, including appendage organs such as hair follicles and sebaceous glands, from induced pluripotent stem cells. This bio...

  11. 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”.

  12. Epistemic Games

    Science.gov (United States)

    Shaffer, David Williamson

    2005-01-01

    In an article in this issue of "Innovate", Jim Gee asks the question "What would a state of the art instructional video game look like?" Based on the game "Full Spectrum Warrior", he concludes that one model is "to pick [a] domain of authentic professionalism well, intelligently select the skills and knowledge to…

  13. Symbolic Game Semantics for Model Checking Program Families

    OpenAIRE

    Dimovski, Aleksandar

    2016-01-01

    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 alg...

  14. 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.

  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. 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.

  17. 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

  18. Symmetry of dipositronium Ps2

    International Nuclear Information System (INIS)

    Schrader, D.M.

    2004-01-01

    We work out the complete symmetry and spin problem for diatomic positronium Ps 2 for the ground and singly excited states of zero orbital angular momentum. The general form of the wave function for each state is given, with due regard to charge conjugation parity. Annihilation rates are discussed, and correlations to dissociation products are deduced. We indicate how the approach is extensible to larger aggregates: i.e., PsPs n , n>2

  19. By-product mutualism and the ambiguous effects of harsher environments - A game-theoretic model

    NARCIS (Netherlands)

    De Jaegher, Kris; Hoyer, Britta

    2016-01-01

    We construct two-player two-strategy game-theoretic models of by-product mutualism, where our focus lies on the way in which the probability of cooperation among players is affected by the degree of adversity facing the players. In our first model, cooperation consists of the production of a public

  20. A variation method in the optimization problem of the minority game model

    International Nuclear Information System (INIS)

    Blazhyijevs'kij, L.; Yanyishevs'kij, V.

    2009-01-01

    This article contains the results of applying a variation method in the investigation of the optimization problem in the minority game model. That suggested approach is shown to give relevant results about phase transition in the model. Other methods pertinent to the problem have also been assessed.

  1. An evolutionary-game model of tumour-cell interactions: possible relevance to gene therapy

    DEFF Research Database (Denmark)

    Bach, L.A.; Bentzen, S.M.; Alsner, Jan

    2001-01-01

    Evolutionary games have been applied as simple mathematical models of populations where interactions between individuals control the dynamics. Recently, it has been proposed to use this type of model to describe the evolution of tumour cell populations with interactions between cells. We extent...

  2. 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…

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

    Science.gov (United States)

    Reese, Rebecca M.

    2017-01-01

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

  4. 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…

  5. 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…

  6. Efficient and reproducible myogenic differentiation from human iPS cells: prospects for modeling Miyoshi Myopathy in vitro.

    Directory of Open Access Journals (Sweden)

    Akihito Tanaka

    Full Text Available The establishment of human induced pluripotent stem cells (hiPSCs has enabled the production of in vitro, patient-specific cell models of human disease. In vitro recreation of disease pathology from patient-derived hiPSCs depends on efficient differentiation protocols producing relevant adult cell types. However, myogenic differentiation of hiPSCs has faced obstacles, namely, low efficiency and/or poor reproducibility. Here, we report the rapid, efficient, and reproducible differentiation of hiPSCs into mature myocytes. We demonstrated that inducible expression of myogenic differentiation1 (MYOD1 in immature hiPSCs for at least 5 days drives cells along the myogenic lineage, with efficiencies reaching 70-90%. Myogenic differentiation driven by MYOD1 occurred even in immature, almost completely undifferentiated hiPSCs, without mesodermal transition. Myocytes induced in this manner reach maturity within 2 weeks of differentiation as assessed by marker gene expression and functional properties, including in vitro and in vivo cell fusion and twitching in response to electrical stimulation. Miyoshi Myopathy (MM is a congenital distal myopathy caused by defective muscle membrane repair due to mutations in DYSFERLIN. Using our induced differentiation technique, we successfully recreated the pathological condition of MM in vitro, demonstrating defective membrane repair in hiPSC-derived myotubes from an MM patient and phenotypic rescue by expression of full-length DYSFERLIN (DYSF. These findings not only facilitate the pathological investigation of MM, but could potentially be applied in modeling of other human muscular diseases by using patient-derived hiPSCs.

  7. Efficient and Reproducible Myogenic Differentiation from Human iPS Cells: Prospects for Modeling Miyoshi Myopathy In Vitro

    Science.gov (United States)

    Tanaka, Akihito; Woltjen, Knut; Miyake, Katsuya; Hotta, Akitsu; Ikeya, Makoto; Yamamoto, Takuya; Nishino, Tokiko; Shoji, Emi; Sehara-Fujisawa, Atsuko; Manabe, Yasuko; Fujii, Nobuharu; Hanaoka, Kazunori; Era, Takumi; Yamashita, Satoshi; Isobe, Ken-ichi; Kimura, En; Sakurai, Hidetoshi

    2013-01-01

    The establishment of human induced pluripotent stem cells (hiPSCs) has enabled the production of in vitro, patient-specific cell models of human disease. In vitro recreation of disease pathology from patient-derived hiPSCs depends on efficient differentiation protocols producing relevant adult cell types. However, myogenic differentiation of hiPSCs has faced obstacles, namely, low efficiency and/or poor reproducibility. Here, we report the rapid, efficient, and reproducible differentiation of hiPSCs into mature myocytes. We demonstrated that inducible expression of myogenic differentiation1 (MYOD1) in immature hiPSCs for at least 5 days drives cells along the myogenic lineage, with efficiencies reaching 70–90%. Myogenic differentiation driven by MYOD1 occurred even in immature, almost completely undifferentiated hiPSCs, without mesodermal transition. Myocytes induced in this manner reach maturity within 2 weeks of differentiation as assessed by marker gene expression and functional properties, including in vitro and in vivo cell fusion and twitching in response to electrical stimulation. Miyoshi Myopathy (MM) is a congenital distal myopathy caused by defective muscle membrane repair due to mutations in DYSFERLIN. Using our induced differentiation technique, we successfully recreated the pathological condition of MM in vitro, demonstrating defective membrane repair in hiPSC-derived myotubes from an MM patient and phenotypic rescue by expression of full-length DYSFERLIN (DYSF). These findings not only facilitate the pathological investigation of MM, but could potentially be applied in modeling of other human muscular diseases by using patient-derived hiPSCs. PMID:23626698

  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

    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 ...

  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. 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.

  11. 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

    2015-10-01

    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 that 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. Published by Elsevier Inc.

  12. Serum β-amyloid peptide levels spike in the early stage of Alzheimer-like plaque pathology in an APP/PS1 double transgenic mouse model.

    Science.gov (United States)

    He, Jue; Qiao, Jin-Ping; Zhu, Shenghua; Xue, Mengzhou; Chen, Wenwu; Wang, Xinchun; Tempier, Adrien; Huang, Qingjun; Kong, Jiming; Li, Xin-Min

    2013-11-01

    Serum levels of β-amyloid (Aβ) peptides may represent an early biomarker in the diagnosis of Alzheimer's disease (AD). In the present study, we investigated the temporal kinetic changes in the levels of serum Aβ 1-42 and 40 in an amyloid precursor protein (APP)/presenilin (PS)1 double transgenic mouse model of AD. Serum Aβ peptide levels in 2-, 3-, 6-, 9- and 18-month old, and liver Aβ 1-40 level in 6-month old mice were measured using enzyme-linked immunosorbent assay (ELISA) kits. Results revealed that serum Aβ levels peaked in 3-month old transgenic mice, and the Aβ level in non-transgenic and transgenic mice is comparable in liver. Compared to the 6-month old transgenic mice, Congo red staining showed that the 3-month old transgenic mice had minimum brain Aβ plaques, corresponding to the early stage of Alzheimer-like plaque pathology, and confocal microscope images showed that the deposition of Aβ in their cerebral vessels was minimal. Furthermore, results of the water maze test, showed that memory was normal for the 3- month old transgenic mice when compared to age-matched non-transgenic mice. These results suggest that serum Aβ peptide levels may be peaked during the early stage of AD. Monitoring serum Aβ peptide levels in the potential AD population may provide an early diagnosis of AD prior to the appearance of clinical symptoms.

  13. 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

  14. 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.

  15. 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.

  16. 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.

  17. The Ethics of Video-Game Monetization Modelling: A Discussion on Ethics and Legitimacy of Micro-transactions

    OpenAIRE

    Khan, Arun Rashid

    2017-01-01

    The purpose of the paper is to present an insight and elaboration of the growing Gaming Industry. As the video-game industry has enjoyed immense growth in both consumers that part-take / consume the product of video-games and increases in profits, current research discourse has been focussed around the emergence of micro-transactions and their role in business model development of the firm. Furthermore research has also been focussed around the sociological aspects of video-games in terms of ...

  18. [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.

  19. 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.

  20. 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.

  1. 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

  2. Connecting Lines of Research on Task Model Variables, Automatic Item Generation, and Learning Progressions in Game-Based Assessment

    Science.gov (United States)

    Graf, Edith Aurora

    2014-01-01

    In "How Task Features Impact Evidence from Assessments Embedded in Simulations and Games," Almond, Kim, Velasquez, and Shute have prepared a thought-provoking piece contrasting the roles of task model variables in a traditional assessment of mathematics word problems to their roles in "Newton's Playground," a game designed…

  3. Sworn testimony of the model evidence: Gaussian Mixture Importance (GAME) sampling

    Science.gov (United States)

    Volpi, Elena; Schoups, Gerrit; Firmani, Giovanni; Vrugt, Jasper A.

    2017-07-01

    What is the "best" model? The answer to this question lies in part in the eyes of the beholder, nevertheless a good model must blend rigorous theory with redeeming qualities such as parsimony and quality of fit. Model selection is used to make inferences, via weighted averaging, from a set of K candidate models, Mk; k=>(1,…,K>), and help identify which model is most supported by the observed data, Y>˜=>(y˜1,…,y˜n>). Here, we introduce a new and robust estimator of the model evidence, p>(Y>˜|Mk>), which acts as normalizing constant in the denominator of Bayes' theorem and provides a single quantitative measure of relative support for each hypothesis that integrates model accuracy, uncertainty, and complexity. However, p>(Y>˜|Mk>) is analytically intractable for most practical modeling problems. Our method, coined GAussian Mixture importancE (GAME) sampling, uses bridge sampling of a mixture distribution fitted to samples of the posterior model parameter distribution derived from MCMC simulation. We benchmark the accuracy and reliability of GAME sampling by application to a diverse set of multivariate target distributions (up to 100 dimensions) with known values of p>(Y>˜|Mk>) and to hypothesis testing using numerical modeling of the rainfall-runoff transformation of the Leaf River watershed in Mississippi, USA. These case studies demonstrate that GAME sampling provides robust and unbiased estimates of the evidence at a relatively small computational cost outperforming commonly used estimators. The GAME sampler is implemented in the MATLAB package of DREAM and simplifies considerably scientific inquiry through hypothesis testing and model selection.

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

    Science.gov (United States)

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

    2016-01-01

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

  5. 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

  6. 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.

  7. 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.

  8. Group size effects in two repeated game models of a global climate agreement

    Energy Technology Data Exchange (ETDEWEB)

    Helland, Leif

    2002-07-01

    What levels of total abatement can one hope for in a global climate agreement. Some potential answers to this question are provided by game theory. This working paper contains a critical discussion of two (prominent) game ,models that answer the question quite pessimistically. Both models take the n-person, infinitely repeated prisoner's dilemma game as their point of departure. The first model is a full information model and utilises the motion of a weakly re negotiation proof equilibrium. This results in the (maybe counterintuitive) prediction that an agreement that can provide high utility to the group will attract less total abatement than an agreement that can only provide low utility to the group. The second model assumes imperfect public information and utilises the notion of a trigger level equilibrium. This results in the (more intuitive) prediction that the level of total abatements will increase with improved verification techniques for a given player set. Still the level of total abatements decrease with an increasing player set for a given verification technique. Empirical implications of the two models are identified and it is argued that one should confront these with experimentally generated data in order to discriminate between the models. One reason for this is that historical data on abatement efforts in a global climate agreement do not exist since no such agreement has entered into force yet. (Author)

  9. Group size effects in two repeated game models of a global climate agreement

    International Nuclear Information System (INIS)

    Helland, Leif

    2002-01-01

    What levels of total abatement can one hope for in a global climate agreement. Some potential answers to this question are provided by game theory. This working paper contains a critical discussion of two (prominent) game ,models that answer the question quite pessimistically. Both models take the n-person, infinitely repeated prisoner's dilemma game as their point of departure. The first model is a full information model and utilises the motion of a weakly re negotiation proof equilibrium. This results in the (maybe counterintuitive) prediction that an agreement that can provide high utility to the group will attract less total abatement than an agreement that can only provide low utility to the group. The second model assumes imperfect public information and utilises the notion of a trigger level equilibrium. This results in the (more intuitive) prediction that the level of total abatements will increase with improved verification techniques for a given player set. Still the level of total abatements decrease with an increasing player set for a given verification technique. Empirical implications of the two models are identified and it is argued that one should confront these with experimentally generated data in order to discriminate between the models. One reason for this is that historical data on abatement efforts in a global climate agreement do not exist since no such agreement has entered into force yet. (Author)

  10. 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.

  11. 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...

  12. 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

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

    Directory of Open Access Journals (Sweden)

    Kristoffer S. Fjællingsdal

    2017-06-01

    Full Text Available 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.

  14. 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).

  15. 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…

  16. 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.

  17. 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.

  18. Multiparty Evolutionary Game Model in Coal Mine Safety Management and Its Application

    Directory of Open Access Journals (Sweden)

    Rongwu Lu

    2018-01-01

    Full Text Available Coal mine safety management involves many interested parties and there are complex relationships between them. According to game theory, a multiparty evolutionary game model is established to analyze the selection of strategies. Then, a simplified three-party model is taken as an example to carry out detailed analysis and solution. Based on stability theory of dynamics system and phase diagram analysis, this article studies replicator dynamics of the evolutionary model to make an optimization analysis of the behaviors of those interested parties and the adjustment mechanism of safety management policies and decisions. The results show how the charge of supervision of government department and inspection of coal mine enterprise impact the efficiency of safety management and the effect of constraint measures and incentive and other measures in safety management.

  19. A locational gaming model with CO2 emission tax and limits

    International Nuclear Information System (INIS)

    Yu, Z.; Preckel, P.V.; Nderitu, G.; Sparrow, F.T.

    2001-01-01

    This paper presents a locational (spatial) gaming model with CO 2 emission and transmission capacity limits. It is developed for simulating strategic behavior of electricity producers in deregulated electricity markets. The model has multiple players, each maximizing their individual profit with a CO 2 emission tax included to reflect the societal cost of environment damages caused by CO 2 emission from different locations. In the paper, the multiple-producer profits are converted into a set of Lagrangian functions with power production and supply as the primary control variables, resulting in a set of unconstrained, individual profit maximization equations. The Karush-Kuhn-Tucker necessary conditions are then derived and solved simultaneously incorporating Cournot gaming strategy. Case studies show the successful application of the model. (author)

  20. Channels Coordination Game Model Based on Result Fairness Preference and Reciprocal Fairness Preference: A Behavior Game Forecasting and Analysis Method

    OpenAIRE

    Ding, Chuan; Wang, Kaihong; Huang, Xiaoying

    2014-01-01

    In a distribution channel, channel members are not always self-interested, but altruistic in some conditions. Based on this assumption, this paper adopts a behavior game method to analyze and forecast channel members’ decision behavior based on result fairness preference and reciprocal fairness preference by embedding a fair preference theory in channel research of coordination. The behavior game forecasts that a channel can achieve coordination if channel members consider behavior elemen...

  1. Smoking, ADHD, and Problematic Video Game Use: A Structural Modeling Approach.

    Science.gov (United States)

    Lee, Hyo Jin; Tran, Denise D; Morrell, Holly E R

    2018-05-01

    Problematic video game use (PVGU), or addiction-like use of video games, is associated with physical and mental health problems and problems in social and occupational functioning. Possible correlates of PVGU include frequency of play, cigarette smoking, and attention deficit hyperactivity disorder (ADHD). The aim of the current study was to explore simultaneously the relationships among these variables as well as test whether two separate measures of PVGU measure the same construct, using a structural modeling approach. Secondary data analysis was conducted on 2,801 video game users (M age  = 22.43 years, standard deviation [SD] age  = 4.7; 93 percent male) who completed an online survey. The full model fit the data well: χ 2 (2) = 2.017, p > 0.05; root mean square error of approximation (RMSEA) = 0.002 (90% CI [0.000-0.038]); comparative fit index (CFI) = 1.000; standardized root mean square residual (SRMR) = 0.004; and all standardized residuals video game use explained 41.8 percent of variance in PVGU. Tracking these variables may be useful for PVGU prevention and assessment. Young's Internet Addiction Scale, adapted for video game use, and the Problem Videogame Playing Scale both loaded strongly onto a PVGU factor, suggesting that they measure the same construct, that studies using either measure may be compared to each other, and that both measures may be used as a screener of PVGU.

  2. The Use of Game Theory for Making Rational Decisions in Business Negations: A Conceptual Model

    Directory of Open Access Journals (Sweden)

    Kestutis Peleckis

    2016-02-01

    Full Text Available Objective: The objective of this paper is a comparative analysis of the world literature on game theory and its applicability for rational decision-making in negotiations and creation of a model supporting strategic decisions in negotiations. Research Design & Methods: Systematic, comparative, logical analysis and synthesis of the scientific literature. In order to create an algorithm of negotiations statements on theory of graphs, game theory and theory of heuristic algorithm were applied. Findings: The article proposes an algorithm which combines the game theory approach with heuristic algorithms in order to reflect the specifics of negotiations better. Such an algorithm can be used to support strategic decisions in negotiations and is useful for better understanding of the strategic management of negotiating processes. Implications & Recommendations: The proposed mathematical algorithm for the strategy formulation of international business negotiations can be used in electronic business negotiations, both as a standalone tool, or as partially requiring support by the negotiator. Contribution & Value Added: The game theory methods support rational solutions in business negotiations, as they enable to analyse the interacting forces. This is particularly relevant in international business negotiations, where participants from different cultures can be faced with numerous uncertainties.

  3. Security Analysis of Smart Grid Cyber Physical Infrastructures Using Modeling and Game Theoretic Simulation

    Energy Technology Data Exchange (ETDEWEB)

    Abercrombie, Robert K [ORNL; Sheldon, Frederick T. [University of Idaho

    2015-01-01

    Cyber physical computing infrastructures typically consist of a number of sites are interconnected. Its operation critically depends both on cyber components and physical components. Both types of components are subject to attacks of different kinds and frequencies, which must be accounted for the initial provisioning and subsequent operation of the infrastructure via information security analysis. Information security analysis can be performed using game theory implemented in dynamic Agent Based Game Theoretic (ABGT) simulations. Such simulations can be verified with the results from game theory analysis and further used to explore larger scale, real world scenarios involving multiple attackers, defenders, and information assets. We concentrated our analysis on the electric sector failure scenarios and impact analyses by the NESCOR Working Group Study, From the Section 5 electric sector representative failure scenarios; we extracted the four generic failure scenarios and grouped them into three specific threat categories (confidentiality, integrity, and availability) to the system. These specific failure scenarios serve as a demonstration of our simulation. The analysis using our ABGT simulation demonstrates how to model the electric sector functional domain using a set of rationalized game theoretic rules decomposed from the failure scenarios in terms of how those scenarios might impact the cyber physical infrastructure network with respect to CIA.

  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. Asymmetric PS-block-(PS-co-PB)-block-PS block copolymers: morphology formation and deformation behaviour

    International Nuclear Information System (INIS)

    Adhikari, Rameshwar; Huy, Trinh An; Buschnakowski, Matthias; Michler, Goerg H; Knoll, Konrad

    2004-01-01

    Morphology formation and deformation behaviour of asymmetric styrene/butadiene triblock copolymers (total polystyrene (PS) content ∼70%) consisting of PS outer blocks held apart by a styrene-co-butadiene random copolymer block (PS-co-PB) each were investigated. The techniques used were differential scanning calorimetry, transmission electron microscopy, uniaxial tensile testing and Fourier-transform infrared spectroscopy. A significant shift of the phase behaviour relative to that of a neat symmetric triblock copolymer was observed, which can be attributed to the asymmetric architecture and the presence of PS-co-PB as a soft block. The mechanical properties and the microdeformation phenomena were mainly controlled by the nature of their solid-state morphology. Independent of morphology type, the soft phase was found to deform to a significantly higher degree of orientation when compared with the hard phase

  6. 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.

  7. A matrix game model for analyzing FTR bidding strategies in deregulated electric power markets

    International Nuclear Information System (INIS)

    Das, Tapas K.; Rocha, Patricio; Babayigit, Cihan

    2010-01-01

    Suppliers in deregulated electric power markets compete for financial transmission rights (FTRs) to hedge against congestion charges. The system operator receives the bids for FTRs submitted by the suppliers and develops an allocation strategy by solving an optimization model. Each FTR bid is defined by a path, a quantity indicating the amount of FTRs the supplier is bidding for in that path, and the price that the supplier is willing to pay for each FTR. The FTR revenue is calculated only after the electricity market has been cleared by computing the differences in the LMPs at the pair of nodes that connect each path. Thus, suppliers rely on forecasts of locational marginal prices (LMPs) to develop their FTR bids. In this paper, we present a game theoretic modeling approach to develop FTR bidding strategies for power suppliers assuming that they have forecasts of LMPs. The game theoretic model considers multiple participants as well as network contingencies. We apply the game theoretic model on a sample network to assess impacts of variations of bid and network parameters on the FTR market outcome. (author)

  8. Short range structural models of the glass transition temperatures and densities of 0.5Na2S + 0.5[xGeS2 + (1 - x)PS5/2] mixed glass former glasses.

    Science.gov (United States)

    Bischoff, Christian; Schuller, Katherine; Martin, Steve W

    2014-04-03

    The 0.5Na2S + 0.5[xGeS2 + (1 - x)PS5/2] mixed glass former (MGF) glass system exhibits a nonlinear and nonadditive negative change in the Na(+) ion conductivity as one glass former, PS5/2, is exchanged for the other, GeS2. This behavior, known as the mixed glass former effect (MGFE), is also manifest in a negative deviation from the linear interpolation of the glass transition temperatures (T(g)) of the binary end-member glasses, x = 0 and x = 1. Interestingly, the composition dependence of the densities of these ternary MGF glasses reveals a slightly positive MGFE deviation from a linear interpolation of the densities of the binary end-member glasses, x = 0 and x = 1. From our previous studies of the structures of these glasses using IR, Raman, and NMR spectroscopies, we find that a disproportionation reaction occurs between PS7/2(4-) and GeS3(2-) units into PS4(3-) and GeS5/2(1-) units. This disproportionation combined with the formation of Ge4S10(4-) anions from GeS5/2(1-) groups leads to the negative MGFE in T(g). A best-fit model of the T(g)s of these glasses was developed to quantify the amount of GeS5/2(1-) units that form Ge4S10(4-) molecular anions in the ternary glasses (∼ 5-10%). This refined structural model was used to develop a short-range structural model of the molar volumes, which shows that the slight densification of the ternary glasses is due to the improved packing efficiency of the germanium sulfide species.

  9. 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

    The electric vehicle (EV) market has been growing rapidly around the world. With large scale deployment of EVs in power systems, both the grid and EV owners will benefit if the flexible demand of EV charging is properly managed through the electricity market. When EV charging demand is considerable...... 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...

  10. 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.

  11. 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...

  12. 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.

  13. 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

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

    OpenAIRE

    Nelma Regina Segnini Bossolan

    2017-01-01

    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 ...

  15. Case Study on the Forestry Cooperation Model from Game Structure Perspective

    OpenAIRE

    Zhang, Hao; Cai, Zhijian; Xie, Yu

    2014-01-01

    Take Chinese yew cooperative organization for example,different game structures of forestry cooperation model were analyzed,the elative merit and applicable occasion was discussed combined with empirical investigation,and some suggestions were given also.The results showed that depending entirely on normal forest farmers cooperate spontaneously is difficult. Policies should be designed from the perspective of promoted village cadres and influential family salons to cooperation. When m...

  16. Is Hosting the Games Enough to Win? A predictive economic model of medal wins at 2014 Winter Olympics

    OpenAIRE

    Wladimir Andreff

    2012-01-01

    An econometric model which has first been estimated on medal wins at Summer Olympics and has predicted 88% of medal distribution at Beijing Games 2008, is revisited for Winter Olympics. After changing some variables to take into account the winter sports specificity, the model is estimated again on all Winter Games since 1964.Then it is used to predict (forecast) the medal distribution per country at the 2014 Sochi Winter Olympics.

  17. Development of the Curriculum and Instructional Model for Learning the Tactical Awareness by the Each Role in the Baseball Game in the Elementary School

    OpenAIRE

    中井, 隆司; 宗野, 伸哉; 川島, 弘美

    2006-01-01

    The purpose of this study was to develop the curriculum and instructional model for learning the tactical awareness by the each role in the baseball game in the elemetary school. This baseball game' s practice composed three task games, the drill game and the teaching process for learning "tactical awareness". For analyzing the learning process and the products, four students were selected by the throwing ability. In this teaching unit, the learning process and the products were measured in t...

  18. Attractiveness of Real Time Strategy Games

    OpenAIRE

    Xiong, Shuo; Iida, Hiroyuki

    2014-01-01

    Game refinement idea is a unique theory that has been proposed based on the uncertainty of game outcome. A game refinement measure was derived from the game information progress model and has been applied in the domains such as board games and sports games. The present challenge is to apply the game refinement theory in the domain of RTS games. To do so, we use StarCraft II as a testbed and introduce a concept of strategy tree in order to construct a game tree of a RTS game. Then, game refine...

  19. 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.

  20. The Interval Market Model in Mathematical Finance : Game Theoretic Methods

    NARCIS (Netherlands)

    Bernhard, P.; Engwerda, J.C.; Roorda, B.; Schumacher, J.M.; Kolokoltsov, V.; Saint-Pierre, P.; Aubin, J.P.

    2013-01-01

    Toward the late 1990s, several research groups independently began developing new, related theories in mathematical finance. These theories did away with the standard stochastic geometric diffusion “Samuelson” market model (also known as the Black-Scholes model because it is used in that most famous

  1. Coordination of pricing and co-op advertising models in supply chain: A game theoretic approach

    Directory of Open Access Journals (Sweden)

    Amin Alirezaei

    2014-01-01

    Full Text Available Co-op advertising is an interactive relationship between manufacturer and retailer(s supply chain and makes up the majority of marketing budget in many product lines for manufacturers and retailers. This paper considers pricing and co-op advertising decisions in two-stage supply chain and develops a monopolistic retailer and duopolistic retailer's model. In these models, the manufacturer and the retailers play the Nash, Manufacturer-Stackelberg and cooperative game to make optimal pricing and co-op advertising decisions. A bargaining model is utilized for determine the best pricing and co-op advertising scheme for achieving full coordination in the supply chain.

  2. Study on Triopoly Dynamic Game Model Based on Different Demand Forecast Methods in the Market

    Directory of Open Access Journals (Sweden)

    Junhai Ma

    2017-01-01

    Full Text Available The impact of inaccurate demand beliefs on dynamics of a Triopoly game is studied. We suppose that all the players make their own estimations on possible demand with errors. A dynamic Triopoly game with such demand belief is set up. Based on this model, existence and local stable region of the equilibriums are investigated by 3D stable regions of Nash equilibrium point. The complex dynamics, such as bifurcation scenarios and route to chaos, are displayed in 2D bifurcation diagrams, in which e1 and α are negatively related to each other. Basins of attraction are investigated and we found that the attraction domain becomes smaller with the increase in price modification speed, which indicates that all the players’ output must be kept within a certain range so as to keep the system stable. Feedback control method is used to keep the system at an equilibrium state.

  3. 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.

  4. 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.

  5. 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

    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......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...... 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...

  6. 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.

  7. 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

  8. 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.

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

    International Nuclear Information System (INIS)

    Kolokoltsov, V. N.; Bensoussan, A.

    2016-01-01

    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.

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

    International Nuclear Information System (INIS)

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

    2017-01-01

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

  11. 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

  12. Towards an Iterated Game Model with Multiple Adversaries in Smart-World Systems

    Directory of Open Access Journals (Sweden)

    Xiaofei He

    2018-02-01

    Full Text Available Diverse and varied cyber-attacks challenge the operation of the smart-world system that is supported by Internet-of-Things (IoT (smart cities, smart grid, smart transportation, etc. and must be carefully and thoughtfully addressed before widespread adoption of the smart-world system can be fully realized. Although a number of research efforts have been devoted to defending against these threats, a majority of existing schemes focus on the development of a specific defensive strategy to deal with specific, often singular threats. In this paper, we address the issue of coalitional attacks, which can be launched by multiple adversaries cooperatively against the smart-world system such as smart cities. Particularly, we propose a game-theory based model to capture the interaction among multiple adversaries, and quantify the capacity of the defender based on the extended Iterated Public Goods Game (IPGG model. In the formalized game model, in each round of the attack, a participant can either cooperate by participating in the coalitional attack, or defect by standing aside. In our work, we consider the generic defensive strategy that has a probability to detect the coalitional attack. When the coalitional attack is detected, all participating adversaries are penalized. The expected payoff of each participant is derived through the equalizer strategy that provides participants with competitive benefits. The multiple adversaries with the collusive strategy are also considered. Via a combination of theoretical analysis and experimentation, our results show that no matter which strategies the adversaries choose (random strategy, win-stay-lose-shift strategy, or even the adaptive equalizer strategy, our formalized game model is capable of enabling the defender to greatly reduce the maximum value of the expected average payoff to the adversaries via provisioning sufficient defensive resources, which is reflected by setting a proper penalty factor against

  13. Towards an Iterated Game Model with Multiple Adversaries in Smart-World Systems †

    Science.gov (United States)

    Yang, Xinyu; Yu, Wei; Lin, Jie; Yang, Qingyu

    2018-01-01

    Diverse and varied cyber-attacks challenge the operation of the smart-world system that is supported by Internet-of-Things (IoT) (smart cities, smart grid, smart transportation, etc.) and must be carefully and thoughtfully addressed before widespread adoption of the smart-world system can be fully realized. Although a number of research efforts have been devoted to defending against these threats, a majority of existing schemes focus on the development of a specific defensive strategy to deal with specific, often singular threats. In this paper, we address the issue of coalitional attacks, which can be launched by multiple adversaries cooperatively against the smart-world system such as smart cities. Particularly, we propose a game-theory based model to capture the interaction among multiple adversaries, and quantify the capacity of the defender based on the extended Iterated Public Goods Game (IPGG) model. In the formalized game model, in each round of the attack, a participant can either cooperate by participating in the coalitional attack, or defect by standing aside. In our work, we consider the generic defensive strategy that has a probability to detect the coalitional attack. When the coalitional attack is detected, all participating adversaries are penalized. The expected payoff of each participant is derived through the equalizer strategy that provides participants with competitive benefits. The multiple adversaries with the collusive strategy are also considered. Via a combination of theoretical analysis and experimentation, our results show that no matter which strategies the adversaries choose (random strategy, win-stay-lose-shift strategy, or even the adaptive equalizer strategy), our formalized game model is capable of enabling the defender to greatly reduce the maximum value of the expected average payoff to the adversaries via provisioning sufficient defensive resources, which is reflected by setting a proper penalty factor against the adversaries

  14. Towards an Iterated Game Model with Multiple Adversaries in Smart-World Systems.

    Science.gov (United States)

    He, Xiaofei; Yang, Xinyu; Yu, Wei; Lin, Jie; Yang, Qingyu

    2018-02-24

    Diverse and varied cyber-attacks challenge the operation of the smart-world system that is supported by Internet-of-Things (IoT) (smart cities, smart grid, smart transportation, etc.) and must be carefully and thoughtfully addressed before widespread adoption of the smart-world system can be fully realized. Although a number of research efforts have been devoted to defending against these threats, a majority of existing schemes focus on the development of a specific defensive strategy to deal with specific, often singular threats. In this paper, we address the issue of coalitional attacks, which can be launched by multiple adversaries cooperatively against the smart-world system such as smart cities. Particularly, we propose a game-theory based model to capture the interaction among multiple adversaries, and quantify the capacity of the defender based on the extended Iterated Public Goods Game (IPGG) model. In the formalized game model, in each round of the attack, a participant can either cooperate by participating in the coalitional attack, or defect by standing aside. In our work, we consider the generic defensive strategy that has a probability to detect the coalitional attack. When the coalitional attack is detected, all participating adversaries are penalized. The expected payoff of each participant is derived through the equalizer strategy that provides participants with competitive benefits. The multiple adversaries with the collusive strategy are also considered. Via a combination of theoretical analysis and experimentation, our results show that no matter which strategies the adversaries choose (random strategy, win-stay-lose-shift strategy, or even the adaptive equalizer strategy), our formalized game model is capable of enabling the defender to greatly reduce the maximum value of the expected average payoff to the adversaries via provisioning sufficient defensive resources, which is reflected by setting a proper penalty factor against the adversaries

  15. 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.

  16. 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.

  17. 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.

  18. 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.

  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. L-3-n-Butylphthalide Regulates Proliferation, Migration, and Differentiation of Neural Stem Cell In Vitro and Promotes Neurogenesis in APP/PS1 Mouse Model by Regulating BDNF/TrkB/CREB/Akt Pathway.

    Science.gov (United States)

    Lei, Hui; Zhang, Yu; Huang, Longjian; Xu, Shaofeng; Li, Jiang; Yang, Lichao; Wang, Ling; Xing, Changhong; Wang, Xiaoliang; Peng, Ying

    2018-05-04

    Alzheimer's disease (AD) is characterized by extracellular accumulation of β-amyloid peptides (Aβ) and intracellular neurofibrillary tangles, along with cognitive decline and neurodegeneration. The cognitive deficit is considered to be due to the dysfunction of hippocampal neurogenesis. Although L-3-n-butylphthalide (L-NBP) has been shown beneficial effects in multiple AD animal models, the underlying molecular mechanisms are still elusive. In this study, we investigated the effects of L-NBP on neurogenesis both in vitro and in vivo. L-NBP promoted proliferation and migration of neural stem cells and induced neuronal differentiation in vitro. In APP/PS1 mice, L-NBP induced neurogenesis in the dentate gyrus and improved cognitive functions. In addition, L-NBP significantly increased the expressions of BDNF and NGF, tyrosine phosphorylation of its cognate receptor, and phosphorylation of Akt as well as CREB at Ser133 in the hippocampus of APP/PS1 mice. These results indicated that L-NBP might stimulate the proliferation, migration, and differentiation of hippocampal neural stem cells and reversed cognitive deficits in APP/PS1 mice. BDNF/TrkB/CREB/Akt signaling pathway might be involved.

  1. 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.

  2. Online Games

    OpenAIRE

    Kerr, Aphra; Ivory, James D.

    2015-01-01

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

  3. 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…

  4. Play It Again, Sam! Adapting Common Games into Multimedia Models Used for Student Reviews.

    Science.gov (United States)

    Metcalf, Karen K.; Barlow, Amy; Hudson, Lisa; Jones, Elizabeth; Lyons, Dennis; Piersall, James; Munfus, Laureen

    1998-01-01

    Provides guidelines on how to adapt common games such as checkers, tic tac toe, obstacle courses, and memory joggers into interactive games in multimedia courseware. Emphasizes creating generic games that can be recycled and used for multiple topics to save development time and keep costs low. Discusses topic themes, game structure, and…

  5. A Fractional Micro-Macro Model for Crowds of Pedestrians Based on Fractional Mean Field Games

    Institute of Scientific and Technical Information of China (English)

    Kecai Cao; Yang Quan Chen; Daniel Stuart

    2016-01-01

    Modeling a crowd of pedestrians has been considered in this paper from different aspects. Based on fractional microscopic model that may be much more close to reality, a fractional macroscopic model has been proposed using conservation law of mass. Then in order to characterize the competitive and cooperative interactions among pedestrians, fractional mean field games are utilized in the modeling problem when the number of pedestrians goes to infinity and fractional dynamic model composed of fractional backward and fractional forward equations are constructed in macro scale. Fractional micromacro model for crowds of pedestrians are obtained in the end.Simulation results are also included to illustrate the proposed fractional microscopic model and fractional macroscopic model,respectively.

  6. Beyond the Point Ps Approximation

    OpenAIRE

    Stepanov, Sergey V.; Zvezhinskiy, Dmitry S.; Byakov, Vsevolod M.

    2012-01-01

    In application to positron annihilation spectroscopy, Ps atom is considered not as a point particle, but as a finite size e+ e- pair localized in a bubble-state in a medium. Variation of the internal Coulombic e+ -e- attraction vs. the bubble radius is estimated.

  7. 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...

  8. 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...

  9. 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)…

  10. 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…

  11. Cooperative Trust Games

    Science.gov (United States)

    2013-01-01

    the more widely recognized competitive (non-cooperative) game theory. Cooperative game theory focuses on what groups of self-interested agents can...provides immediate justification for using non-cooperative game theory as the basis for modeling the purely competitive agents. 2.4. Superadditive...the competitive and altruistic contributions of the subset team. Definition: Given a payoff function ( ) in a subset team game , the total marginal

  12. 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...... a prototype tool implementing this approach, and we illustrate it with several examples....

  13. Model checking coalitional games in shortage resource scenarios

    Directory of Open Access Journals (Sweden)

    Dario Della Monica

    2013-07-01

    Full Text Available Verification of multi-agents systems (MAS has been recently studied taking into account the need of expressing resource bounds. Several logics for specifying properties of MAS have been presented in quite a variety of scenarios with bounded resources. In this paper, we study a different formalism, called Priced Resource-Bounded Alternating-time Temporal Logic (PRBATL, whose main novelty consists in moving the notion of resources from a syntactic level (part of the formula to a semantic one (part of the model. This allows us to track the evolution of the resource availability along the computations and provides us with a formalisms capable to model a number of real-world scenarios. Two relevant aspects are the notion of global availability of the resources on the market, that are shared by the agents, and the notion of price of resources, depending on their availability. In a previous work of ours, an initial step towards this new formalism was introduced, along with an EXPTIME algorithm for the model checking problem. In this paper we better analyze the features of the proposed formalism, also in comparison with previous approaches. The main technical contribution is the proof of the EXPTIME-hardness of the the model checking problem for PRBATL, based on a reduction from the acceptance problem for Linearly-Bounded Alternating Turing Machines. In particular, since the problem has multiple parameters, we show two fixed-parameter reductions.

  14. 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...

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

    OpenAIRE

    Paula Bleckmann; Nadine Jukschat

    2015-01-01

    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 i...

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

    OpenAIRE

    Bleckmann, Paula; Jukschat, Nadine

    2015-01-01

    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...

  17. 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.

  18. 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.

  19. Rational speech act models of pragmatic reasoning in reference games

    OpenAIRE

    Frank, Michael

    2016-01-01

    Human communication is almost always ambiguous, but it typically takes place in a context where this ambiguity can be resolved. A key part of this process of disambiguation comes from pragmatic reasoning about alternative messages that a speaker could have said in that context. Following previous work, we describe pragmatic inference as recursive reasoning – in which listeners reason about speakers and vice versa – using a “rational speech act” (RSA) model. We then systematically test the par...

  20. 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.

  1. 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.

  2. Polymorphic Evolutionary Games.

    Science.gov (United States)

    Fishman, Michael A

    2016-06-07

    In this paper, I present an analytical framework for polymorphic evolutionary games suitable for explicitly modeling evolutionary processes in diploid populations with sexual reproduction. The principal aspect of the proposed approach is adding diploid genetics cum sexual recombination to a traditional evolutionary game, and switching from phenotypes to haplotypes as the new game׳s pure strategies. Here, the relevant pure strategy׳s payoffs derived by summing the payoffs of all the phenotypes capable of producing gametes containing that particular haplotype weighted by the pertinent probabilities. The resulting game is structurally identical to the familiar Evolutionary Games with non-linear pure strategy payoffs (Hofbauer and Sigmund, 1998. Cambridge University Press), and can be analyzed in terms of an established analytical framework for such games. And these results can be translated into the terms of genotypic, and whence, phenotypic evolutionary stability pertinent to the original game. Copyright © 2016 Elsevier Ltd. All rights reserved.

  3. Quantum signaling game

    International Nuclear Information System (INIS)

    Frackiewicz, Piotr

    2014-01-01

    We present a quantum approach to a signaling game; a special kind of extensive game of incomplete information. Our model is based on quantum schemes for games in strategic form where players perform unitary operators on their own qubits of some fixed initial state and the payoff function is given by a measurement on the resulting final state. We show that the quantum game induced by our scheme coincides with a signaling game as a special case and outputs nonclassical results in general. As an example, we consider a quantum extension of the signaling game in which the chance move is a three-parameter unitary operator whereas the players' actions are equivalent to classical ones. In this case, we study the game in terms of Nash equilibria and refine the pure Nash equilibria adapting to the quantum game the notion of a weak perfect Bayesian equilibrium. (paper)

  4. The Poker-Litigation Game

    OpenAIRE

    Guerra-Pujol, Enrique

    2015-01-01

    Is litigation a serious search for truth or simply a game of skill or luck? Although the process of litigation has been modeled as a Prisoner's Dilemma, as a War of Attrition, as a Game of Chicken and even as a simple coin toss, no one has formally modeled litigation as a game of poker. This paper is the first to do so. We present a simple "poker-litigation game" and find the optimal strategy for playing this game.

  5. 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.

  6. 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 

  7. An improved public goods game model with reputation effect on the spatial lattices

    International Nuclear Information System (INIS)

    Zhou, Tianwei; Ding, Shuai; Fan, Wenjuan; Wang, Hao

    2016-01-01

    Highlights: • The reputation effect is added into the spatial public goods game model. • The individual utility is calculated as a combination of payoff and reputation. • The individual reputation will be adaptively modified as the system evolves. • The larger the reputation factor, the higher the cooperation level. - Abstract: How to model the evolution of cooperation within the population is an important and interdisciplinary issue across the academia. In this paper, we propose an improved public goods game model with reputation effect on spatial lattices to investigate the evolution of cooperation regarding the allocation of public resources. In our model, we modify the individual utility or fitness as a product of the present payoff and reputation-related power function, and strategy update adopts a Fermi-like probability function during the game evolution. Meanwhile, for an interaction between a pair of partners, the reputation of a cooperative agent will be accrued beyond two units, but the defective player will decrease his reputation by one unit. Extensive Monte Carlo numerical simulations indicate the introduction of reputation will foster the formation of cooperative clusters, and greatly enhance the level of public cooperation on the spatial lattices. The larger reputation factor leads to the higher cooperation level since the reputation effect will be enormously embedded into the utility evaluation under this scenario. The current results are vastly beneficial to understand the persistence and emergence of cooperation among many natural, social and synthetic systems, and also provide some useful suggestions to devise the feasible social governance measures and modes for the public resources or affairs.

  8. 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…

  9. 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

  10. Acquisition War-Gaming Technique for Acquiring Future Complex Systems: Modeling and Simulation Results for Cost Plus Incentive Fee Contract

    Directory of Open Access Journals (Sweden)

    Tien M. Nguyen

    2018-03-01

    Full Text Available This paper provides a high-level discussion and propositions of frameworks and models for acquisition strategy of complex systems. In particular, it presents an innovative system engineering approach to model the Department of Defense (DoD acquisition process and offers several optimization modules including simulation models using game theory and war-gaming concepts. Our frameworks employ Advanced Game-based Mathematical Framework (AGMF and Unified Game-based Acquisition Framework (UGAF, and related advanced simulation and mathematical models that include a set of War-Gaming Engines (WGEs implemented in MATLAB statistical optimization models. WGEs are defined as a set of algorithms, characterizing the Program and Technical Baseline (PTB, technology enablers, architectural solutions, contract type, contract parameters and associated incentives, and industry bidding position. As a proof of concept, Aerospace, in collaboration with the North Carolina State University (NCSU and University of Hawaii (UH, successfully applied and extended the proposed frameworks and decision models to determine the optimum contract parameters and incentives for a Cost Plus Incentive Fee (CPIF contract. As a result, we can suggest a set of acquisition strategies that ensure the optimization of the PTB.

  11. 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.

  12. Productive Gaming

    OpenAIRE

    Brandstätter , Ulrich; Sommerer , Christa

    2016-01-01

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

  13. 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…

  14. Mathematical modeling of elementary trapping-reduction processes in positron annihilation lifetime spectroscopy: methodology of Ps-to-positron trapping conversion

    Science.gov (United States)

    Shpotyuk, Ya; Cebulski, J.; Ingram, A.; Shpotyuk, O.

    2017-12-01

    Methodological possibilities of positron annihilation lifetime (PAL) spectroscopy in application to nanostructurized substances treated within three-term fitting procedure are reconsidered to parameterize their atomic-deficient structural arrangement. In contrast to conventional three-term fitting analysis of the detected PAL spectra based on admixed positron trapping and positronium (Ps) decaying, the nanostructurization due to guest nanoparticles embedded in host matrix is considered as producing modified trapping, which involves conversion between these channels. The developed approach referred to as x3-x2-coupling decomposition algorithm allows estimation free volumes of interfacial voids responsible for positron trapping and bulk lifetimes in nanoparticle-embedded substances. This methodology is validated using experimental data of Chakraverty et al. [Phys. Rev. B71 (2005) 024115] on PAL study of composites formed by guest NiFe2O4 nanocrystals grown in host SiO2 matrix.

  15. 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...... of playing a game is seen as independent of what goes on in the player’s mind (actually, the player might not even be the true subject of the game). Similar polarities are postulated regarding a game; from an exclusive viewpoint .game. is a signifying shorthand for objects, which, when observed from...

  16. Electricity market reforms: Institutional developments, investment dynamics and game modeling

    Science.gov (United States)

    Pineau, Pierre-Olivier

    advanced to support market reforms and an industry view of the actual strategic actions undertaken by important utilities. Legislative changes will be reviewed for different countries with a discussion on the assessment procedures for these reforms. A detailed example of the reform process in the Finnish electricity market is presented. The investment issue will emerge as an interesting challenge to focus on, due to its importance for the market. The second approach is more analytical and develops on the market equilibria that could result from the new structure. A dynamic model of investment for the electricity market is built and applied to the Finnish market. (Abstract shortened by UMI.)

  17. 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

  18. Modeling Resources Allocation in Attacker-Defender Games with "Warm Up" CSF.

    Science.gov (United States)

    Guan, Peiqiu; Zhuang, Jun

    2016-04-01

    Like many other engineering investments, the attacker's and defender's investments may have limited impact without initial capital to "warm up" the systems. This article studies such "warm up" effects on both the attack and defense equilibrium strategies in a sequential-move game model by developing a class of novel and more realistic contest success functions. We first solve a single-target attacker-defender game analytically and provide numerical solutions to a multiple-target case. We compare the results of the models with and without consideration of the investment "warm up" effects, and find that the defender would suffer higher expected damage, and either underestimate the attacker effort or waste defense investment if the defender falsely believes that no investment "warm up" effects exist. We illustrate the model results with real data, and compare the results of the models with and without consideration of the correlation between the "warm up" threshold and the investment effectiveness. Interestingly, we find that the defender is suggested to give up defending all the targets when the attack or the defense "warm up" thresholds are sufficiently high. This article provides new insights and suggestions on policy implications for homeland security resource allocation. © 2015 Society for Risk Analysis.

  19. 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.

  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. High-precision calculation of loosely bound states of LiPs+ and NaPs+

    International Nuclear Information System (INIS)

    Yamashita, Takuma; Kino, Yasushi

    2015-01-01

    A positronic alkali atom would be the first step to investigate behavior of a positronium(Ps) in an external field from atoms/molecules because the system can be regarded as a simple three-body system using model potentials reflecting electron orbitals of the ion core. In order to precisely determine binding energies and structures of positronic alkali atoms (LiPs + and NaPs + ), we improve the model potential so as to reproduce highly excited atomic energy levels of alkali atoms (Li and Na). The polarization potential included by the model potential is expanded in terms of Gaussian functions to finely determine a short range part of the potential which has been assumed to be a simple form. We find better reproducibility not only of atomic levels of the alkali atoms but also of the dipole polarizability of the core ion than previous works. We construct a model potential between a positron and an ion core based on the model potential between the valence electron and ion core. Binding energies associated with a dissociation of the alkali ion core and positronium, and interparticle distances are recalculated. Our results show slightly deeper bound than other previous studies. (paper)

  2. 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

    In the context of the serious games industry, up to now the most commonly used business models (BM) among developers representing small and medium enterprises (SMEs) consists in offering an individual product to the customer, based on tailored one-of a kind production. Such production has high...... 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....

  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. 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.

  5. 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

  6. Expanding the Game Design Space

    DEFF Research Database (Denmark)

    Larsen, Lasse Juel; Majgaard, Gunver

    2016-01-01

    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...... 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....... 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...

  7. 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.

  8. 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.

  9. Studying Economic Space: Synthesis of Balance and Game-Theoretic Methods of Modelling

    Directory of Open Access Journals (Sweden)

    Natalia Gennadyevna Zakharchenko

    2015-12-01

    Full Text Available The article introduces questions about development of models used to study economic space. The author proposes the model that combines balance and game-theoretic methods for estimating system effects of economic agents’ interactions in multi-level economic space. The model is applied to research interactions between economic agents that are spatially heterogeneous within the Russian Far East. In the model the economic space of region is considered in a territorial dimension (the first level of decomposing space and also in territorial and product dimensions (the second level of decomposing space. The paper shows the mechanism of system effects formation that exists in the economic space of region. The author estimates system effects, analyses the real allocation of these effects between economic agents and identifies three types of local industrial markets: with zero, positive and negative system effects

  10. 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

  11. 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.

  12. 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…

  13. Too Much Matching: A Social Relations Model Enhancement of the Pairing Game

    Science.gov (United States)

    Eastwick, Paul W.; Buck, April A.

    2014-01-01

    The Pairing Game is a popular classroom demonstration that illustrates how people select romantic partners who approximate their own desirability. However, this game produces matching correlations that greatly exceed the correlations that characterize actual romantic pairings, perhaps because the game does not incorporate the social relations…

  14. 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…

  15. 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.

  16. 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,…

  17. Associations of Subjective Immersion, Immersion Subfactors, and Learning Outcomes in the Revised Game Engagement Model

    Science.gov (United States)

    Barclay, Paul A.; Bowers, Clint

    2018-01-01

    Serious Educational Video Games (SEGs) play a large role in education for both children and adults. However, the budget for SEGs is typically lower than traditional entertainment video games, bringing with it the need to optimize the learning experience. This article looks at the role game immersion plays in improving learning outcomes, using the…

  18. Modeling spatial navigation in the presence of dynamic obstacles: a differential games approach.

    Science.gov (United States)

    Darekar, Anuja; Goussev, Valery; McFadyen, Bradford J; Lamontagne, Anouk; Fung, Joyce

    2018-03-01

    Obstacle circumvention strategies can be shaped by the dynamic interaction of an individual (evader) and an obstacle (pursuer). We have developed a mathematical model with predictive and emergent components, using experimental data from seven healthy young adults walking toward a target while avoiding collision with a stationary or moving obstacle (approaching head-on, or diagonally 30° left or right) in a virtual environment. Two linear properties from the predictive component enable the evader to predict the minimum distance between itself and the obstacle at all times, including the future intersection of trajectories. The emergent component uses the classical differential games model to solve for an optimal circumvention while reaching the target, wherein the locomotor strategy is influenced by the obstacle, target, and the evader velocity. Both model components were fitted to a different set of experimental data obtained from five poststroke and healthy participants to derive the minimum predicted distance (predictive component) and obstacle influence dimensions (emergent component) during circumvention. Minimum predicted distance between evader and pursuer was kept constant when the evader was closest to the obstacle in all participants. Obstacle influence dimensions varied depending on obstacle approach condition and preferred side of circumvention, reflecting differences in locomotor strategies between poststroke and healthy individuals. Additionally, important associations between model outputs and observed experimental outcomes were found. The model, supported by experimental data, suggests that both predictive and emergent processes can shape obstacle circumvention strategies in healthy and poststroke individuals. NEW & NOTEWORTHY Obstacle circumvention during goal-directed locomotion is modeled with a new mathematical approach comprising both predictive and emergent elements. The major novelty is using differential games solutions to illustrate the

  19. (Reinforcing) Factors Influencing a Physical Education Teacher's Use of the Direct Instruction Model Teaching Games

    Science.gov (United States)

    Jayantilal, Kumar; O'Leary, Nick

    2017-01-01

    The purpose of this study was to explore how a physical education (PE) teacher employed the direct instruction model (DIM) teaching games in a United Kingdom secondary school. The research sought to identify how the teacher utilised the DIM and those factors that influenced his use of the model. Occupational socialization was used to identify the…

  20. Pre-Service Mathematics Teachers' Use of Probability Models in Making Informal Inferences about a Chance Game

    Science.gov (United States)

    Kazak, Sibel; Pratt, Dave

    2017-01-01

    This study considers probability models as tools for both making informal statistical inferences and building stronger conceptual connections between data and chance topics in teaching statistics. In this paper, we aim to explore pre-service mathematics teachers' use of probability models for a chance game, where the sum of two dice matters in…

  1. Validating the Learning Cycle Models of Business Simulation Games via Student Perceived Gains in Skills and Knowledge

    Science.gov (United States)

    Tao, Yu-Hui; Yeh, C. Rosa; Hung, Kung Chin

    2015-01-01

    Several theoretical models have been constructed to determine the effects of buisness simulation games (BSGs) on learning performance. Although these models agree on the concept of learning-cycle effect, no empirical evidence supports the claim that the use of learning cycle activities with BSGs produces an effect on incremental gains in knowledge…

  2. 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.

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

    KAUST Repository

    Li, Lichun; Clarke, John-Paul; Feron, Eric; Shamma, Jeff S.

    2017-01-01

    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.

  4. An evolutionary model of cooperation, fairness and altruistic punishment in public good games.

    Directory of Open Access Journals (Sweden)

    Moritz Hetzer

    Full Text Available 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.

  5. 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.

  6. 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.

  7. Complexity analysis of dual-channel game model with different managers' business objectives

    Science.gov (United States)

    Li, Ting; Ma, Junhai

    2015-01-01

    This paper considers dual-channel game model with bounded rationality, using the theory of bifurcations of dynamical system. The business objectives of retailers are assumed to be different, which is closer to reality than previous studies. We study the local stable region of Nash equilibrium point and find that business objectives can expand the stable region and play an important role in price strategy. One interesting finding is that a fiercer competition tends to stabilize the Nash equilibrium. Simulation shows the complex behavior of two dimensional dynamic system, we find period doubling bifurcation and chaos phenomenon. We measure performances of the model in different period by using the index of average profit. The results show that unstable behavior in economic system is often an unfavorable outcome. So this paper discusses the application of adaptive adjustment mechanism when the model exhibits chaotic behavior and then allows the retailers to eliminate the negative effects.

  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. Abordaje de los trabajadores con trastornos físicos y psíquicos en salud laboral: un modelo Approach of workers with physical and mentaldisorders in occupational health: a model

    Directory of Open Access Journals (Sweden)

    Fernando Mansilla Izquierdo

    2010-12-01

    Full Text Available En este artículo se propone un modelo de abordaje en salud laboral de los trabajadores con trastornos físicos o psíquicos, utilizando la entrevista motivacional y el apoyo social como ejes del modelo. La atención se realiza en tres fases: contención, valoración y orientación. Este modelo puede favorecer la disminución de los problemas o dificultades en el contexto laboral, adaptando o cambiando su puesto de trabajo.This article proposes a model approach to occupational health of workers with physical or mental disorders, using motivational interviewing and social support model axis. Attention is done in three phases: containment, assessment and guidance. This model may help to decrease the problems or difficulties in the employment context, adapting or changing their jobs.

  10. Consensual decision-making model based on game theory for LNG processes

    International Nuclear Information System (INIS)

    Castillo, Luis; Dorao, Carlos A.

    2012-01-01

    Highlights: ► A Decision Making (DM) approach for LNG projects based on game theory is presented. ► DM framework was tested with two different cases, using analytical models and a simple LNG process. ► The problems were solved by using a Genetic Algorithm (GA) binary coding and Nash-GA. ► Integrated models from the design and optimization of the process could result in more realistic outcome. ► The major challenge in such a framework is related to the uncertainties in the market models. - Abstract: Decision-Making (DM) in LNG projects is a quite complex process due to the number of actors, approval phases, large investments and capital return in the long time. Furthermore, due to the very high investment of a LNG project, a detailed and efficient DM process is required in order to minimize risks. In this work a Decision-Making (DM) approach for LNG projects is presented. The approach is based on a consensus algorithm to address the consensus output over a common value using cost functions within a framework based on game theory. The DM framework was tested with two different cases. The first case was used for evaluating the performance of the framework with analytical models, while the second case corresponds to a simple LNG process. The problems were solved by using a Genetic Algorithm (GA) binary coding and Nash-GA. The results of the DM framework in the LNG project indicate that considering an integrated DM model and including the markets role from the design and optimization of the process more realistic outcome could be obtained. However, the major challenge in such a framework is related to the uncertainties in the market models.

  11. Game Literacy, Gaming Cultures and Media Education

    Science.gov (United States)

    Partington, Anthony

    2010-01-01

    This article presents an overview of how the popular "3-Cs" model (creative, critical and cultural) for literacy and media literacy can be applied to the study of computer games in the English and Media classroom. Focusing on the development of an existing computer games course that encompasses many opportunities for critical activity…

  12. 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

  13. 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.

  14. Participatory Simulation for Games with a Purpose – A Case Study. GI_Forum|GI_Forum 2017, Volume 1 |

    OpenAIRE

    2017-01-01

    This article demonstrates the use of participatory simulation (PS) techniques in the context of gaming and behavioural analysis. Typically, PS tools are conceptualized for educational purposes. We extend this traditional framework by developing a multiplayer game with the purpose of investigating behavioural effects of leadership in collective mobility decisions. The game was implemented with the NetLogo extension HubNet. Each participant in the game controlled one agent. The game’s goal was ...

  15. Negotiation Games

    OpenAIRE

    Philipp Hoffmann

    2015-01-01

    Negotiations, a model of concurrency with multi party negotiation as primitive, have been recently introduced by J. Desel and J. Esparza. We initiate the study of games for this model. We study coalition problems: can a given coalition of agents force that a negotiation terminates (resp. block the negotiation so that it goes on forever)?; can the coalition force a given outcome of the negotiation? We show that for arbitrary negotiations the problems are EXPTIME-complete. Then we show that for...

  16. Using the Business Model Canvas (BMC strategy tool to support the Play4Guidance online entrepreneurial game

    Directory of Open Access Journals (Sweden)

    Crotty Yvonne

    2017-12-01

    Full Text Available The Erasmus + Play4Guidance (P4G project introduces an online business game, designed to help teach entrepreneurial, transversal and mathematical skills using a real-world business environment. This paper explains how the Business Model Canvas (BMC strategy tool facilitated student understanding of real life business development prior to playing the game. An initial mapping exercise was conducted to find out if the Business Model Canvas could transform the experience of playing the game by providing an overview of real life business strategy, and explain the crucial role that markets and customers play in business growth. As a result of the mapping exercise a workshop session was developed to ensure that students could enact the real life business scenarios presented in the game. Three different types of videos were produced and integrated into the workshop to demonstrate key entrepreneurial competencies and graphically illustrate the nine key building blocks of the BMC. Survey responses from a student cohort evidenced that the workshop was central in helping them to understand real life business strategy prior to playing the game.

  17. EDH 'Millionaire' in PS Division

    CERN Multimedia

    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 ...

  18. 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

  19. Some Analytical Properties of the Model for Stochastic Evolutionary Games in Finite Populations with Non-uniform Interaction Rate

    International Nuclear Information System (INIS)

    Quan Ji; Wang Xianjia

    2013-01-01

    Traditional evolutionary games assume uniform interaction rate, which means that the rate at which individuals meet and interact is independent of their strategies. But in some systems, especially biological systems, the players interact with each other discriminately. Taylor and Nowak (2006) were the first to establish the corresponding non-uniform interaction rate model by allowing the interaction rates to depend on strategies. Their model is based on replicator dynamics which assumes an infinite size population. But in reality, the number of individuals in the population is always finite, and there will be some random interference in the individuals' strategy selection process. Therefore, it is more practical to establish the corresponding stochastic evolutionary model in finite populations. In fact, the analysis of evolutionary games in a finite size population is more difficult. Just as Taylor and Nowak said in the outlook section of their paper, ''The analysis of non-uniform interaction rates should be extended to stochastic game dynamics of finite populations''. In this paper, we are exactly doing this work. We extend Taylor and Nowak's model from infinite to finite case, especially focusing on the infiuence of non-uniform connection characteristics on the evolutionary stable state of the system. We model the strategy evolutionary process of the population by a continuous ergodic Markov process. Based on the limit distribution of the process, we can give the evolutionary stable state of the system. We make a complete classification of the symmetric 2 × 2 games. For each case game, the corresponding limit distribution of the Markov-based process is given when noise intensity is small enough. In contrast with most literatures in evolutionary games using the simulation method, all our results obtained are analytical. Especially, in the dominant-case game, coexistence of the two strategies may become evolutionary stable states in our model. This result can be

  20. 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.

  1. Interacting with complex systems. Models and games for a sustainable economy

    Energy Technology Data Exchange (ETDEWEB)

    De Vries, H.J.M.

    2010-09-15

    In the last decades the science-policy interface has become more important and more complex too. In this report we search for novel ways to extend or reframe the economic and environmental theories and models upon which policy recommendations are, or should be, based. The methods and applications of Complex System Science, in particular, have been explored and are found to be still fragmented. But they certainly can and should form the basis for introducing behavioural and innovation dynamics which make these theories and models more like what happens in the real world. In combination with interactive simulation and games, of which some examples are discussed in this report, science can in a post-modern context contribute more effectively to the strategic decision making in government and other institutions regarding sustainable development. This will direly be needed in view of the new and global challenges facing us.

  2. 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.

  3. 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.

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

    Directory of Open Access Journals (Sweden)

    Yuanjie LI

    2014-06-01

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

  5. A study of insider threat in nuclear security analysis using game theoretic modeling

    International Nuclear Information System (INIS)

    Kim, Kyo-Nam; Yim, Man-Sung; Schneider, Erich

    2017-01-01

    Highlights: • Implications of an insider threat in nuclear security were quantitatively analyzed. • The analysis was based on of a hypothetical nuclear facility and using game theoretic approach. • Through a sensitivity analysis, vulnerable paths and important parameters were identified. • The methodology can be utilized to prioritize the implementation of PPS improvements in a facility. - Abstract: An Insider poses a greater threat to the security system of a nuclear power plant (NPP) because of their ability to take advantage of their access rights and knowledge of a facility, to bypass dedicated security measures. If an insider colludes with an external terrorist group, this poses a key threat to the safety-security interface. However, despite the importance of the insider threat, few studies have been conducted to quantitatively analyze an insider threat. This research examines the quantitative framework for investigating the implications of insider threat, taking a novel approach. Conventional tools assessing the security threats to nuclear facilities focus on a limited number of attack pathways. These are defined by the modeler and are based on simple probabilistic calculations. They do not capture the adversary’s intentions nor do they account for their response and adaptation to defensive investments. As an alternative way of performing physical protection analysis, this research explores the use of game theoretic modeling of Physical Protection Systems (PPS) analysis by incorporating the implications of an insider threat, to address the issues of intentionality and interactions. The game theoretic approach has the advantage of modeling an intelligent adversary and insider who has an intention to do harm and complete knowledge of the facility. Through a quantitative assessment and sensitivity analysis, vulnerable but important parameters in this model were identified. This made it possible to determine which insider threat is more important. The

  6. 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.

  7. 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!

  8. 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.

  9. Convex games versus clan games

    NARCIS (Netherlands)

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

    2008-01-01

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

  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. Surface Water Quality Evaluation Based on a Game Theory-Based Cloud Model

    Directory of Open Access Journals (Sweden)

    Bing Yang

    2018-04-01

    Full Text Available Water quality evaluation is an essential measure to analyze water quality. However, excessive randomness and fuzziness affect the process of evaluation, thus reducing the accuracy of evaluation. Therefore, this study proposed a cloud model for evaluating the water quality to alleviate this problem. Analytic hierarchy process and entropy theory were used to calculate the subjective weight and objective weight, respectively, and then they were coupled as a combination weight (CW via game theory. The proposed game theory-based cloud model (GCM was then applied to the Qixinggang section of the Beijiang River. The results show that the CW ranks fecal coliform as the most important factor, followed by total nitrogen and total phosphorus, while biochemical oxygen demand and fluoride were considered least important. There were 19 months (31.67% at grade I, 39 months (65.00% at grade II, and one month at grade IV and grade V during 2010–2014. A total of 52 months (86.6% of GCM were identical to the comprehensive evaluation result (CER. The obtained water quality grades of GCM are close to the grades of the analytic hierarchy process weight (AHPW due to the weight coefficient of AHPW set to 0.7487. Generally, one or two grade gaps exist among the results of the three groups of weights, suggesting that the index weight is not particularly sensitive to the cloud model. The evaluated accuracy of water quality can be improved by modifying the quantitative boundaries. This study could provide a reference for water quality evaluation, prevention, and improvement of water quality assessment and other applications.

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

    International Nuclear Information System (INIS)

    Bricha, Naji; Nourelfath, Mustapha

    2013-01-01

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

  15. A Comparative Analysis of a Game-Based Mobile Learning Model in Low-Socioeconomic Communities of India

    Science.gov (United States)

    Kim, Paul; Buckner, Elizabeth; Kim, Hyunkyung; Makany, Tamas; Taleja, Neha; Parikh, Vallabhi

    2012-01-01

    This study explores the effectiveness of a game-based mobile learning model for children living in underdeveloped regions with significant contextual variations. Data for this study came from a total of 210 children between the ages of 6-14 years old from six marginalized communities in India. The findings reveal that children with little or no…

  16. 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...

  17. 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…

  18. Investigation of Pupils' Levels of MVPA and VPA during Physical Education Units Focused on Direct Instruction and Tactical Games Models

    Science.gov (United States)

    Harvey, Stephen; Smith, Lindsey; Fairclough, Stuart; Savory, Louise; Kerr, Catherine

    2015-01-01

    We investigated the moderate to vigorous physical activity (MVPA) and vigorous physical activity (VPA) levels of pupils during coeducational physical education units focused on direct instruction and tactical games models (TGM). Thirty-two children (11-12 years, 17 girls) were randomly assigned to either a direct instruction (control) or TGM…

  19. 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...

  20. 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.

  1. 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.

  2. Theoretical Models of Decision-Making in the Ultimatum Game: Fairness vs. Reason

    OpenAIRE

    Guy Tatiana V.; Kárný Miroslav; Lintas Alessandra; Villa Alessandro E.P.

    2016-01-01

    According to game theory a human subject playing the ultimatum game should choose more for oneself and offer the least amount possible for co players (assumption of selfish rationality) (Rubinstein in J Econ Behav Organ 3(4):367–388 [1]). However economy sociology and neurology communities repeatedly claim non rationality of the human behaviour (Werner et al. in Theory of Games and Economic Behavior. Princeton University Press Princeton [2]) following the observation that responders reject of...

  3. Bounded Memory, Inertia, Sampling and Weighting Model for Market Entry Games

    Directory of Open Access Journals (Sweden)

    Yi-Shan Lee

    2011-03-01

    Full Text Available This paper describes the “Bounded Memory, Inertia, Sampling and Weighting” (BI-SAW model, which won the http://sites.google.com/site/gpredcomp/Market Entry Prediction Competition in 2010. The BI-SAW model refines the I-SAW Model (Erev et al. [1] by adding the assumption of limited memory span. In particular, we assume when players draw a small sample to weight against the average payoff of all past experience, they can only recall 6 trials of past experience. On the other hand, we keep all other key features of the I-SAW model: (1 Reliance on a small sample of past experiences, (2 Strong inertia and recency effects, and (3 Surprise triggers change. We estimate this model using the first set of experimental results run by the competition organizers, and use it to predict results of a second set of similar experiments later ran by the organizers. We find significant improvement in out-of-sample predictability (against the I-SAW model in terms of smaller mean normalized MSD, and such result is robust to resampling the predicted game set and reversing the role of the sets of experimental results. Our model’s performance is the best among all the participants.

  4. 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.

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

    Science.gov (United States)

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

    2018-05-01

    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 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.

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

    Directory of Open Access Journals (Sweden)

    Jan Mertl

    2017-12-01

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

  8. A model for developing and evaluating games and simulations in business and economic education

    Directory of Open Access Journals (Sweden)

    Dallas Brozik

    2008-12-01

    Full Text Available The use of games and simulations in the classroom has prompted research concerning their pervasiveness and pedagogical benefits, but little research has focused on how teachers can develop their own games and simulations. This paper presents an outline of how to develop games and simulation for classroom use. This framework can lead to further research and its findings can help assess whether games and simulations contribute to decision-making skills and to what extent they contribute to numerous cognitive benefits in learners.

  9. Use of a Survival Analysis Technique in Understanding Game Performance in Instructional Games. CRESST Report 812

    Science.gov (United States)

    Kim, Jinok; Chung, Gregory K. W. K.

    2012-01-01

    In this study we compared the effects of two math game designs on math and game performance, using discrete-time survival analysis (DTSA) to model players' risk of not advancing to the next level in the game. 137 students were randomly assigned to two game conditions. The game covered the concept of a unit and the addition of like-sized fractional…

  10. Circadian system functionality, hippocampal oxidative stress, and spatial memory in the APPswe/PS1dE9 transgenic model of Alzheimer disease: effects of melatonin or ramelteon.

    Science.gov (United States)

    Baño Otalora, Beatriz; Popovic, Natalija; Gambini, Juan; Popovic, Miroljub; Viña, José; Bonet-Costa, Vicent; Reiter, Russel J; Camello, Pedro Javier; Rol, Maria Ángeles; Madrid, Juan Antonio

    2012-08-01

    Alzheimer disease (AD) is a neurodegenerative disorder that primarily causes β-amyloid accumulation in the brain, resulting in cognitive and behavioral deficits. AD patients, however, also suffer from severe circadian rhythm disruptions, and the underlying causes are still not fully known. Patients with AD show reduced systemic melatonin levels. This may contribute to their symptoms, since melatonin is an effective chronobiotic and antioxidant with neuroprotective properties. Here, the authors critically assessed the effects of long-term melatonin treatment on circadian system function, hippocampal oxidative stress, and spatial memory performance in the APPswe/PS1 double transgenic (Tg) mouse model of AD. To test if melatonin MT1/MT2 receptor activation, alone, was involved, the authors chronically treated some mice with the selective MT1/MT2 receptor agonist ramelteon. The results indicate that many of the circadian and behavioral parameters measured, including oxidative stress markers, were not significantly affected in these AD mice. During the day, though, Tg controls (Tg-CON) showed significantly higher mean activity and body temperature (BT) than wild-type (WT) mice. Overall, BT rhythm amplitude was significantly lower in Tg than in WT mice. Although melatonin treatment had no effect, ramelteon significantly reduced the amplitude of the BT rhythm in Tg mice. Towards the end of the experiment, Tg mice treated with ramelteon (Tg-RAM) showed significantly higher circadian rhythm fragmentation than Tg-CON and reduced circadian BT rhythm strength. The free-running period (τ) for the BT and locomotor activity (LA) rhythms of Tg-CON was RAM compared with Tg-CON animals. These results suggest that not all aspects of the circadian system are affected in the APPswe/PS1 mice. Therefore, care should be taken when extending the results obtained in Tg mice to develop new therapies in humans. This study also revealed the complexity in the therapeutic actions of melatonin

  11. 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...

  12. 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...

  13. 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.

  14. Exploring the Learning Mechanism in Educational Games

    OpenAIRE

    Kiili, Kristian; Ketamo, Harri

    2007-01-01

    The main aim of this paper is to evaluate the problem based gaming model that tries to explain the learning process in educational games. The model was studied through Geometry game aimed for pre-school children (N = 24). The game relays on learning by teaching approach and involves AI-engine modeling the human concept learning structures. The qualitative analyses were used to explore participants learning processes and gaming strategies. The results indicated that the model well describes th...

  15. 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.

  16. 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,

  17. 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...... to express their creativity at full, in contrast with low-fidelity prototypes and non-digital toys (such as card or table top games). Therefore, we propose here a novel approach that serves as a middle ground between digital and traditional table top games, and grants children more freedom to express...... 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...

  18. 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.

  19. 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.

  20. 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.

  1. Physical Protection System Design Analysis against Insider Threat based on Game Theoretic Modeling

    Energy Technology Data Exchange (ETDEWEB)

    Kim, Kyo-Nam; Suh, Young-A; Yim, Man-Sung [KAIST, Daejeon (Korea, Republic of); Schneider, Erich [The University of Texas, Austin (United States)

    2015-05-15

    This study explores the use of game-theoretic modeling of physical protection analysis by incorporating the implications of an insider threat. The defender-adversary interaction along with the inclusion of an insider is demonstrated using a simplified test case problem at an experimental fast reactor system. Non-detection probability and travel time are used as a baseline of physical protection parameters in this model. As one of the key features of the model is its ability to choose among security upgrades given the constraints of a budget, the study also performed cost benefit analysis for security upgrades options. In this study, we analyzed the expected adversarial path and security upgrades with a limited budget with insider threat modeled as increasing the non-detection probability. Our test case problem categorized three types of adversary paths assisted by the insider and derived the largest insider threat in terms of the budget for security upgrades. More work needs to be done to incorporate complex dimensions of insider threats, which include but are not limited to: a more realistic mapping of insider threat, accounting for information asymmetry between the adversary, insider, and defenders, and assignment of more pragmatic parameter values.

  2. Physical Protection System Design Analysis against Insider Threat based on Game Theoretic Modeling

    International Nuclear Information System (INIS)

    Kim, Kyo-Nam; Suh, Young-A; Yim, Man-Sung; Schneider, Erich

    2015-01-01

    This study explores the use of game-theoretic modeling of physical protection analysis by incorporating the implications of an insider threat. The defender-adversary interaction along with the inclusion of an insider is demonstrated using a simplified test case problem at an experimental fast reactor system. Non-detection probability and travel time are used as a baseline of physical protection parameters in this model. As one of the key features of the model is its ability to choose among security upgrades given the constraints of a budget, the study also performed cost benefit analysis for security upgrades options. In this study, we analyzed the expected adversarial path and security upgrades with a limited budget with insider threat modeled as increasing the non-detection probability. Our test case problem categorized three types of adversary paths assisted by the insider and derived the largest insider threat in terms of the budget for security upgrades. More work needs to be done to incorporate complex dimensions of insider threats, which include but are not limited to: a more realistic mapping of insider threat, accounting for information asymmetry between the adversary, insider, and defenders, and assignment of more pragmatic parameter values

  3. 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.

  4. How can we model selectively neutral density dependence in evolutionary games.

    Science.gov (United States)

    Argasinski, Krzysztof; Kozłowski, Jan

    2008-03-01

    The problem of density dependence appears in all approaches to the modelling of population dynamics. It is pertinent to classic models (i.e., Lotka-Volterra's), and also population genetics and game theoretical models related to the replicator dynamics. There is no density dependence in the classic formulation of replicator dynamics, which means that population size may grow to infinity. Therefore the question arises: How is unlimited population growth suppressed in frequency-dependent models? Two categories of solutions can be found in the literature. In the first, replicator dynamics is independent of background fitness. In the second type of solution, a multiplicative suppression coefficient is used, as in a logistic equation. Both approaches have disadvantages. The first one is incompatible with the methods of life history theory and basic probabilistic intuitions. The logistic type of suppression of per capita growth rate stops trajectories of selection when population size reaches the maximal value (carrying capacity); hence this method does not satisfy selective neutrality. To overcome these difficulties, we must explicitly consider turn-over of individuals dependent on mortality rate. This new approach leads to two interesting predictions. First, the equilibrium value of population size is lower than carrying capacity and depends on the mortality rate. Second, although the phase portrait of selection trajectories is the same as in density-independent replicator dynamics, pace of selection slows down when population size approaches equilibrium, and then remains constant and dependent on the rate of turn-over of individuals.

  5. 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.

  6. Categorizing Video Game Audio

    DEFF Research Database (Denmark)

    Westerberg, Andreas Rytter; Schoenau-Fog, Henrik

    2015-01-01

    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.......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...

  7. Agent-Based Personalisation and User Modeling for Personalised Educational Games

    NARCIS (Netherlands)

    Peeters, M.M.; Bosch, K. van den; Meyer, J.J.C.; Neerincx, M.A

    2016-01-01

    Personalisation can increase the learning efficacy of educational games by tailoring their content to the needs of the individual learner. This paper presents the Personalised Educational Game Architecture (PEGA). It uses a multi-agent organisation and an ontology to offer learners personalised

  8. A Model for the Design of Puzzle-Based Games Including Virtual and Physical Objects

    Science.gov (United States)

    Melero, Javier; Hernandez-Leo, Davinia

    2014-01-01

    Multiple evidences in the Technology-Enhanced Learning domain indicate that Game-Based Learning can lead to positive effects in students' performance and motivation. Educational games can be completely virtual or can combine the use of physical objects or spaces in the real world. However, the potential effectiveness of these approaches…

  9. 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…

  10. Towards Challenge Balancing for Personalised Game Spaces

    NARCIS (Netherlands)

    Bakkes, S.; Whiteson, S.

    2014-01-01

    This article focuses on games that can tailor the provided game experience to the individual player (personalised games), typically by effectively utilising player models. A particular challenge in this regard, is utilising player models for assessing online (i.e., while the game is being played)

  11. Game Studies

    NARCIS (Netherlands)

    Raessens, J.F.F.

    2016-01-01

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

  12. Game theory

    DEFF Research Database (Denmark)

    Hendricks, Vincent F.

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

  13. The four "P"s of marketing are dead.

    Science.gov (United States)

    English, J

    2000-01-01

    For several decades marketing planning in the United States has relied upon the "four Ps" model. Product, price, place, and promotion were considered the foundation of the marketing mix. This model, however, has never been a comfortable fit for health care and, as the new century dawns, we find that a new marketing model--emphasizing the "four Rs"--is emerging. The foundations of the new model are relevance, response, relationships, and results.

  14. Mapping the game landscape: Locating genres using functional classification

    DEFF Research Database (Denmark)

    Dahlskog, Steve; Kamstrup, Andreas; Aarseth, Espen J.

    2009-01-01

    Are typical computer game genres still valid descriptors and useful for describing game structure and game content? Games have changed from simple to complex and from single function to multi function. By identifying structural differences in game elements we develop a more nuanced model to categ......Are typical computer game genres still valid descriptors and useful for describing game structure and game content? Games have changed from simple to complex and from single function to multi function. By identifying structural differences in game elements we develop a more nuanced model...

  15. A game theoretic model of the Northwestern European electricity market-market power and the environment

    International Nuclear Information System (INIS)

    Lise, Wietze; Linderhof, Vincent; Kuik, Onno; Kemfert, Claudia; Ostling, Robert; Heinzow, Thomas

    2006-01-01

    This paper develops a static computational game theoretic model. Illustrative results for the liberalising European electricity market are given to demonstrate the type of economic and environmental results that can be generated with the model. The model is empirically calibrated to eight Northwestern European countries, namely Belgium, Denmark, Finland, France, Germany, The Netherlands, Norway, and Sweden. Different market structures are compared, depending on the ability of firms to exercise market power, ranging from perfect competition without market power to strategic competition where large firms exercise market power. In addition, a market power reduction policy is studied where the near-monopolies in France and Belgium are demerged into smaller firms. To analyse environmental impacts, a fixed greenhouse gas emission reduction target is introduced under different market structures. The results indicate that the effects of liberalisation depend on the resulting market structure, but that a reduction in market power of large producers may be beneficial for both the consumer (i.e. lower prices) and the environment (i.e. lower greenhouse gas permit price and lower acidifying and smog emissions)

  16. On a mean field game optimal control approach modeling fast exit scenarios in human crowds

    KAUST Repository

    Burger, Martin; Di Francesco, Marco; Markowich, Peter A.; Wolfram, Marie Therese

    2013-01-01

    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. 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.

  18. The LLL compact 10-ps streak camera

    International Nuclear Information System (INIS)

    Thomas, S.W.; Houghton, J.W.; Tripp, G.R.; Coleman, L.W.

    1975-01-01

    The 10-ps streak camera has been redesigned to simplify its operation, reduce manufacturing costs, and improve its appearance. The electronics have been simplified, a film indexer added, and a contacted slit has been evaluated. Data support a 10-ps resolution. (author)

  19. 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.

  20. PS, SL and LHC Auditoria change names

    CERN Multimedia

    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

  1. Non-Cooperative Games

    NARCIS (Netherlands)

    van Damme, E.E.C.

    2014-01-01

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

  2. Kansei games : entertaining your emotions

    NARCIS (Netherlands)

    Salem, B.I.; Nakatsu, R.

    2007-01-01

    Essentially Kansei Games are a new concept of games that focus on delivering a constructive positive experience to the game player. We wish to do this by addressing the player needs, requirements and desires. We propose a Needs Requirements and Desires (NRD) model where the self is at the centre,

  3. 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.

  4. 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.

  5. A game-theoretical model for selecting a site of non-preferred waste facilities

    International Nuclear Information System (INIS)

    Kim, Seong Ho; Kim, Tae Woon

    2006-01-01

    In the present work, a game-theoretic model (GTM) as a tool of conflict analysis is proposed for multiplayer multicriteria decision-making problems in a conflict situation. The developed GTM is used for obtaining the most possible resolutions in the conflict among multiple decision makers. The GTM is based on directed graph structure and solution concepts. To demonstrate the performance of the GTM, using a numerical example, the GTM is applied to an environmental conflict problem, especially a non-preferred waste disposal siting conflict available in the literature. It is found that with GTM the states in equilibrium can be recognized. The conflict under consideration is to select a site of non-preferred waste facilities. The government is to choose a site of installation for users of a toxic waste disposal facility. A certain time-point of interest is a period of time to select one of candidate sites that completely meet regular criteria of governmental body in charge of permitting a facility site. The facility siting conflict among multiple players (i.e., decision-makers, DMs) of concern is viewed as a multiple player-multiple criteria (MPMC) domain. For instance, three possible sites (i.e., site A, site B, and site C) to be selected by multiple players are characterized by the building cost, accessibility, and proximity to the residential area. Concerning the site A, the installation of a facility is not expensive, the accessible to a facility is easy, and the site A is located very near a residential area. Concerning site B, the facility is expensive to build, the facility is easily accessible, and the site is located near the residential area. Concerning site C, the installation cost is expensive, the accessibility is difficult, and the location of site is far from the residential area. In simple models, three main groups of players could be considered to be the government, users, and local residents. The government is to play a role as one of proponents or

  6. Development of a population of cancer cells: Observation and modeling by a Mixed Spatial Evolutionary Games approach.

    Science.gov (United States)

    Świerniak, Andrzej; Krześlak, Michał; Student, Sebastian; Rzeszowska-Wolny, Joanna

    2016-09-21

    Living cells, like whole living organisms during evolution, communicate with their neighbors, interact with the environment, divide, change their phenotypes, and eventually die. The development of specific ways of communication (through signaling molecules and receptors) allows some cellular subpopulations to survive better, to coordinate their physiological status, and during embryonal development to create tissues and organs or in some conditions to become tumors. Populations of cells cultured in vitro interact similarly, also competing for space and nutrients and stimulating each other to better survive or to die. The results of these intercellular interactions of different types seem to be good examples of biological evolutionary games, and have been the subjects of simulations by the methods of evolutionary game theory where individual cells are treated as players. Here we present examples of intercellular contacts in a population of living human cancer HeLa cells cultured in vitro and propose an evolutionary game theory approach to model the development of such populations. We propose a new technique termed Mixed Spatial Evolutionary Games (MSEG) which are played on multiple lattices corresponding to the possible cellular phenotypes which gives the possibility of simulating and investigating the effects of heterogeneity at the cellular level in addition to the population level. Analyses performed with MSEG suggested different ways in which cellular populations develop in the case of cells communicating directly and through factors released to the environment. Copyright © 2016 Elsevier Ltd. All rights reserved.

  7. 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.

  8. Solving the Sophistication-Population Paradox of Game Refinement Theory

    OpenAIRE

    Xiong , Shuo; Tiwary , Parth ,; Iida , Hiroyuki

    2016-01-01

    Part 4: Short Papers; International audience; A mathematical model of game refinement was proposed based on uncertainty of game outcome. This model has been shown to be useful in measuring the entertainment element in the domains such as boardgames and sport games. However, game refinement theory has not been able to explain the correlation between the popularity of a game and the game refinement value. This paper introduces another aspect in the study of game entertainment, the concept of “a...

  9. Dynamic Multi-team Antagonistic Games Model with Incomplete Information and Its Application to Multi-UAV

    Institute of Scientific and Technical Information of China (English)

    Wenzhong Zha; Jie Chen; Zhihong Peng

    2015-01-01

    At present, the studies on multi-team antagonistic games(MTAGs) are still in the early stage, because this complicated problem involves not only incompleteness of information and conflict of interests, but also selection of antagonistic targets.Therefore, based on the previous researches, a new framework is proposed in this paper, which is dynamic multi-team antagonistic games with incomplete information(DMTAGII) model.For this model, the corresponding concept of perfect Bayesian Nash equilibrium(PBNE) is established and the existence of PBNE is also proved. Besides, an interactive iteration algorithm is introduced according to the idea of the best response for solving the equilibrium. Then, the scenario of multiple unmanned aerial vehicles(UAVs) against multiple military targets is studied to solve the problems of tactical decision making based on the DMTAGII model. In the process of modeling, the specific expressions of strategy, status and payoff functions of the games are considered, and the strategy is coded to match the structure of genetic algorithm so that the PBNE can be solved by combining the genetic algorithm and the interactive iteration algorithm.Finally, through the simulation the feasibility and effectiveness of the DMTAGII model are verified. Meanwhile, the calculated equilibrium strategies are also found to be realistic, which can provide certain references for improving the autonomous ability of UAV systems.

  10. Linear programming model for solution of matrix game with payoffs trapezoidal intuitionistic fuzzy number

    Directory of Open Access Journals (Sweden)

    Darunee Hunwisai

    2017-01-01

    Full Text Available In this work, we considered two-person zero-sum games with fuzzy payoffs and matrix games with payoffs of trapezoidal intuitionistic fuzzy numbers (TrIFNs. The concepts of TrIFNs and their arithmetic operations were used. The cut-set based method for matrix game with payoffs of TrIFNs was also considered. Compute the interval-type value of any alfa-constrategies by simplex method for linear programming. The proposed method is illustrated with a numerical example.

  11. 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...

  12. 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.

  13. 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.

  14. Theoretical considerations regarding the existence of PsO and PsS+

    International Nuclear Information System (INIS)

    Farazdel, A.; Cade, P.E.

    1977-01-01

    It has been proposed from experimental studies and in analogy with hydrogen compounds that PsO may be an entity of some importance, or an intermediate, in the reaction of positronium, Ps, with aqueous oxyacid species such as H 2 PO 4 - , HSO 4 - , ClO 4 - , and NO 3 - . This communication explores the stability of PsO and PsS, or [O - :e + ] and [S - :e + ], respectively, relative to dissociation into Ps and O( 3 P) or S( 3 P) on the basis of restricted Hartree-Fock calculations for the PsO and PsS systems and certain correlation correction arguments. A reasonable lower estimate of the dissociation energy to Y+Ps of >-0.47 eV for PsO and >0.70 eV for PsS is obtained. It is suggested that a modest correlation correction to the positron affinity (PA) of O - would very probably lead to a bound state system for PsO. (Auth.)

  15. Self-organization in a simple model of adaptive agents playing 2 x 2 games with arbitrary payoff matrices.

    Science.gov (United States)

    Fort, H; Viola, S

    2004-03-01

    We analyze, both analytically and numerically, the self-organization of a system of "selfish" adaptive agents playing an arbitrary iterated pairwise game (defined by a 2 x 2 payoff matrix). Examples of possible games to play are the prisoner's dilemma (PD) game, the chicken game, the hero game, etc. The agents have no memory, use strategies not based on direct reciprocity nor "tags" and are chosen at random, i.e., geographical vicinity is neglected. They can play two possible strategies: cooperate (C) or defect (D). The players measure their success by comparing their utilities with an estimate for the expected benefits and update their strategy following a simple rule. Two versions of the model are studied: (1) the deterministic version (the agents are either in definite states C or D) and (2) the stochastic version (the agents have a probability c of playing C). Using a general master equation we compute the equilibrium states into which the system self-organizes, characterized by their average probability of cooperation c(eq). Depending on the payoff matrix, we show that c(eq) can take five different values. We also consider the mixing of agents using two different payoff matrices and show that any value of c(eq) can be reached by tuning the proportions of agents using each payoff matrix. In particular, this can be used as a way to simulate the effect of a fraction d of "antisocial" individuals--incapable of realizing any value to cooperation--on the cooperative regime hold by a population of neutral or "normal" agents.

  16. An Evolutionary Game Theory Model of Revision-Resistant Motivations and Strategic Reasoning

    National Research Council Canada - National Science Library

    DeLancey, Craig

    2008-01-01

    .... In Ultimatum Games, for example. humans tend in one-shot anonymous interactions towards equal distributions of goods at high individual cost, often encouraged through retributive actions that result in significant personal cost...

  17. By-product mutualism and the ambiguous effects of harsher environments - A game-theoretic model.

    Science.gov (United States)

    De Jaegher, Kris; Hoyer, Britta

    2016-03-21

    We construct two-player two-strategy game-theoretic models of by-product mutualism, where our focus lies on the way in which the probability of cooperation among players is affected by the degree of adversity facing the players. In our first model, cooperation consists of the production of a public good, and adversity is linked to the degree of complementarity of the players׳ efforts in producing the public good. In our second model, cooperation consists of the defense of a public, and/or a private good with by-product benefits, and adversity is measured by the number of random attacks (e.g., by a predator) facing the players. In both of these models, our analysis confirms the existence of the so-called boomerang effect, which states that in a harsh environment, the individual player has few incentives to unilaterally defect in a situation of joint cooperation. Focusing on such an effect in isolation leads to the "common-enemy" hypothesis that a larger degree of adversity increases the probability of cooperation. Yet, we also find that a sucker effect may simultaneously exist, which says that in a harsh environment, the individual player has few incentives to unilaterally cooperate in a situation of joint defection. Looked at in isolation, the sucker effect leads to the competing hypothesis that a larger degree of adversity decreases the probability of cooperation. Our analysis predicts circumstances in which the "common enemy" hypothesis prevails, and circumstances in which the competing hypothesis prevails. Copyright © 2016 Elsevier Ltd. All rights reserved.

  18. Quantum machine learning with glow for episodic tasks and decision games

    Science.gov (United States)

    Clausen, Jens; Briegel, Hans J.

    2018-02-01

    We consider a general class of models, where a reinforcement learning (RL) agent learns from cyclic interactions with an external environment via classical signals. Perceptual inputs are encoded as quantum states, which are subsequently transformed by a quantum channel representing the agent's memory, while the outcomes of measurements performed at the channel's output determine the agent's actions. The learning takes place via stepwise modifications of the channel properties. They are described by an update rule that is inspired by the projective simulation (PS) model and equipped with a glow mechanism that allows for a backpropagation of policy changes, analogous to the eligibility traces in RL and edge glow in PS. In this way, the model combines features of PS with the ability for generalization, offered by its physical embodiment as a quantum system. We apply the agent to various setups of an invasion game and a grid world, which serve as elementary model tasks allowing a direct comparison with a basic classical PS agent.

  19. 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...

  20. 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