WorldWideScience

Sample records for winning game plan

  1. Quantum Chinos game: winning strategies through quantum fluctuations

    International Nuclear Information System (INIS)

    Guinea, F; Martin-Delgado, M A

    2003-01-01

    We apply several quantization schemes to simple versions of the Chinos game. Classically, for two players with one coin each, there is a symmetric stable strategy that allows each player to win half of the times on average. A partial quantization of the game (semiclassical) allows us to find a winning strategy for the second player, but it is unstable w.r.t. the classical strategy. However, in a fully quantum version of the game we find a winning strategy for the first player that is optimal: the symmetric classical situation is broken at the quantum level. (letter to the editor)

  2. WIN Chapters: Milestones and Future Plans

    Energy Technology Data Exchange (ETDEWEB)

    Castro, P.; Pelegrí, M.

    2015-07-01

    In this paper the WIN Chapters: milestones and future plans are presented. WIN-IAEA has rewarded-in the three last years - to Australia-2014, South-Africa-2013 and Sweden-2012. WIN-Global -specially WiN IAEA- can collaborate a lot with the CTBTO presenting the content of the Treaty on the Non-Proliferation of Nuclear Weapons actually increasing the signatory members in 2015. Historical decisions on NTP are already affecting WiN IAEA. The research reactors or high flux reactors are important in the field of medical applications and other future applications. In Australia women-scientist of OPAL, can become WiN. Between the OPAL applications there is a production of silicon plates to be used in laptops/mobiles. WIN-Europe activities related with the climatic change and with the academic promotion. 2015 is also a very important year due the celebration of 20th Anniversary of WIN-Spain; plans of this Chapter and Conferences of WIN-Global are presented. In addition there are women working in ITER, in some activities in the EU, China, India, Japan, South Korea, USA and Russia both in the academic (R+D) field and into the Industry. (Author)

  3. Winning the pressing down game but not Banach Mazur

    OpenAIRE

    Kellner, Jakob; Pauna, Matti; Shelah, Saharon

    2006-01-01

    Let $S$ be the set of those $\\alpha\\in\\omega_2$ that have cofinality $\\omega_1$. It is consistent relative to a measurable that the nonempty player wins the pressing down game of length $\\omega_1$, but not the Banach Mazur game of length $\\omega+1$ (both games starting with $S$).

  4. Winning at Pocker and Games of Chance Winning at Pocker and Games of Chance

    Directory of Open Access Journals (Sweden)

    Anita Flanders Rebelo

    2008-04-01

    Full Text Available It's the modern consumer mind - compete to eat, save to the grave, throw to the wind to win! Never the game that's im portant - it's the beer , the fag. . . and if you're broke it's just the "odds" to turn you on. "Socrates didn't play dice games. He drank a lot. And when he was drunk he would go watch the game and give advice. It was because of bad advice that he was eventually sentenced to death. . . Back then it was more fun. Nobody knew anything about odds. It was just put down your money, you toss the dice, you laugh, you take another drink." - to Cassidy,it's knowing the odds that's put everybody on pot. Rack Cassidy's Winning at Poker and Games of Chance lampoons the illogic logic of modern "instructed" man. It is a disturbingly funny caricature of a nonsensical consumer's mind trying to ratio nalize the game of life, and what comes out is "hash" - not meat and potatoes. The book is high philosophical slapstick comedy ila Charlie Chaplin on paper in today's scene. To Cassidy, consumer thinking has made intellectual nitwits of us. We're always ex plaining in detail about what we don't have the slightest real understanding of, but we go on and on like automats spitting out words and words which in the long run make no sense to our__ selves and much less to the other poor broken down human calculat ing machines - especially when we try to give logic to our il/logical vices and fears.

  5. Connes' embedding problem and winning strategies for quantum XOR games

    Science.gov (United States)

    Harris, Samuel J.

    2017-12-01

    We consider quantum XOR games, defined in the work of Regev and Vidick [ACM Trans. Comput. Theory 7, 43 (2015)], from the perspective of unitary correlations defined in the work of Harris and Paulsen [Integr. Equations Oper. Theory 89, 125 (2017)]. We show that the winning bias of a quantum XOR game in the tensor product model (respectively, the commuting model) is equal to the norm of its associated linear functional on the unitary correlation set from the appropriate model. We show that Connes' embedding problem has a positive answer if and only if every quantum XOR game has entanglement bias equal to the commuting bias. In particular, the embedding problem is equivalent to determining whether every quantum XOR game G with a winning strategy in the commuting model also has a winning strategy in the approximate finite-dimensional model.

  6. Formats of Winning Strategies for Six Types of Pushdown Games

    Directory of Open Access Journals (Sweden)

    Wladimir Fridman

    2010-06-01

    Full Text Available The solution of parity games over pushdown graphs (Walukiewicz '96 was the first step towards an effective theory of infinite-state games. It was shown that winning strategies for pushdown games can be implemented again as pushdown automata. We continue this study and investigate the connection between game presentations and winning strategies in altogether six cases of game arenas, among them realtime pushdown systems, visibly pushdown systems, and counter systems. In four cases we show by a uniform proof method that we obtain strategies implementable by the same type of pushdown machine as given in the game arena. We prove that for the two remaining cases this correspondence fails. In the conclusion we address the question of an abstract criterion that explains the results.

  7. Playing to win over: validating persuasive games

    NARCIS (Netherlands)

    R.S. Jacobs (Ruud)

    2017-01-01

    textabstractThis dissertation describes four years of scientific inquiry into persuasive games – digital games designed to persuade – as part of a multidisciplinary research project ‘Persuasive Gaming. From Theory-Based Design to Validation and Back’ funded by the Netherlands Organization for

  8. The Household Planning Game

    DEFF Research Database (Denmark)

    Koch, Louise; Ramsøy, Thomas Z.; Nyström, Marcus

    2014-01-01

    on the same schedule as in the IGT. Eighteen university students performed the HPG, which was separated into three conditions containing 100 trials. During the game, participants were asked to; 1) pay a number of fixed monthly costs or save money for various household costs; 2) purchase a number of consumer...... shopping or budget planning situation. The selection of a card was associated with a monetary reward, but the card selection was also associated with a risk of receiving a penalty, which could be greater than the reward. The aim was to win as much money as possible. Rewards and penalties were modelled...... goods like groceries or presents; and 3) prioritize between paying bills at the beginning of a month or go out and spend money on shopping. Eye tracking was used to assess visual attention while participants performed the task. The results showed that the two non-risky decks were selected 30% and 37...

  9. The Relationship between Teachers' and Principals' Decision-Making Power: Is It a Win-Win Situation or a Zero-Sum Game?

    Science.gov (United States)

    Shen, Jianping; Xia, Jiangang

    2012-01-01

    Is the power relationship between public school teachers and principals a win-win situation or a zero-sum game? By applying hierarchical linear modeling to the 1999-2000 nationally representative Schools and Staffing Survey data, we found that both the win-win and zero-sum-game theories had empirical evidence. The decision-making areas…

  10. Winning strategies for pseudo-telepathy games using single non-local box

    International Nuclear Information System (INIS)

    Kunkri, S.; Kar, G.; Ghosh, S.; Roy, A.

    2006-12-01

    Using a single NL-box, a winning strategy is given for the impossible colouring pseudo-telepathy game for the set of vectors having Kochen-Specker property in four dimension. A sufficient condition given regarding the structure of the impossible colouring pseudo-telepathy game for general d-dimension. A winning strategy for this game is then described with single use of NL-box. (author)

  11. 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.

  12. The Bamberg Trucking Game: A Paradigm for Assessing the Detection of Win-Win Solutions in a Potential Conflict Scenario.

    Science.gov (United States)

    Nalis, Dario; Schütz, Astrid; Pastukhov, Alexander

    2018-01-01

    In win-win solutions, all parties benefit more from the solution than they would if they each pursued their own individual goals. Such solutions are beneficial at individual and collective levels and thus represent optimal solutions. Win-win solutions are desirable but often difficult to find. To allow the study of individual differences and situational factors that help or hinder the detection of win-win solutions, we created a paradigm that fills a gap in the repertoire of psychological instruments used to assess collaboration, cooperation, negotiation, and prosocial behavior. The new paradigm differs from previous ones in two aspects: (a) In existing paradigms that focus on social motivation, possible strategies are evident, whereas we focused here on the question of whether people can detect the solution and thus disentangle ability from motivation, (b) Paradigms that focus on cooperation typically entail a risk associated with the partner's defection, whereas cooperation in our paradigm is not associated with risk. We adjusted the Trucking Game-a method for assessing bargaining-to include a situation in which two parties can help each other achieve their respective goals and thus benefit over and above the pursuit of individual goals or compromising. We tested scenario-based and interaction-based versions with samples of 154 and 112 participants, respectively. Almost one third of the participants or dyads found the win-win solution. General mental abilities were not related to detecting the win-win solution in either version. The paradigm provides a way to extend research on cooperation and conflict and can thus be useful for research and training.

  13. Winning in sequential Parrondo games by players with short-term memory

    Science.gov (United States)

    Cheung, K. W.; Ma, H. F.; Wu, D.; Lui, G. C.; Szeto, K. Y.

    2016-05-01

    The original Parrondo game, denoted as AB3, contains two independent games: A and B. The winning or losing of games A and B is defined by the change of one unit of capital. Game A is a losing game if played continuously, with winning probability p=0.5-ε , where ε =0.003 . Game B is also losing and has two coins: a good coin with winning probability {{p}\\text{g}}=0.75-ε is used if the player’s capital is not divisible by 3, otherwise a bad coin with winning probability {{p}\\text{b}}=0.1-ε is used. The Parrondo paradox refers to the situation where the mixture of games A and B in a sequence leads to winning in the long run. The paradox can be resolved using Markov chain analysis. We extend this setting of the Parrondo game to involve players with one-step memory. The player can win by switching his choice of A or B game in a Parrondo game sequence. If the player knows the identity of the game he plays and the state of his capital, then the player can win maximally. On the other hand, if the player does not know the nature of the game, then he is playing a (C, D) game, where either (C  =  A, D  =  B), or (C  =  B, D  =  A). For a player with one-step memory playing the AB3 game, he can achieve the highest expected gain with switching probability equal to 3/4 in the (C, D) game sequence. This result has been found first numerically and then proven analytically. Generalization to an AB mod(M) Parrondo game for other integers M has been made for the general domain of parameters {{p}\\text{b}}\\text{A}}capital is even, or the initial game is B and the initial capital is odd. There is still a possibility of the Parrondo effect for the other two cases when M is even: the initial game is A and the initial capital is odd, or the initial game is B and the initial capital is even. These observations from numerical experiments can be understood as the factorization of the Markov chains into two distinct cycles. Discussion of these effects

  14. Comparison of game-related statistics in men's international championships between winning and losing teams according to margin of victory.

    Science.gov (United States)

    Saavedra, Jose M; Escalantel, Yolanda; Madera, Joaquin; Mansilla, Mirella; García-Hermoso, Antonio

    2014-09-01

    The aims of this study were (i) to compare water polo game-related statistics by game outcome (winning and losing teams) and margins of victory (close games, unbalanced games, and very unbalanced games), and (ii) to identify characteristics that mark the differences in performances for each group of margin of victory. The game-related statistics of the 308 men's matches played in seven International Championships (Olympic Games, World and European Championships) were analysed. A cluster analysis established three groups (close games, unbalanced games, and very unbalanced games) according to the margin of victory. Differences between game outcomes (winning or losing teams) and margins of victory (close, unbalanced, and very unbalanced games) were determined using the chi-squared statistic, also calculating the effect sizes of the differences. A discriminant analysis was then performed applying the sample-splitting method according to game outcome (winning and losing teams) by margin of victory. It was found that the game-related statistics differentiate the winning from the losing teams in each final score group, with 7 (offensive and defensive) variables differentiating winners from losers in close games, 16 in unbalanced games, and 11 in very unbalanced games. In all three types of game, the game-related statistics were shown to discriminate performance (85% or more), with two variables being discriminatory by game outcome (winning or losing teams) in all three cases: shots and goalkeeper-blocked shots.

  15. Students win national financial planning contest

    OpenAIRE

    Sutphin, Michael D.

    2007-01-01

    Three Virginia Tech students studying financial planning have won the 2007 Ameriprise Financial Planning Invitational, bringing home $10,000 in scholarship money to support the financial planning program in the College of Agriculture and Life Sciences.

  16. Who Wins the Olympic Games: Economic Development and Medal Totals

    OpenAIRE

    Andrew B. Bernard; Meghan R. Busse

    2000-01-01

    This paper examines determinants of Olympic success at the country level. Does the U.S. win its fair share of Olympic medals? Why does China win 6% of the medals even though it has 1/5 of the world's population? We consider the role of population and economic development in determining medal totals from 1960-1996. We also provide out of sample predictions for the 2000 Olympics in Sydney.

  17. The Household Planning Game

    DEFF Research Database (Denmark)

    Koch, Louise; Ramsøy, Thomas Z.; Nyström, Marcus

    2014-01-01

    Two common reasons why people end up in personal financial problems are either because they have not learned to manage a budget, or because they have unrealistic expectations of what they can afford to buy. To assess potential level for risk-seeking behavior in daily life, we created a novel test...... - The Household Planning Game (HPG) - modelled upon the well-known Iowa Gambling Task (IGT). The basic foundations of the HPG were largely the same as the IGT, however illustrations of consumer goods were positioned at the top of the cards, and the participant's task was to select a card as if it was a natural...... on the same schedule as in the IGT. Eighteen university students performed the HPG, which was separated into three conditions containing 100 trials. During the game, participants were asked to; 1) pay a number of fixed monthly costs or save money for various household costs; 2) purchase a number of consumer...

  18. Synthesis of railway-signaling plans using reachability games

    DEFF Research Database (Denmark)

    Kasting, Patrick Frederik Soelmark; Hansen, Michael Reichhardt; Vester, Steen

    2016-01-01

    time. Imperative features of F# proved useful in two places: Hash tables and arrays were used in the representations of the railway network model and the reachability game. This allowed for more compact representations and a more efficient game solver (providing the winning strategy). Experiments show...... for railway networks comprising trains, signals, linear sections, and points is established together with a domain-specific language capturing the important concepts in the model. A translation from railway network models to two-player reachability games is provided. In these games, the existential player...... (the control system) controls signals and points and the universal player (the antagonistic environment) controls movement of trains. A winning strategy for the existential player provides a signaling plan that will safely guide trains through the network. The concepts from the railway network model...

  19. DIFFERENCES IN GAME STATISTICS BETWEEN WINNING AND LOSING RUGBY TEAMS IN THE SIX NATIONS TOURNAMENT

    Directory of Open Access Journals (Sweden)

    José M. Palao

    2009-12-01

    Full Text Available The objective of the present study was to analyze the differences in rugby game statistics between winning and losing teams. The data from 58 games of round robin play from the Six Nations tournament from the 2003-2006 seasons were analyzed. The groups of variables studied were: number of points scored, way in which the points were scored; way teams obtained the ball and how the team used it; and technical and tactical aspects of the game. A univariate (t-test and multivariate (discriminant analysis of data was done. Winning teams had average values that were significantly higher in points scored, conversions, successful drops, mauls won, line breaks, possessions kicked, tackles completed, and turnovers won. Losing teams had significantly higher averages for the variables scrums lost and line-outs lost. The results showed that: a in the phases of obtaining the ball and more specifically in scrummage and line-out, winning teams lose fewer balls than losing teams (winning teams have an efficacy of 90% in both actions; b the winning team tends to play more with their feet when they obtain the ball, to utilize the maul as a way of attacking, and to break the defensive line more often than the losing team does; and c On defence, winning teams recovered more balls and completed more tackles than losing teams, and the percentage of tackles completed by winning teams was 94%. The value presented could be used as a reference for practice and competition in peak performance teams

  20. Logit models for the probability of winning football games

    Directory of Open Access Journals (Sweden)

    Alessandro Martins Alves

    2011-12-01

    Full Text Available Two ordinal logit models are applied to fit the results of matches in the Brazilian football championship. As explanatory variables are employed measures of previous performance of the teamsalong all preceding games, along recent games and when playing at home and as a visitor. The results of the models adjustment are employed in simulations performed to forecast the number of points to be earnedin the following games and to anticipate the teams' final classification.

  1. Who Wants To Win a Million? A Library Media Game.

    Science.gov (United States)

    Singleterry, Jolene

    2000-01-01

    Describes a library media game for grades four and five that is centered around books and is based on the television show "Who Wants To Be a Millionaire?". Procedures for the game are explained, and examples of questions from simple to more difficult, with answers, are presented. (LRW)

  2. Winning Concurrent Reachability Games Requires Doubly-Exponential Patience

    DEFF Research Database (Denmark)

    Hansen, Kristoffer Arnsfelt; Koucký, Michal; Miltersen, Peter Bro

    2009-01-01

    We exhibit a deterministic concurrent reachability game PURGATORYn with n non-terminal positions and a binary choice for both players in every position so that any positional strategy for Player 1 achieving the value of the game within given isin ... that are less than (isin2/(1 - isin))2n-2 . Also, even to achieve the value within say 1 - 2-n/2, doubly exponentially small behavior probabilities in the number of positions must be used. This behavior is close to worst case: We show that for any such game and 0 strategy...... with all non-zero behavior probabilities being 20(n) at least isin2O(n). As a corollary to our results, we conclude that any (deterministic or nondeterministic) algorithm that given a concurrent reachability game explicitly manipulates isin-optimal strategies for Player 1 represented in several standard...

  3. Win-stay-lose-learn promotes cooperation in the spatial prisoner's dilemma game.

    Directory of Open Access Journals (Sweden)

    Yongkui Liu

    Full Text Available Holding on to one's strategy is natural and common if the later warrants success and satisfaction. This goes against widespread simulation practices of evolutionary games, where players frequently consider changing their strategy even though their payoffs may be marginally different than those of the other players. Inspired by this observation, we introduce an aspiration-based win-stay-lose-learn strategy updating rule into the spatial prisoner's dilemma game. The rule is simple and intuitive, foreseeing strategy changes only by dissatisfied players, who then attempt to adopt the strategy of one of their nearest neighbors, while the strategies of satisfied players are not subject to change. We find that the proposed win-stay-lose-learn rule promotes the evolution of cooperation, and it does so very robustly and independently of the initial conditions. In fact, we show that even a minute initial fraction of cooperators may be sufficient to eventually secure a highly cooperative final state. In addition to extensive simulation results that support our conclusions, we also present results obtained by means of the pair approximation of the studied game. Our findings continue the success story of related win-stay strategy updating rules, and by doing so reveal new ways of resolving the prisoner's dilemma.

  4. Advanced Planning and Thorough Documentation--the Basis for Winning Proposals.

    Science.gov (United States)

    Battaglia, Robert A.

    1995-01-01

    States that advanced planning and thorough documentation is required to prepare winning proposals. Shares suggestions for preparing better proposal documentation from the foundation, to the Capture Plan, to the final proposal product--all with a goal of increasing the number of contract wins. (PA)

  5. Close games versus blowouts: Optimal challenge reinforces one's intrinsic motivation to win.

    Science.gov (United States)

    Meng, Liang; Pei, Guanxiong; Zheng, Jiehui; Ma, Qingguo

    2016-12-01

    When immersed in intrinsically motivating activities, individuals actively seek optimal challenge, which generally brings the most satisfaction as they play hard and finally win. To better simulate real-life scenarios in the controlled laboratory setting, a two-player online StopWatch (SW) game was developed, whose format is similar to that of a badminton tournament. During the game, a male opponent played by a confederate ensured that the same-sex participant paired with him won both matches, one with a wide margin (the lack of challenge condition) and another with a narrow one (the optimal challenge condition). Electrophysiological data were recorded during the entire experiment. An enlarged Stimulus-preceding negativity (SPN) was observed in the optimal challenge condition, indicating a more concentrated anticipatory attention toward the feedback and a stronger intrinsic motivation during close games. Thus, this study provided original neural evidence for predictions of Self-determination theory (SDT) and Flow theory, and confirmed and emphasized the significant role of optimal challenge in promoting one's intrinsic motivation to win. Copyright © 2016 Elsevier B.V. All rights reserved.

  6. Win the game of Googleopoly unlocking the secret strategy of search engines

    CERN Document Server

    Bradley, Sean V

    2015-01-01

    Rank higher in search results with this guide to SEO and content building supremacy Google is not only the number one search engine in the world, it is also the number one website in the world. Only 5 percent of site visitors search past the first page of Google, so if you're not in those top ten results, you are essentially invisible. Winning the Game of Googleopoly is the ultimate roadmap to Page One Domination. The POD strategy is what gets you on that super-critical first page of Google results by increasing your page views. You'll learn how to shape your online presence for Search Engine

  7. The birth of a community, the death of the win: Player production of the Middle-earth Collectible Card Game [symposium

    Directory of Open Access Journals (Sweden)

    Joe Bisz

    2009-03-01

    Full Text Available Collectible card games (CCGs are at the midpoint of the spectrum of gameplaying: half game, half story. An examination of a CCG based on Tolkien's Middle-earth illustrates the ways in which fans of the story have changed the game, especially in removing the focus on winning.

  8. A Mixed Reality Game for Urban Planning

    DEFF Research Database (Denmark)

    Nielsen, Rune; Delman, Thomas Fabian; Løssing, Tobias

    2005-01-01

    the active involvement of all parties in the planning process. The Harbour Game is a debating game employing visual tracking and pattern recognition to superimpose information, e.g. 3-dimensional models, text, and photos on physical artefacts facilitating the understanding of complex relations in urban......This paper presents a case study based on an innovative collaborative, game-based approach to urban planning utilizing mixed and augmented reality techniques. Modern urban planning involves a wide variety of interests and individuals, consequently new methods and tools are needed to assure...... planning. The paper discusses the Harbour Game as an innovative approach to urban planning and the technology used in the Harbour Game in relation to similar approaches....

  9. Windows Calorimeter Control (WinCal) program computer software configuration management plan

    International Nuclear Information System (INIS)

    1997-01-01

    This document describes the system configuration management activities performed in support of the Windows Calorimeter Control (WinCal) system, in accordance with Site procedures based on Institute of Electrical and Electronic Engineers (IEEE) Standard 828-1990, Standard for Software Configuration Management Plans (IEEE 1990) and IEEE Standard 1042-1987, Guide to Software Configuration Management (IEEE 1987)

  10. Winning the Invisible War: An Agricultural Pilot Plan for Afghanistan

    National Research Council Canada - National Science Library

    Borcherdt, Edward; Carson, Austin; Kennefick, Frank; Moseley, James; Taylor, William; Ullman, Harlan; Wentz, Larry

    2008-01-01

    .... The third was to propose specific pilot plans for rejuvenating the agricultural sector. These plans were developed by experienced American farmers and other experts with long careers in government, agriculture, and development...

  11. Analysis of the one-dimensional Yut-Nori game: Winning strategy and avalanche-size distribution

    Science.gov (United States)

    Park, Hye Jin; Sim, Hasung; Jo, Hang-Hyun; Kim, Beom Jun

    2013-10-01

    In the Korean traditional board game Yut-Nori, teams compete by moving their pieces on a two-dimensional game board, and the team whose all pieces complete a round trip on the board wins. In every round, teams throw four wooden sticks of the shape of half-cut cylinders and the number of sticks that show belly sides, i.e., the flat sides, determines the number of steps the team's piece can advance on the board. It is possible to pile up one team's pieces if their sites are identical so that pieces as a group can move together afterwards (piling). If a team's piece(s) arrives at a site occupied by an opponent's piece(s), it is caught and removed from the board, and the team is given one more chance to throw the sticks and proceed (catching). For simplicity, we simulate this game on a one-dimensional board with the same number of sites as the original game and show that catching is a more advantageous strategy than piling to win. We also study the avalanche-size distribution in the thermodynamic limit and find that it follows an exponential form.

  12. Planning games for the electricity supply industry

    International Nuclear Information System (INIS)

    Weber, K.

    1977-01-01

    The author shows the main differences between the electricity supply planning game for the Bernische Kraftwerke AG (PEW-1) and that for the Rheinisch-Westfaelische Elektrizitaetswerke AG (PEW-2). (orig.) [de

  13. Problem gamblers are hyposensitive to wins: an analysis of skin conductance responses during actual gambling on electronic gaming machines.

    Science.gov (United States)

    Lole, Lisa; Gonsalvez, Craig J; Barry, Robert J; Blaszczynski, Alex

    2014-06-01

    Physiological arousal is purportedly a key determinant in the development and maintenance of gambling behaviors, with problem gambling conceptualized in terms of abnormal autonomic responses. Theoretical conceptualizations of problem gambling are discordant regarding the nature of deficit in this disorder; some accounts posit that problem gamblers are hypersensitive to reward, and others that they are hyposensitive to reward and/or punishment. Previous research examining phasic electrodermal responses in gamblers has been limited to laboratory settings, and reactions to real gaming situations need to be examined. Skin conductance responses (SCRs) to losses, wins, and losses disguised as wins (LDWs) were recorded from 15 problem gamblers (PGs) and 15 nonproblem gamblers (NPGs) while they wagered their own money during electronic gaming machine play. PGs demonstrated significantly reduced SCRs to reward. SCRs to losses and LDWs did not differ for either PGs or NPGs. This hyposensitivity to wins may reflect abnormalities in incentive processing, and may represent a potential biological marker for problem gambling. Copyright © 2014 Society for Psychophysiological Research.

  14. Match intensity and pacing strategies in rugby league: an examination of whole-game and interchanged players, and winning and losing teams.

    Science.gov (United States)

    Black, Georgia M; Gabbett, Tim J

    2014-06-01

    There is currently limited information on whether pacing occurs during rugby league match play. In addition, to date no research has investigated whether pacing strategies differ between winning and losing teams. This study investigated the pacing strategies of whole-game and interchanged rugby league players. Furthermore, we investigated the pacing strategies of winning and losing teams. Fifty-two rugby league players, from a sample of 11 teams competing in a semi-elite competition, underwent global positioning system analysis. Performances were divided into match quartiles for whole-game and interchanged players. Total distance, including low- and high-speed distances, and repeated high-intensity effort bouts were recorded. The total distance and low-speed distance covered across all quartiles of the match, but specifically quartiles 1 and 8, were greater for interchanged players than whole-game players. The match outcome differentially affected the pacing strategies of whole-game and interchanged players. Whole-game players from winning teams set a higher pacing strategy than whole-game players from losing teams (effect size [ES] = 1.03 ± 0.77, 96%, very likely), whereas interchanged players from losing teams demonstrated a greater "end-spurt" than interchanged players from winning teams (ES = 0.60 ± 0.52, 96%, very likely). The pacing strategies of interchanged players were higher than whole-game players, irrespective of playing position. The results of this study suggest that pacing strategies differ between interchanged and whole-game rugby league players. Furthermore, our results demonstrate a different pacing strategy between winning and losing teams. These findings suggest that physical preparation for rugby league matches, and recovery from these matches, should be individualized for whole-game and interchanged players. Finally, performing physically intense training on a regular basis is likely to develop the physical and mental qualities required to

  15. A Mixed Reality Game for Urban Planning

    DEFF Research Database (Denmark)

    Nielsen, Rune; Delman, Thomas Fabian; Løssing, Tobias

    2005-01-01

    This paper presents a case study based on an innovative collaborative, game-based approach to urban planning utilizing mixed and augmented reality techniques. Modern urban planning involves a wide variety of interests and individuals, consequently new methods and tools are needed to assure...

  16. The opponent matters: elevated FMRI reward responses to winning against a human versus a computer opponent during interactive video game playing.

    Science.gov (United States)

    Kätsyri, Jari; Hari, Riitta; Ravaja, Niklas; Nummenmaa, Lauri

    2013-12-01

    Winning against an opponent in a competitive video game can be expected to be more rewarding than losing, especially when the opponent is a fellow human player rather than a computer. We show that winning versus losing in a first-person video game activates the brain's reward circuit and the ventromedial prefrontal cortex (vmPFC) differently depending on the type of the opponent. Participants played a competitive tank shooter game against alleged human and computer opponents while their brain activity was measured with functional magnetic resonance imaging. Brain responses to wins and losses were contrasted by fitting an event-related model to the hemodynamic data. Stronger activation to winning was observed in ventral and dorsal striatum as well as in vmPFC. Activation in ventral striatum was associated with participants' self-ratings of pleasure. During winning, ventral striatum showed stronger functional coupling with right insula, and weaker coupling with dorsal striatum, sensorimotor pre- and postcentral gyri, and visual association cortices. The vmPFC and dorsal striatum responses were stronger to winning when the subject was playing against a human rather than a computer. These results highlight the importance of social context in the neural encoding of reward value.

  17. Business Plan: Video Game Rental Store

    OpenAIRE

    Kemppi, Tuomas

    2013-01-01

    The purpose of this report is to create a business plan for a video game rental store. It includes research on similar companies in other countries, and it determines if the concept would work in Finland. In addition to this, the report also includes research on what steps need to be taken in order to start and run a video game rental business in Finland. The report also goes over the current trends in the video game industry, and takes a look at where the industry is heading. Based...

  18. The Effect of Losses Disguised as Wins and Near Misses in Electronic Gaming Machines: A Systematic Review.

    Science.gov (United States)

    Barton, K R; Yazdani, A; Ayer, N; Kalvapalle, S; Brown, S; Stapleton, J; Brown, D G; Harrigan, K A

    2017-12-01

    Near misses and losses disguised as wins have been of interest to gambling researchers and policymakers for many years (e.g., Griffiths in J Gambl Stud 9(2):101-120, 1993). This systematic literature review describes the behavioural, psychological, and psychobiological effects of near misses and losses disguised as wins (LDWs) in an effort to evaluate their precise influence on the player and to highlight areas requiring further investigation. A systematic search for relevant studies was conducted using Scopus, PubMed, PsycINFO, ProQuest Sociology databases, and the Gambling Research Exchange Ontario Knowledge Repository. A total of 51 (from an initial pool of 802) experimental peer-reviewed studies using human participants were found between 1991 and 2015. The systematic review revealed that near misses motivate continued play, but have varying effects on the emotional state or betting behaviour of the player. Near miss events were also shown to be associated with elevated skin conductance levels and diffuse activity across the brain, most consistently in areas processing reinforcement and reward. Re-examination of the studies of near misses events after classifying the type of game feedback suggested that the effectiveness of near misses is related to the phenomenology of a near miss itself rather than as a response to auditory or visual feedback provided by a slot machine. In contrast to near misses, the presence of LDWs was found to relate to an overestimation of how much a player is actually winning and was consistently viewed as an exciting event. The effect of LDWs appears to be driven by the presence of visuals and sounds most often associated with a true win. Practical implications and directions for future research are also discussed.

  19. Modern Multi-line Slot Machine Games: The Effect of Lines Wagered on Winners, Losers, Bonuses, and Losses Disguised as Wins.

    Science.gov (United States)

    Harrigan, K; Dixon, M; Brown, D

    2015-06-01

    We simulated the commercially available multi-line slot machine game "Money Storm," including its bonus wins. Our results show that after a specified amount of time (such as 1 or 50 h), when players played a single line, there were marked differences between one player and the next-a few won a lot, others lost far more than average. When playing 20 lines there were fewer big winners and fewer players quickly losing a large percentage of their money. We simulated a Gambler's Ruin scenario whereby players arrived with $100 and made $1 wagers until broke. Again we saw a reduction in the variability among player as the number of lines wagered increased, fewer players lost their entire bankroll quickly, and fewer players had big wins. The bonus wins in Money Storm contribute approximately 24% to the payback of the game, and our simulations of bonus wins shows that with 20 lines wagered the players spend approximately 11% of their time in bonus wins. With one line wagered, there are no losses disguised as wins while with 20 lines wagered the majority of hits are losses disguised as wins. Players using multi-line machines can thus tune the characteristics of the machine gambling experience to match their preferred pattern, though most seem in practice to bet on the most possible lines. Our results serve to inform researchers, counsellors, gamblers and others about how slot machines are designed, and the effect that wagering on multiple lines has on short-term and long-term play, bonus wins, and losses disguised as wins.

  20. Gaming Techniques for City Planning: A Bibliography.

    Science.gov (United States)

    Thornton, Barbara

    A bibliography which attempts to pull together gaming literature from various fields for the use of city planners is presented. It contains samples from fields related to city planning, especially administration and education. It includes references to simulation, decision-making theory, etc. (Author/CK)

  1. Bead Game Simulation. Lesson Plan.

    Science.gov (United States)

    Ripp, Ken

    This lesson plan offers students the opportunity to participate in the three basic economic systems (market, command, and tradition). By working in each of the systems, students will internalize the fundamental values present in each system and will gain insights into the basic advantages and disadvantages of each system. The lesson plan provides…

  2. Mitigation win-win

    Science.gov (United States)

    Moran, Dominic; Lucas, Amanda; Barnes, Andrew

    2013-07-01

    Win-win messages regarding climate change mitigation policies in agriculture tend to oversimplify farmer motivation. Contributions from psychology, cultural evolution and behavioural economics should help to design more effective policy.

  3. Games and Web 2.0: A Winning Combination for Millennials

    Science.gov (United States)

    Spiegelman, Marsha; Glass, Richard

    2009-01-01

    Gaming and social networking define the millennial student. This research focuses on an evolving collaboration between 2 faculty members of different disciplines who merged Web 2.0 and game scenarios to infuse research techniques as integral components of math/computer science courses. Blogs and wikis facilitated student-faculty interaction beyond…

  4. Planning uncertainties, market risks and new environmental choices: Winning least cost planning combinations

    International Nuclear Information System (INIS)

    Violette, D.; Lang, C.

    1990-01-01

    Utility demand and supply-side planners will face new challenges from environmental regulations. Under current proposals, every ton of pollutant will have a cost to utilities, not just the tons that put them over the allowable limit. Planners will have to account for these new costs. To do this, planners need to start tracking emissions implementation actions today, and begin strategies for future regulatory changes. Current legislative proposals include a tax on the carbon content of fuels to curb emissions of greenhouse gases and substantial reductions in sulfur dioxide and nitrogen oxide emissions. The important issue for planners is the flexible compliance requirements within these regulatory changes. The acid rain proposals, for example, include a market-based emissions trading system for emissions allowances. Whenever there is a competitive market, there are market risks, and potential winners and losers. Utilities need to be prepared to analyze and mitigate these risks. Integrated least cost planing is one way a utility will have to meet this challenge. Planning involves uncertainty and risk. The wide array of compliance choices create countless combinations of strategies for utilities to comply with the new emissions regulations. This paper discusses new compliance strategies, demand-side management (DSM) as a compliance strategy, solutions to DSM traps, and the compliance strategy game

  5. An undertaking planning game for the electricity supply industry

    International Nuclear Information System (INIS)

    Troescher, H.

    1977-01-01

    Planning games have been found satisfactory in many field in political and economic life. In particular the more convenient access to electronic calculators has made a contrinution to their wider use. It is therefore surprising that the first planning game which has become known for the electricity supply industry was first published in the year 1975. This is the planning game for the Bernischen Kraftwerke AG, which is based on a simplified model of a small electricity supply undertaking (EVU). This planning game was adapted in the RWE to the conditions in larger EVU and a few additional model components were added. Besides the general points of view on planning games for EVU the author deals with the extended planning game which is termed in the article PEW. (orig.) [de

  6. Case-Based Plan Recognition in Computer Games

    OpenAIRE

    Fagan, Michael; Cunningham, Padraig

    2003-01-01

    In this paper we explore the use of case-based plan recognition to predict a player?s actions in a computer game. The game we work with is the classic Space Invaders game and we show that case-based plan recognition can produce good prediction accuracy in real-time, working with a fairly simple game representation. Our evaluation suggests that a personalized plan library will produce better prediction accuracy but, for Space Invaders, good accuracy can be produced using a pl...

  7. Game Plans for Victors: New Skills for Severely Handicapped Children.

    Science.gov (United States)

    Schoen, Sharon; And Others

    The paper describes an approach in which games were planned to provide instruction for three severely handicapped children (5-6 years old) with few leisure, social, or academic skills and many aberrant behaviors. The first of two games involved a language program to teach verbal interactions, picture identification, and picture matching. The…

  8. Winning the game: brain processes in expert, young elite and amateur table tennis players.

    Science.gov (United States)

    Wolf, Sebastian; Brölz, Ellen; Scholz, David; Ramos-Murguialday, Ander; Keune, Philipp M; Hautzinger, Martin; Birbaumer, Niels; Strehl, Ute

    2014-01-01

    (1) compared with amateurs and young elite, expert table tennis players are characterized by enhanced cortical activation in the motor and fronto-parietal cortex during motor imagery in response to table tennis videos; (2) in elite athletes, world rank points are associated with stronger cortical activation. To this aim, electroencephalographic data were recorded in 14 expert, 15 amateur and 15 young elite right-handed table tennis players. All subjects watched videos of a serve and imagined themselves responding with a specific table tennis stroke. With reference to a baseline period, power decrease/increase of the sensorimotor rhythm (SMR) during the pretask- and task period indexed the cortical activation/deactivation (event-related desynchronization/synchronization, ERD/ERS). Regarding hypothesis (1), 8-10 Hz SMR ERD was stronger in elite athletes than in amateurs with an intermediate ERD in young elite athletes in the motor cortex. Regarding hypothesis (2), there was no correlation between ERD/ERS in the motor cortex and world rank points in elite experts, but a weaker ERD in the fronto-parietal cortex was associated with higher world rank points. These results suggest that motor skill in table tennis is associated with focused excitability of the motor cortex during reaction, movement planning and execution with high attentional demands. Among elite experts, less activation of the fronto-parietal attention network may be necessary to become a world champion.

  9. The Hemophilia Games: An Experiment in Health Education Planning.

    Science.gov (United States)

    National Heart and Lung Inst. (DHEW/PHS), Bethesda, MD.

    The Hemophilia Health Education Planning Project was designed to (1) create a set of tools useful in hemophilia planning and education, and (2) create a planning model for other diseases with similar factors. The project used the game-simulations technique which was felt to be particularly applicable to hemophilia health problems, since as a…

  10. Serious Gaming for Water Systems Planning and Management

    Directory of Open Access Journals (Sweden)

    Dragan A. Savic

    2016-10-01

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

  11. RERTR end-game: A win-win framework. Phasing out remaining global HEU commerce by conditionally and temporarily renewing U.S. exports of HEU

    International Nuclear Information System (INIS)

    Kuperman, Alan J.; Leventhal, Paul L.

    1997-01-01

    The RERTR program stands on the brink of fulfilling its historic mission. However, a series of missteps and misunderstandings have recently raised the risk that defeat will be snatched from the jaws of victory. Perhaps the most serious threat to the RERTR regime is posed by France's pending import of 625 kilograms of bomb-grade, highly enriched uranium (HEU) from Russia, intended primarily to fuel its high-flux research reactor at the Institute Laue-Langevin in Grenoble, as well as its Orphee research reactor. As the first export of HEU from Russia to a facility outside the former Soviet bloc, this precedential transaction would establish Russia as a new global supplier of bomb-grade uranium, potentially setting the stage for a rise in international HEU commerce, rather than its phase-out as envisioned under the RERTR program. Apparently, France turned to Russia for supply of the fuel because the United States was perceived as unable or unwilling to continue supplying such fuel in the wake of the U.S. Energy Policy Act of 1992, which, pursuant to its so-called Schumer Amendment, places sharp restrictions on HEU exports. Unexplained delays in Russia's shipment of this material to France provide a fortuitous window of opportunity in which efforts can and should be made by France and the United States to resolve present differences in a manner beneficial to each, as well as in the interest of global security. This paper proposes an arrangement under which the United States would renew exports of HEU to France, in exchange for pledges from France enabling the export to comply with the principles and objectives of the RERTR program as embodied in U.S. law. In so doing, the arrangement would obviate the need for Russian HEU export, thereby avoiding its dangerous precedent. By enabling high quality scientific research to continue, while simultaneously helping to fulfill the RERTR program's original goal, such an arrangement would truly be a 'win-win' solution. (author)

  12. Rim versus Non-Rim States in the Arctic Region: Prospects for a Zero-Sum Game or a Win-Win One?

    Directory of Open Access Journals (Sweden)

    Ana-Maria Ghimiş

    2013-09-01

    Full Text Available The present paper aims to develop a critical approach on one of the most urgent energy security challenges: the Arctic region. Until recently, it was considered to be a frozen desert, upon which no one raised any legal demands or interests. The global warming, the technological development and the increased need for energy resources had transformed the frozen High North into a very hot spot, where states like US, Canada, Norway, Denmark or Russia started an energy race that threatens to escalate. The Arctic became a strategic area given its opportunities: besides the energy resources, new commercial routes could become available for a longer period of time. But, due to legal uncertainties, the lack of coherent and direct legal procedures of international law, the Arctic game is an open one, in which any state can intervene and ask for a solution that is suitable for its interests. This aspect complicates even further the already unstable region. Some of the actors see the region as an international area, as a common good, where everyone has the right to explore or exploit, while the rim states see the Arctic in sovereign rights terms. Therefore, the game tends to complicate as non-rim players (the EU, China, Japan, NATO and South Korea want to intervene in the region and try to influence its development.

  13. "I'm pretty sure that we will win!": The influence of score-related nonverbal behavioral changes on the confidence in winning a basketball game.

    Science.gov (United States)

    Furley, Philip; Schweizer, Geoffrey

    2014-06-01

    The goal of the present research was to test whether score-related changes in opponents' nonverbal behavior influence athletes' confidence in beating their opponents. In an experiment, 40 participants who were experienced basketball players watched brief video clips depicting athletes' nonverbal behavior. Video clips were not artificially created, but showed naturally occurring behavior. Participants indicated how confident they were in beating the presented athletes in a hypothetical scenario. Results indicated that participants' confidence estimations were influenced by opponents' score-related nonverbal behavior. Participants were less confident about beating a leading team and more confident about beating a trailing team, although they were unaware of the actual score during the depicted scenes. The present research is the first to show that in-game variations of naturally occurring nonverbal behavior can influence athletes' confidence. This finding highlights the importance of research into nonverbal behavior in sports, particularly in relation to athletes' confidence.

  14. Release the Prisoners Game

    Science.gov (United States)

    Van Hecke, Tanja

    2011-01-01

    This article presents the mathematical approach of the optimal strategy to win the "Release the prisoners" game and the integration of this analysis in a math class. Outline lesson plans at three different levels are given, where simulations are suggested as well as theoretical findings about the probability distribution function and its mean…

  15. Mystic mountain: an educational alternative futures wildland planning game

    Science.gov (United States)

    Edward C. Thor; James L. Creighton

    1978-01-01

    Alternative futures planning is a generic name for a number of planning approaches which recognize that the future is uncertain. There is not one future, preordained and universally known, but rather a variety of possible futures, any one of which may occur. Mystic Mountain is an educational game which teaches wildland planners and managers important concepts in...

  16. Game Art Complete All-in-One; Learn Maya, 3ds Max, ZBrush, and Photoshop Winning Techniques

    CERN Document Server

    Gahan, Andrew

    2008-01-01

    A compilation of key chapters from the top Focal game art books available today - in the areas of Max, Maya, Photoshop, and ZBrush. The chapters provide the CG Artist with an excellent sampling of essential techniques that every 3D artist needs to create stunning game art. Game artists will be able to master the modeling, rendering, rigging, and texturing techniques they need - with advice from Focal's best and brightest authors. Artists can learn hundreds of tips, tricks and shortcuts in Max, Maya, Photoshop, ZBrush - all within the covers of one complete, inspiring reference

  17. Optimization of Investment Planning Based on Game-Theoretic Approach

    Directory of Open Access Journals (Sweden)

    Elena Vladimirovna Butsenko

    2018-03-01

    Full Text Available The game-theoretic approach has a vast potential in solving economic problems. On the other hand, the theory of games itself can be enriched by the studies of real problems of decision-making. Hence, this study is aimed at developing and testing the game-theoretic technique to optimize the management of investment planning. This technique enables to forecast the results and manage the processes of investment planning. The proposed method of optimizing the management of investment planning allows to choose the best development strategy of an enterprise. This technique uses the “game with nature” model, and the Wald criterion, the maximum criterion and the Hurwitz criterion as criteria. The article presents a new algorithm for constructing the proposed econometric method to optimize investment project management. This algorithm combines the methods of matrix games. Furthermore, I show the implementation of this technique in a block diagram. The algorithm includes the formation of initial data, the elements of the payment matrix, as well as the definition of maximin, maximal, compromise and optimal management strategies. The methodology is tested on the example of the passenger transportation enterprise of the Sverdlovsk Railway in Ekaterinburg. The application of the proposed methodology and the corresponding algorithm allowed to obtain an optimal price strategy for transporting passengers for one direction of traffic. This price strategy contributes to an increase in the company’s income with minimal risk from the launch of this direction. The obtained results and conclusions show the effectiveness of using the developed methodology for optimizing the management of investment processes in the enterprise. The results of the research can be used as a basis for the development of an appropriate tool and applied by any economic entity in its investment activities.

  18. A new game plan for C players.

    Science.gov (United States)

    Axelrod, Beth; Handfield-Jones, Helen; Michaels, Ed

    2002-01-01

    It's a big driver of business success, but one that executives are loath to talk about: upgrading the talent pool by weeding out "C" players from management. These aren't the incompetent or unethical managers whom organizations dismiss without a backward glance; C performers deliver results that are acceptable--barely--but they fail to innovate or to inspire the people they lead. The authors of The War for Talent have studied what it takes to upgrade an organization's talent pool. In this article, they explore the hidden costs of tolerating under-performance and acknowledge the reasons why executives may shy away from dealing decisively with C players. They recommend that organizations take an "iron hand in a velvet glove" approach to managing subpar performers. That is, companies should establish rigorous, disciplined processes for assessing and dealing with low-performing managers but still treat them with respect. The authors outline three ironhanded steps. First, executives must identify C players by evaluating their talents and distributing employee performances along an assessment curve. Second, executives must agree on explicit action plans that articulate the improvements or changes that C performers must achieve within six to 12 months. And third, executives should hold managers accountable for carrying out the action plans. Without such discipline, procrastination, rationalization, and inaction will prevail. The authors also emphasize the need for the "velvet glove." Executives must ensure that low performers are treated with dignity, so they should offer candid feedback, instructive coaching, and generous severance packages and outplacement support. The authors' approach isn't about being tough on people; it's about being relentlessly focused on performance.

  19. Convincing American Women to Join in the Efforts to Win World War I: A Lesson Plan.

    Science.gov (United States)

    Sunal, Cynthia S.; Haas, Mary E.

    1994-01-01

    Asserts that World War I, unlike previous wars, was not fought by small groups of professional soldiers, but with large groups of citizens, including women. Presents a lesson plan using poster and postcards that examines methods used by the U.S. government to rally women to join the war effort. (CFR)

  20. Continuous improvement: A win... win process

    International Nuclear Information System (INIS)

    Lawrence, T.; Wichert, A.

    1993-01-01

    Implementing a continuous improvement (CI) process within PanCanadian's oil and gas production operations might have been a simple assignment if one were not also trying to capture the hearts and imaginations of the people in a changing work environment. Meeting the challenge is resulting in big payoffs to both the organization and its people. The plan used within the Company's Production Division to successfully introduce the CI process is discussed. A brief insight is provided on the process philosophy, with emphasis placed on planning, training and coaching used to launch the process. Also reviewed at length are the impediments to change and the challenges faced when changing an organization's culture. In a CI work environment, the supervisor's traditional role changes from one of monitoring and controlling to one of inspiring, motivating and leading people by communicating a clear vision. Employees at all levels in the work environment are organized into teams and armed with a good working knowledge of the problem solving tools which allow them to pursue and implement improvement initiatives. The outcome of the process is an ongoing 'win-win' situation for both the Company and its people. Employees are gaining more trust, eliminating job irritants and enjoying their work more in a team environment. The Company is winning through increased production, improved safety and reduced operating expenses, thanks to many innovative ideas which the employees have implemented. 4 refs

  1. Real-lime logical game with artificial intelligence using planning techniques

    OpenAIRE

    Pilař, Pavel

    2013-01-01

    The goal of this work was to design and implement a logical game with artificial inteligence. In the game the player is trying to hold an opponent driven by artificial inteligence inside a given level for a given time by using various instruments. The artificial inteligence is implemented using planning. The work describes game principles, game design and subsequent implementation, including analysis of the chosen and alternative implementation options.

  2. The Winning Alternative: Solving the Dilemma of the Win/Lose Syndrome.

    Science.gov (United States)

    Moore, Dorothy L.

    1986-01-01

    Suggests alternatives in solving the dilemma of the win/lose syndrome for young children participating in sports, games, and other competitive educational activities. Rather than reinforcing the "negative" aspects of competition ("winning is all," lack of participation, elimination), teachers should provide environments that help children to…

  3. Development and User Satisfaction of "Plan-It Commander," a Serious Game for Children with ADHD.

    Science.gov (United States)

    Bul, Kim C M; Franken, Ingmar H A; Van der Oord, Saskia; Kato, Pamela M; Danckaerts, Marina; Vreeke, Leonie J; Willems, Annik; van Oers, Helga J J; van den Heuvel, Ria; van Slagmaat, Rens; Maras, Athanasios

    2015-12-01

    The need for engaging treatment approaches within mental health care has led to the application of gaming approaches to existing behavioral training programs (i.e., gamification). Because children with attention deficit/hyperactivity disorder (ADHD) tend to have fewer problems with concentration and engagement when playing digital games, applying game technologies and design approaches to complement treatment may be a useful means to engage this population in their treatment. Unfortunately, gamified training programs currently available for ADHD have been limited in their ability to demonstrate in-game behavior skills that generalize to daily life situations. Therefore, we developed a new serious game (called "Plan-It Commander") that was specifically designed to promote behavioral learning and promotes strategy use in domains of daily life functioning such as time management, planning/organizing, and prosocial skills that are known to be problematic for children with ADHD. An interdisciplinary team contributed to the development of the game. The game's content and approach are based on psychological principles from the Self-Regulation Model, Social Cognitive Theory, and Learning Theory. In this article, game development and the scientific background of the behavioral approach are described, as well as results of a survey (n = 42) to gather user feedback on the first prototype of the game. The findings suggest that participants were satisfied with this game and provided the basis for further development and research to the game. Implications for developing serious games and applying user feedback in game development are discussed.

  4. An Aboriginal game plan - a plan for success

    International Nuclear Information System (INIS)

    Favelle, G.

    1999-01-01

    A presentation is included of some of the more intangible and hands-on types of advice that a corporation should consider when they decide to do business with Canadian Aboriginal peoples. Although there are numerous areas of business concern (both legally and culturally) to consider when working with Aboriginal people and communities, developing a proactive strategy and approach to this segment of Canadian society is just as important and compelling as environmental or gender-related issues because they too can be seen to affect the company operations at any level. Having good corporate business relations with Aboriginal communities is going to take some thinking 'outside of the box,' but with committed understanding and focus on open communications, there is no reason why a company should not be able to develop a corporate-wide approach with relative ease. By being open to learning and listening, companies can begin to develop 'Aboriginal Relations' strategies that will become an automatic inclusion item at corporate strategy meetings and planning discussions. This would be in keeping with the corporation's choice to negotiate and not litigate

  5. Platform Comparison Between Games Console, Mobile Games And PC Games

    Directory of Open Access Journals (Sweden)

    Geraldus Galehantomo P.S

    2015-11-01

    Full Text Available In terms of platforms and game console, there are diffrences between, mobile games and pc gamesin the way it is used, the operator, the main event play, the game design and even the way the game work.We know that all the games on console platforms, PC and mobile, have their own characteristic which have advantages and drawbacks All platforms compete to win the rating for the sake of their platform continuity. For rating, all games platforms develop games that are more qualified. Those games will determine the quality of the platforms, so that the game developers of each platform developtheir games maximally to compete.

  6. Uniqueness Conditions for the Infinite-Planning Horizon Open-Loop Linear Quadratic Differential Game

    NARCIS (Netherlands)

    Engwerda, J.C.

    2005-01-01

    In this note we consider the open-loop Nash linear quadratic differential game with an infinite planning horizon.The performance function is assumed to be indefinite and the underlying system affine.We derive both necessary and sufficient conditions under which this game has a unique Nash

  7. Gaming

    OpenAIRE

    Camilleri, Cassi

    2014-01-01

    In ancient times games played an integral role in society. Whilst in today’s hyperlinked world, games have evolved into complex, sophisticated mechanisms that enthral millions. http://www.um.edu.mt/think/the-school-of-games/

  8. Assessing Problematic Video Gaming Using the Theory of Planned Behavior: A Longitudinal Study of Dutch Young People

    Science.gov (United States)

    Haagsma, Maria C.; King, Daniel L.; Pieterse, Marcel E.; Peters, Oscar

    2013-01-01

    Although excessive video gaming has been linked to a range of psychological problems in young people, there have been few systematic attempts to conceptualize problem gaming using established psychological theory. The aim of this study was to examine problematic game use (PGU) using the Theory of Planned Behavior (TPB). A two-wave, six-month…

  9. Platform Comparison Between Games Console, Mobile Games And PC Games

    OpenAIRE

    Geraldus Galehantomo P.S

    2015-01-01

    In terms of platforms and game console, there are diffrences between, mobile games and pc gamesin the way it is used, the operator, the main event play, the game design and even the way the game work.We know that all the games on console platforms, PC and mobile, have their own characteristic which have advantages and drawbacks All platforms compete to win the rating for the sake of their platform continuity. For rating, all games platforms develop games that are more qualified. Those gam...

  10. Virtual and game-inspired approaches to concept store planning

    DEFF Research Database (Denmark)

    Andreasen, Kristian Emil; Tambo, Torben

    2012-01-01

    will typically involve engagement from franchisers, landlord, chain management, visual merchandisers, architects and construction specialists. In this paper a system is presented and discussed for electronic modeling of concept store. The system is based on principles of computer games, gamification, to let...

  11. Video lottery: winning expectancies and arousal.

    Science.gov (United States)

    Ladouceur, Robert; Sévigny, Serge; Blaszczynski, Alexander; O'Connor, Kieron; Lavoie, Marc E

    2003-06-01

    This study investigates the effects of video lottery players' expectancies of winning on physiological and subjective arousal. Participants were assigned randomly to one of two experimental conditions: high and low winning expectancies. Participants played 100 video lottery games in a laboratory setting while physiological measures were recorded. Level of risk-taking was controlled. Participants were 34 occasional or regular video lottery players. They were assigned randomly into two groups of 17, with nine men and eight women in each group. The low-expectancy group played for fun, therefore expecting to win worthless credits, while the high-expectancy group played for real money. Players' experience, demographic variables and subjective arousal were assessed. Severity of problem gambling was measured with the South Oaks Gambling Screen. In order to measure arousal, the average heart rate was recorded across eight periods. Participants exposed to high as compared to low expectations experienced faster heart rate prior to and during the gambling session. According to self-reports, it is the expectancy of winning money that is exciting, not playing the game. Regardless of the level of risk-taking, expectancy of winning is a cognitive factor influencing levels of arousal. When playing for fun, gambling becomes significantly less stimulating than when playing for money.

  12. Never split tens! a biographical novel of blackjack game theorist Edward O. Thorp : plus tips and techniques to help you win

    CERN Document Server

    Golden, Leslie M

    2017-01-01

    Renowned probability theorist Edward O. Thorp revolutionized the casino industry by developing card counting systems for the casino game of blackjack. Les Golden, the celebrated blackjack, roulette, and craps columnist for Bluff Europe, Gambling.com, iGaming Business, GamblingOnline, and Jackpots Review magazines, tells Thorp’s incredible true story of lucrative applied probability with charm, wit, and humor.  Whether you visit casinos for fun, dinner money, or a living, or whether you’re simply interested in a story of romance and casino intrigue, this lively biographical novel will capture and delight you. Illustrations by the author.

  13. In the winning mood

    Directory of Open Access Journals (Sweden)

    Marieke de Vries

    2008-01-01

    Full Text Available The present research aimed to test the role of mood in the Iowa Gambling Task (IGT; Bechara et al., 1994. In the IGT, participants can win or lose money by picking cards from four different decks. They have to learn by experience that two decks are overall advantageous and two decks are overall disadvantageous. Previous studies have shown that at an early stage in this card-game, players begin to display a tendency towards the advantageous decks. Subsequent research suggested that at this stage, people base their decisions on conscious gut feelings (Wagar and Dixon, 2006. Based on empirical evidence for the relation between mood and cognitive processing-styles, we expected and consistently found that, compared to a negative mood state, reported and induced positive mood states increased this early tendency towards advantageous decks. Our results provide support for the idea that a positive mood causes stronger reliance on affective signals in decision-making than a negative mood.

  14. Playing Multi-Action Adversarial Games: Online Evolutionary Planning versus Tree Search

    DEFF Research Database (Denmark)

    Justesen, Niels; Mahlmann, Tobias; Risi, Sebastian

    2017-01-01

    We address the problem of playing turn-based multi-action adversarial games, which include many strategy games with extremely high branching factors as players take multiple actions each turn. This leads to the breakdown of standard tree search methods, including Monte Carlo Tree Search (MCTS......), as they become unable to reach a sufficient depth in the game tree. In this paper, we introduce Online Evolutionary Planning (OEP) to address this challenge, which searches for combinations of actions to perform during a single turn guided by a fitness function that evaluates the quality of a particular state....... We compare OEP to different MCTS variations that constrain the exploration to deal with the high branching factor in the turn-based multi-action game Hero Academy. While the constrained MCTS variations outperform the vanilla MCTS implementation by a large margin, OEP is able to search the space...

  15. Winning Strategies: A Case Study of Oyo State Lottery, Nigeria

    African Journals Online (AJOL)

    PROF. OLIVER OSUAGWA

    2014-06-01

    Jun 1, 2014 ... 3.1 Simulation of Lottery Strategies. The data used for this research work consisted of the year 2011 lottery winning numbers of the Daily draw type of game as collected from the Oyo State Lottery. Commission. The data was used to simulate the random, low frequency and high frequency game strategies.

  16. Demonstrating the Use of Spatial Optimising Techniques by Means of a Freight Distribution Game.

    Science.gov (United States)

    McKinnon, Alan C.

    1984-01-01

    College seniors in a geography of marketing and distribution course learn about spatial optimizing techniques by participating in a freight distribution game. Students plan the distribution of confectionery from two factories in England to 20 wholesale and retail customers in Scotland. The team that designs the lowest cost system wins. (RM)

  17. Gaming

    OpenAIRE

    Chircop, David

    2014-01-01

    Over the last two decades a relatively new sort of board gaming has emerged which you might not have heard about. ‘Hobby’ or ‘modern’ board gaming is sweeping across the world. http://www.um.edu.mt/think/rise-of-the-ancients/

  18. From Refuse to Refuge: Create a Game Plan for Your Library to Encourage Reading

    Science.gov (United States)

    Bateman-Whitson, Jill

    2011-01-01

    It is important for students to be good readers. In order to encourage reading for the fun of it, the author developed a game plan for the library. In this article, the author discusses how to make the library the place to be. She suggests that librarians need to encourage students to read, read, read. They must make their libraries places of…

  19. Digital serious game for urban planning: “B3—Design your Marketplace!”

    OpenAIRE

    Alenka Poplin

    2014-01-01

    The main goal of this paper is to study the design and implementation of a digital serious game for civic engagement in urban planning. Digital serious games are games that aim to support learning in a playful and engaging way. Learning about the environment and planned changes is essential in civic engagement. The study case is taken from a city district, Billstedt, in Hamburg, Germany. In the implementation of a game concept we concentrated on the design of a marketplace in Billstedt. The g...

  20. Heuristic hybrid game approach for fleet condition-based maintenance planning

    International Nuclear Information System (INIS)

    Feng, Qiang; Bi, Xiong; Zhao, Xiujie; Chen, Yiran; Sun, Bo

    2017-01-01

    The condition-based maintenance (CBM) method is commonly used to select appropriate maintenance opportunities according to equipment status over a period of time. The CBM of aircraft fleets is a fleet maintenance planning problem. In this problem, mission requirements, resource constraints, and aircraft statuses are considered to find an optimal strategy set. Given that the maintenance strategies for each aircraft are finite, fleet CBM can be treated as a combinatorial optimization problem. In this study, the process of making a decision on the CBM of military fleets is analyzed. The fleet CBM problem is treated as a two-stage dynamic decision-making problem. Aircraft are divided into dispatch and standby sets; thus, the problem scale is significantly reduced. A heuristic hybrid game (HHG) approach comprising a competition game and a cooperative game is proposed on the basis of heuristic rule. In the dispatch set, a competition game approach is proposed to search for a local optimal strategy matrix. A cooperative game method for the two sets is also proposed to ensure global optimization. Finally, a case study regarding a fleet comprising 20 aircraft is conducted, with the results proving that the approach efficiently generates outcomes that meet the mission risk-oriented schedule requirement. - Highlights: • A new heuristic hybrid game method for fleet condition-based maintenance is proposed. • The problem is simplified by hierarchical solving based on dispatch and standby set. • The local optimal solution is got by competition game algorithm for dispatch set. • The global optimal solution is got by cooperative game algorithm between two sets.

  1. Community-based game intervention to improve South Asian Indian Americans' engagement with advanced care planning.

    Science.gov (United States)

    Radhakrishnan, Kavita; Van Scoy, Lauren Jodi; Jillapalli, Regina; Saxena, Shubhada; Kim, Miyong T

    2017-07-27

    Advance care planning (ACP) allows individuals to express their preferences for medical treatment in the event that they become incapable of making their own decisions. This study assessed the efficacy of a conversation game intervention for increasing South Asian Indian Americans' (SAIAs') engagement in ACP behaviors as well as the game's acceptability and cultural appropriateness among SAIAs. Eligible community-dwelling SAIAs were recruited at SAIA cultural events held in central Texas during the summer of 2016. Pregame questionnaires included demographics and the 55-item ACP Engagement Survey. Played in groups of 3-5, the game consists of 17 open-ended questions that prompt discussions of end-of-life issues. After each game session, focus groups and questionnaires were used to examine the game's cultural appropriateness and self-rated conversation quality. Postintervention responses on the ACP Engagement Survey and rates of participation in ACP behaviors were collected after 3 months through phone interviews or online surveys. Data were analyzed using descriptive statistics, frequencies, and paired t-tests comparing pre/post averages at a .05 significance level. Of the 47 participants, 64% were female, 62% had graduate degrees, 92% had lived in the U.S. for >10 years, 87% were first-generation immigrants, and 74% had no advance directive prior to the game. At the 3-month follow-up, 58% of participants had completed at least one ACP behavior, 42% had discussed end-of-life issues with loved ones, 15% did so with their healthcare providers, and 18% had created an advanced directive. ACP Engagement Survey scores increased significantly on all four of the process subscales by 3 months postgame. SAIA individuals who played a conversation game had a relatively high rate of performing ACP behaviors 3 months after the intervention. These findings suggest that conversation games may be useful tools for motivating people from minority communities to engage in ACP behaviors.

  2. The cost of virtual wins: An examination of gambling-related risks in youth who spend money on social casino games.

    Science.gov (United States)

    King, Daniel L; Russell, Alex; Gainsbury, Sally; Delfabbro, Paul H; Hing, Nerilee

    2016-09-01

    Background and aims Social casino games (SCGs) are not technically considered a form of gambling but they do enable players to spend money in a game that is gambling themed or structurally approximate to gambling. It has been theorized that SCGs could be a gateway to gambling activities or otherwise normalize the experience of gambling for young people, particularly when money becomes involved. The aim of this study was to investigate whether adolescents' financial expenditure in SCGs was associated with broader gambling activity, including level of participation, expenditure, and problem gambling symptoms. Methods An online survey was administered to 555 adolescents, including 130 SCG players (78 non-paying and 52 paying users). Results Paying SCG users tended to be employed males who play more frequently and engage in more SCG activities, who report more symptoms of problem gambling and higher psychological distress than non-paying SCG users. Paying SCG users reported more frequent engagement and spending in monetary gambling activities, and two-thirds of SCG payers recalled that their SCG use had preceded involvement in financial gambling. Discussion and conclusions Spending in simulated gambling activities by adolescents may be a risk factor for problem gambling. Although SCGs may currently defy classification as a form of gambling, these activities will likely continue to be scrutinized by regulators for the use of dubious or exploitative payment features offered in a gambling-themed format that is available to persons of all ages.

  3. A New Algorithm for the Subtraction Games

    OpenAIRE

    He, Guanglei; Qin, Zhihui

    2012-01-01

    Subtraction games is a class of combinatorial games. It was solved since the Sprague-Grundy Theory was put forward. This paper described a new algorithm for subtraction games. The new algorithm can find win or lost positions in subtraction games. In addition, it is much simpler than Sprague-Grundy Theory in one pile of the games.

  4. Your Game Plan to Prevent Type 2 Diabetes

    Science.gov (United States)

    ... plans this week, I’ll watch a movie. Pick one step to try this week. Add one ... FAQs About NIDDK Meet the Director Offices & Divisions Staff Directory Budget & Legislative Information Advisory & Coordinating Committees Strategic ...

  5. Gaming

    CERN Document Server

    Duke, Richard D

    2014-01-01

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

  6. Water Polo Game-Related Statistics in Women’s International Championships: Differences and Discriminatory Power

    Science.gov (United States)

    Escalante, Yolanda; Saavedra, Jose M.; Tella, Victor; Mansilla, Mirella; García-Hermoso, Antonio; Dominguez, Ana M.

    2012-01-01

    The aims of this study were (i) to compare women’s water polo game-related statistics by match outcome (winning and losing teams) and phase (preliminary, classificatory, and semi-final/bronze medal/gold medal), and (ii) identify characteristics that discriminate performances for each phase. The game-related statistics of the 124 women’s matches played in five International Championships (World and European Championships) were analyzed. Differences between winning and losing teams in each phase were determined using the chi-squared. A discriminant analysis was then performed according to context in each of the three phases. It was found that the game-related statistics differentiate the winning from the losing teams in each phase of an international championship. The differentiating variables were both offensive (centre goals, power-play goals, counterattack goal, assists, offensive fouls, steals, blocked shots, and won sprints) and defensive (goalkeeper-blocked shots, goalkeeper-blocked inferiority shots, and goalkeeper-blocked 5-m shots). The discriminant analysis showed the game-related statistics to discriminate performance in all phases: preliminary, classificatory, and final phases (92%, 90%, and 83%, respectively). Two variables were discriminatory by match outcome (winning or losing teams) in all three phases: goals and goalkeeper-blocked shots. Key pointsThe preliminary phase that more than one variable was involved in this differentiation, including both offensive and defensive aspects of the game.The game-related statistics were found to have a high discriminatory power in predicting the result of matches with shots and goalkeeper-blocked shots being discriminatory variables in all three phases.Knowledge of the characteristics of women’s water polo game-related statistics of the winning teams and their power to predict match outcomes will allow coaches to take these characteristics into account when planning training and match preparation. PMID

  7. Successful Undergraduate Research: Creating Win-Win-Win

    Science.gov (United States)

    Guswa, A. J.; Rhodes, A. L.

    2003-12-01

    Undergraduate involvement in research has the potential to advance science, enhance education, strengthen the research community, and raise general awareness of the importance and impact of scientific understanding. Rather than being competing objectives, these goals are synergistic. Effective research experiences are those that create win-win-win situations: benefits to the student, benefits to the project, and benefits to the scientific community. When structured appropriately, undergraduate research fits into a learner-centered paradigm that puts emphasis on student learning, rather than instructor teaching. Under such a paradigm the student and professor learn together, constructing knowledge by integrating information with critical-thinking and problem-solving skills, and use this knowledge to address issues in real-life contexts. Creating such a learning environment requires that the professor be vested in the outcome of the research, that the student take a meta-cognitive approach to the project and work at a level appropriate to her abilities, and that the student understand how her contribution fits into the project and the larger field. All of these factors lead to greater independence, confidence, and productivity on the part of the student. By providing undergraduates with these experiences, we introduce not only future scientists but also non-scientists to the excitement of discovery and the value of scientific research. Currently, we involve undergraduates in our research on the hydrology and geochemistry of a tropical montane cloud forest in Monteverde, Costa Rica. At the start of each student's involvement, we provide her with the big picture: our project goals, the relevant social issues, and the importance of watershed research. Each student then articulates her own educational and project objectives. Together, we choose tasks that match her skills and interests with our scholarly work. Specific activities range from literature review to

  8. Continuous improvement: A win-win process

    International Nuclear Information System (INIS)

    Lawrence, T.M.; Wichert, A.

    1992-01-01

    The strategies used within PanCanadian Petroleum Limited's production division to successfully introduce the continuous improvement (CI) process are discussed. Continuous improvement is an operating philosophy and management style which allows all employees to participate in and improve the way an organization performs its day-to-day business. In the CI work environment the supervisor's traditional role changes from one of monitoring and controlling, to one of inspiring, motivating and leading people by communicating a clear vision. Employees at all levels in the work environment are organized into teams and armed with a good working knowledge of the problem-solving tools which allow them to pursue and implement improvement initiatives. The outcome of the process is an ongoing win-win situation for both PanCanadian and its people. Employees are gaining more trust, eliminating job irritants, and enjoying their work in a team environment. The company is benefiting through increased production, improved safety and reduced operating expenses, thanks to the many innovative ideas introduced by employees. 4 refs

  9. A game generalizing Hall's theorem

    OpenAIRE

    Rabern, Landon

    2012-01-01

    We characterize the initial positions from which the first player has a winning strategy in a certain two-player game. This provides a generalization of Hall's theorem. Vizing's edge coloring theorem follows from a special case.

  10. The Importance of Teaching a Win-Win Philosophy.

    Science.gov (United States)

    Brainard, Alan J.

    Most people are raised in a traditional environment which teaches that someone-winning implies that someone-loses. However, psychology and the examples provided in the Watergate scandal demonstrate that such a philosophy is neither productive nor beneficial. A "win-win" philosophy of cooperation, not competition, is needed for…

  11. Award Winning Science Projects.

    Science.gov (United States)

    Showalter, Victor M.; Slesnick, Irwin L.

    This is a collection of reports of student award winning science projects that have appeared in "The Science Teacher." Grade levels 7-12 are represented with projects categorized as follows: biology, chemistry and physics, earth-space science, and miscellaneous. In each section the abstracts are arranged in order of increasing complexity…

  12. Duality Games and Operational Duality Relations

    Science.gov (United States)

    Bagan, Emilio; Calsamiglia, John; Bergou, János A.; Hillery, Mark

    2018-01-01

    We give operational meaning to wave-particle duality in terms of discrimination games. Duality arises as a constraint on the probability of winning these games. The games are played with the aid of an n -port interferometer, and involve 3 parties, Alice and Bob, who cooperate, and the House, who supervises the game. In one game called ways they attempt to determine the path of a particle in the interferometer. In another, called phases, they attempt to determine which set of known phases have been applied to the different paths. The House determines which game is to be played by flipping a coin. We find a tight wave-particle duality relation that allows us to relate the probabilities of winning these games, and use it to find an upper bound on the probability of winning the combined game. This procedure allows us to express wave-particle duality in terms of discrimination probabilities.

  13. Gamble While You Gamble: Electronic Games in Ontario Charitable Gaming Centres.

    Science.gov (United States)

    Harrigan, Kevin; Brown, Dan; MacLaren, Vance

    Electronic Bingo games have recently appeared in Ontario Charitable Gaming Centres. Here we summarize the characteristics of this novel form of electronic gambling, and give a detailed characterization of one game. We contend that these games have structural characteristics that make them similar to modern Electronic Gaming Machines (EGMs) that feature multiline slots games. These features include a fast and continuous gaming experience, with player adjustable win size and reinforcement rate, a high frequency of losses disguised as wins, and highly salient near misses. Some of these games also have bonus rounds and provide players with a list of recent wins. We conclude that provincial and state gaming authorities should be aware that the placement of Bingo EGMs in existing Bingo facilities may increase problem gambling among an already well-established community of Bingo enthusiasts.

  14. Winning the oil and gas game

    International Nuclear Information System (INIS)

    Smith, Michael R.

    1998-03-01

    Contains Executive Summary and Chapters on: Adding value with minimum investment; Marketing the bargain strategy; Using technology effectively; Capturing bargain opportunities; Keeping on track of objectives; Reputations; Management of a bargain strategy. (Author)

  15. Lesson Plan--Online Games to Teach Vocabulary to Young Learners

    Science.gov (United States)

    Okaz, Abeer Ali

    2014-01-01

    This article describes how teachers can use online learning games to enhance young learners' language skill learning. Children love all sorts of games, therefore, implementing games (particularly online ones) are a useful aspect of lessons. Games are an indispensable tool while teaching, especially if employed effectively. The online activities…

  16. Winning hearts and minds

    International Nuclear Information System (INIS)

    Drulia, M.R.

    1999-01-01

    'The greatest problem in communication is the illusion that it has been accomplished' (George Bernard Shaw). Over the past few decades we have seen major shifts in opinion as to what makes a business successful. The 1950's and 1960's saw a production focus whilst the 1970's and 1980's saw progressive change towards quality and 'customer is king' as key business drivers. A popular view now suggests that the next step change will be towards internal marketing, based on the concept that, in the future, winning employee support will be seen as the single biggest contributor to driving business performances. In summary, to win hearts and minds you must understand the needs of your audience, the intent of your communication activity, adopt a suitable style and match your deeds to your words

  17. 2014 WIN3 Workshop

    CERN Document Server

    Long, Ling; Pries, Rachel; Stange, Katherine

    2016-01-01

    Exploring the interplay between deep theory and intricate computation, this volume is a compilation of research and survey papers in number theory, written by members of the Women In Numbers (WIN) network, principally by the collaborative research groups formed at Women In Numbers 3, a conference at the Banff International Research Station in Banff, Alberta, on April 21-25, 2014. The papers span a wide range of research areas: arithmetic geometry; analytic number theory; algebraic number theory; and applications to coding and cryptography. The WIN conference series began in 2008, with the aim of strengthening the research careers of female number theorists. The series introduced a novel research-mentorship model: women at all career stages, from graduate students to senior members of the community, joined forces to work in focused research groups on cutting-edge projects designed and led by experienced researchers. The goals for Women In Numbers 3 were to establish ambitious new collaborations between women i...

  18. Massive Multiplayer Online Gaming: A Research Framework for Military Training and Education

    Science.gov (United States)

    2005-03-01

    1999). Multiplayer games are built around the same concept of electronically linking participants and displaying them together in the same...simulations, quests and adventures, sports games , war games , puzzles, educational games , and computer role playing games (Ju & Wagner, 1997). According to...include fun, play, competition , goals, rules, and winning. 3 Gredler (1996) points to three key differences between simulations and games . First

  19. 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.

  20. Using the Theory of Planned Behavior to Understand the Beliefs of Chinese Teachers Concerning Teaching Games for Understanding

    Science.gov (United States)

    Wang, Lijuan

    2013-01-01

    This study describes the beliefs of Physical Education (PE) teachers regarding Teaching Games for Understanding (TGfU) based on the Theory of Planned Behavior (TPB). Twenty PE teachers participated in this study. Data collection consisted of a survey on demographic data and semistructured interviews. The research results indicate that the teachers…

  1. Increasing Student Interest and Comprehension of Production Planning and Control and Operations Performance Measurement Concepts Using a Production Line Game

    Science.gov (United States)

    Cox, James F., III; Walker, Edward D., II

    2005-01-01

    Production planning and control (PPC) systems and operations performance measures are topics that students generally find both boring and difficult to understand. In the article, the authors present a production line game that they have found to be an effective tool to increase student interest in the topics as well as student comprehension. The…

  2. Generation Expansion Planning in pool market: A hybrid modified game theory and improved genetic algorithm

    International Nuclear Information System (INIS)

    Shayanfar, H.A.; Lahiji, A. Saliminia; Aghaei, J.; Rabiee, A.

    2009-01-01

    Unlike the traditional policy, Generation Expansion Planning (GEP) problem in competitive framework is complicated. In the new policy, each Generation Company (GENCO) decides to invest in such a way that obtains as much profit as possible. This paper presents a new hybrid algorithm to determine GEP in a Pool market. The proposed algorithm is divided in two programming levels: master and slave. In the master level a Modified Game Theory (MGT) is proposed to evaluate the contrast of GENCOs by the Independent System Operator (ISO). In the slave level, an Improved Genetic Algorithm (IGA) method is used to find the best solution of each GENCO for decision-making of investment. The validity of the proposed method is examined in the case study including three GENCOs with multi-type of power plants. The results show that the presented method is both satisfactory and consistent with expectation.

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

    Science.gov (United States)

    Olender, M.; Krenczyk, D.

    2016-08-01

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

  4. Action Investment Energy Games

    DEFF Research Database (Denmark)

    Larsen, Kim Guldstrand; Laursen, Simon; Srba, Jiri

    2012-01-01

    We introduce the formalism of action investment energy games where we study the trade-off between investments limited by given budgets and resource constrained (energy) behavior of the underlying system. More specifically, we consider energy games extended with costs of enabling actions and fixed...... budgets for each player. We ask the question whether for any Player 2 investment there exists a Player 1 investment such that Player 1 wins the resulting energy game. We study the action investment energy game for energy intervals with both upper and lower bounds, and with a lower bound only, and give...

  5. The Minority Game : An Economics Perspective

    NARCIS (Netherlands)

    Kets, W.

    2007-01-01

    This paper gives a critical account of the minority game literature. The minority game is a simple congestion game: players need to choose between two options, and those who have selected the option chosen by the minority win. The learning model proposed in this literature seems to differ markedly

  6. Learning Deductive Reasoning through Games of Logic

    Science.gov (United States)

    McFeetors, P. Janelle; Mason, Ralph T.

    2009-01-01

    Pairs of students are looking at rows of pennies--laughing, talking, kidding one another about who is winning and who is making smart moves. The game, a simple game for two players, is One or Two?. The game begins with a player removing any one penny. Players then take turns, removing either a single penny or a pair of pennies from adjacent…

  7. When winning is everything.

    Science.gov (United States)

    Malhotra, Deepak; Ku, Gillian; Murnighan, J Keith

    2008-05-01

    In the heat of competition, executives can easily become obsessed with beating their rivals. This adrenaline-fueled emotional state, which the authors call competitive arousal, often leads to bad decisions. Managers can minimize the potential for competitive arousal and the harm it can inflict by avoiding certain types of interaction and targeting the causes of a win-at-all-costs approach to decision making. Through an examination of companies such as Boston Scientific and Paramount, and through research on auctions, the authors identified three principal drivers of competitive arousal: intense rivalry, especially in the form of one-on-one competitions; time pressure, found in auctions and other bidding situations, for example; and being in the spotlight--that is, working in the presence of an audience. Individually, these factors can seriously impair managerial decision making; together, their consequences can be dire, as evidenced by many high-profile business disasters. It's not possible to avoid destructive competitions and bidding wars completely. But managers can help prevent competitive arousal by anticipating potentially harmful competitive dynamics and then restructuring the deal-making process. They can also stop irrational competitive behavior from escalating by addressing the causes of competitive arousal. When rivalry is intense, for instance, managers can limit the roles of those who feel it most. They can reduce time pressure by extending or eliminating arbitrary deadlines. And they can deflect the spotlight by spreading the responsibility for critical competitive decisions among team members. Decision makers will be most successful when they focus on winning contests in which they have a real advantage--and take a step back from those in which winning exacts too high a cost.

  8. The Olympic and Paralympic Games 2012: literature review of the logistical planning and operational challenges for public health.

    Science.gov (United States)

    Enock, K E; Jacobs, J

    2008-11-01

    To undertake a review of the literature relating to public health planning and interventions at previous summer Olympic and Paralympic Games and other relevant major summer sporting events or mass gatherings, with a focus on official publications and peer-reviewed articles. Literature review. A literature review was undertaken using all biomedical databases and a freetext search using Google to widen the search beyond peer-reviewed publications. Search terms used were: Olympics; Paralympics; mass gatherings; mass gathering medicine; sporting events; weather; planning; and organisation. Citations within articles were searched to identify additional references that would inform this review. This literature review concentrates on the public health aspects of population care at mass gatherings, particularly the Olympic and Paralympic Games which are set over several weeks, focusing on surveillance, prevention and health service quality. The literature identified 10 areas of public health planning: public health command centre and communication; surveillance, assessment and control; environmental health and safety; infectious disease outbreaks; implications of weather conditions; health promotion; travel information; economic assessments; public transport and reduction of asthma events; and preparing athletes for potential allergies. The following themes emerged as crucial factors for the success of any public health interventions at Olympic and Paralympic Games: detailed planning of deliverables; pre-identification of critical success factors; management of risk; detailed contingency planning; and full testing of all plans prior to the event. The 2012 Olympic Games will provide an exciting challenge for public health providers and systems. Preparation requires early detailed planning of policies, procedures and on-site health promotion events, in addition to helping to set up the surveillance and monitoring systems that will capture public health activity alongside

  9. Win-win Imageries in a Soap Bubble World

    DEFF Research Database (Denmark)

    Ekman, Susanne

    2015-01-01

    This article explores the imagery and notions of personhood underlying the willingness to undertake extreme work among creative knowledge workers. The core argument is that extreme work is informed by pervasive win-win fantasies which can be recognized in a number of current organizational trends...

  10. All Work and No Play? Facilitating Serious Games and Gamified Applications in Participatory Urban Planning and Governance

    Directory of Open Access Journals (Sweden)

    Cristina Ampatzidou

    2018-03-01

    Full Text Available As games and gamified applications gain prominence in the academic debate on participatory practices, it is worth examining whether the application of such tools in the daily planning practice could be beneficial. This study identifies a research–practice gap in the current state of participatory urban planning practices in three European cities. Planners and policymakers acknowledge the benefits of employing such tools to illustrate complex urban issues, evoke social learning, and make participation more accessible. However, a series of impediments relating to planners’ inexperience with participatory methods, resource constraints, and sceptical adult audiences, limits the broader application of games and gamified applications within participatory urban planning practices. Games and gamified applications could become more widely employed within participatory planning processes when process facilitators become better educated and better able to judge the situations in which such tools could be implemented as part of the planning process, and if such applications are simple and useful, and if their development process is based on co-creation with the participating publics.

  11. Exploring Young Children's Performance on and Acceptance of an Educational Scenario-Based Digital Game for Teaching Route-Planning Strategies: A Case Study

    Science.gov (United States)

    Lin, Yi-Hui; Hou, Huei-Tse

    2016-01-01

    Researchers suggest that game-based learning (GBL) can be used to facilitate mathematics learning. However, empirical GBL research that targets young children is still limited. The purposes of the study is to develop a scenario-based digital game to promote children's route-planning ability, to empirically explore children's learning performance…

  12. Build a Winning Hand

    Science.gov (United States)

    Glover, Sandy

    2005-01-01

    What do poker and bridge have in common? Both are card games that originated in Europe (although poker's modern form developed in the frontier towns of the American West, while bridge still reflects its British heritage). Both use a regular 52-card playing deck, both involve bidding, and both have experienced renewed popularity in recent years.…

  13. Serious games experiment toward agent-based simulation

    Science.gov (United States)

    Wein, Anne; Labiosa, William

    2013-01-01

    We evaluate the potential for serious games to be used as a scientifically based decision-support product that supports the United States Geological Survey’s (USGS) mission--to provide integrated, unbiased scientific information that can make a substantial contribution to societal well-being for a wide variety of complex environmental challenges. Serious or pedagogical games are an engaging way to educate decisionmakers and stakeholders about environmental challenges that are usefully informed by natural and social scientific information and knowledge and can be designed to promote interactive learning and exploration in the face of large uncertainties, divergent values, and complex situations. We developed two serious games that use challenging environmental-planning issues to demonstrate and investigate the potential contributions of serious games to inform regional-planning decisions. Delta Skelta is a game emulating long-term integrated environmental planning in the Sacramento-San Joaquin Delta, California, that incorporates natural hazards (flooding and earthquakes) and consequences for California water supplies amidst conflicting water interests. Age of Ecology is a game that simulates interactions between economic and ecologic processes, as well as natural hazards while implementing agent-based modeling. The content of these games spans the USGS science mission areas related to water, ecosystems, natural hazards, land use, and climate change. We describe the games, reflect on design and informational aspects, and comment on their potential usefulness. During the process of developing these games, we identified various design trade-offs involving factual information, strategic thinking, game-winning criteria, elements of fun, number and type of players, time horizon, and uncertainty. We evaluate the two games in terms of accomplishments and limitations. Overall, we demonstrated the potential for these games to usefully represent scientific information

  14. A framework for learning and planning against switching strategies in repeated games

    Science.gov (United States)

    Hernandez-Leal, Pablo; Munoz de Cote, Enrique; Sucar, L. Enrique

    2014-04-01

    Intelligent agents, human or artificial, often change their behaviour as they interact with other agents. For an agent to optimise its performance when interacting with such agents, it must be capable of detecting and adapting according to such changes. This work presents an approach on how to effectively deal with non-stationary switching opponents in a repeated game context. Our main contribution is a framework for online learning and planning against opponents that switch strategies. We present how two opponent modelling techniques work within the framework and prove the usefulness of the approach experimentally in the iterated prisoner's dilemma, when the opponent is modelled as an agent that switches between different strategies (e.g. TFT, Pavlov and Bully). The results of both models were compared against each other and against a state-of-the-art non-stationary reinforcement learning technique. Results reflect that our approach obtains competitive results without needing an offline training phase, as opposed to the state-of-the-art techniques.

  15. Game theory, alive

    CERN Document Server

    Karlin, Anna R

    2016-01-01

    This book presents a rigorous introduction to the mathematics of game theory without losing sight of the joy of the subject. This is done by focusing on theoretical highlights (e.g., at least six Nobel Prize winning results are developed from scratch) and by presenting exciting connections of game theory to other fields, such as computer science, economics, social choice, biology, and learning theory. Both classical topics, such as zero-sum games, and modern topics, such as sponsored search auctions, are covered. Along the way, beautiful mathematical tools used in game theory are introduced, including convexity, fixed-point theorems, and probabilistic arguments. The book is appropriate for a first course in game theory at either the undergraduate or graduate level, whether in mathematics, economics, computer science, or statistics. Game theory's influence is felt in a wide range of disciplines, and the authors deliver masterfully on the challenge of presenting both the breadth and coherence of its underlying ...

  16. Match statistics related to winning in the group stage of 2014 Brazil FIFA World Cup.

    Science.gov (United States)

    Liu, Hongyou; Gomez, Miguel-Ángel; Lago-Peñas, Carlos; Sampaio, Jaime

    2015-01-01

    Identifying match statistics that strongly contribute to winning in football matches is a very important step towards a more predictive and prescriptive performance analysis. The current study aimed to determine relationships between 24 match statistics and the match outcome (win, loss and draw) in all games and close games of the group stage of FIFA World Cup (2014, Brazil) by employing the generalised linear model. The cumulative logistic regression was run in the model taking the value of each match statistic as independent variable to predict the logarithm of the odds of winning. Relationships were assessed as effects of a two-standard-deviation increase in the value of each variable on the change in the probability of a team winning a match. Non-clinical magnitude-based inferences were employed and were evaluated by using the smallest worthwhile change. Results showed that for all the games, nine match statistics had clearly positive effects on the probability of winning (Shot, Shot on Target, Shot from Counter Attack, Shot from Inside Area, Ball Possession, Short Pass, Average Pass Streak, Aerial Advantage and Tackle), four had clearly negative effects (Shot Blocked, Cross, Dribble and Red Card), other 12 statistics had either trivial or unclear effects. While for the close games, the effects of Aerial Advantage and Yellow Card turned to trivial and clearly negative, respectively. Information from the tactical modelling can provide a more thorough and objective match understanding to coaches and performance analysts for evaluating post-match performances and for scouting upcoming oppositions.

  17. Continual Online Evolutionary Planning for In-Game Build Order Adaptation in StarCraft

    DEFF Research Database (Denmark)

    Justesen, Niels Orsleff; Risi, Sebastian

    2017-01-01

    The real-time strategy game StarCraft has become an important benchmark for AI research as it poses a complex environment with numerous challenges. An important strategic aspect in this game is to decide what buildings and units to produce. StarCraft bots playing in AI competitions today are only...

  18. Wins, winning and winners: the commercial advertising of lottery gambling.

    Science.gov (United States)

    McMullan, John L; Miller, Delthia

    2009-09-01

    This study analyzed a sample of 920 lottery ads that were placed or played in Atlantic Canada from January 2005 to December 2006. A content analysis, involving quantitative and qualitative techniques, was conducted to examine the design features, exposure profiles and focal messages of these ads and to explore the connections between lottery advertising and consumer culture. We found that there was an "ethos of winning" in these commercials that provided the embedded words, signs, myths, and symbols surrounding lottery gambling and conveyed a powerful imagery of plentitude and certitude in a world of potential loss where there was little reference to the actual odds of winning. The tangible and emotional qualities in the ads were especially inviting to young people creating a positive orientation to wins, winning and winners, and lottery products that, in turn, reinforced this form of gambling as part of youthful consumption practices. We concluded that enticing people with the prospects of huge jackpots, attractive consumer goods and easy wins, showcasing top prize winners, and providing dubious depictions that winning is life-changing was narrow and misleading and exploited some of the factors associated with at-risk gambling.

  19. Parental intention to support video game play by children with autism spectrum disorder: an application of the theory of planned behavior.

    Science.gov (United States)

    Finke, Erinn H; Hickerson, Benjamin; McLaughlin, Eileen

    2015-04-01

    The purpose of this study was to determine parental attitudes regarding engagement with video games by their children with autism spectrum disorder (ASD) and whether attitudes vary based on ASD symptom severity. Online survey methodology was used to gather information from parents of children with ASD between the ages of 8 and 12 years. The finalized data set included 152 cases. Descriptive statistics and frequency analyses were used to examine participant demographics and video game play. Descriptive and inferential statistics were used to evaluate questions on the theory of planned behavior. Regression analyses determined the predictive ability of the theory of planned behavior constructs, and t tests provided additional descriptive information about between-group differences. Children with ASD play video games. There are no significant differences in the time, intensity, or types of games played based on severity of ASD symptoms (mild vs. moderate). Parents of children with ASD had positive attitudes about video game play. Parents of children with ASD appear to support video game play. On average, parents indicated video game play was positive for their children with ASD, particularly if they believed the games were having a positive impact on their child's development.

  20. Implementing Realistic Helicopter Physics in 3D Game Environments

    National Research Council Canada - National Science Library

    Perkins, Keith

    2002-01-01

    .... The Army Game Project Team licensed Epic Game's Unreal game engine to produce this game. As the project progressed, the Army, realized that the game had the potential to cover a much larger scope than originally planned...

  1. Examining Long Term Climate Related Security Risks through the Use of Gaming and Scenario Planning

    Science.gov (United States)

    2016-10-24

    nology to deal with rising temperatures and greenhouse gas emissions. The two dominant forms of technology across the games were nuclear energy and...nuclear energy to reduce greenhouse gas emissions. The players in this game felt it was a viable alternative to fossil fuels. The European Union...Asia, and the United States devoted resources to regions in need, including the Andes, Indonesia , Mexico, and parts of Africa.19 The players felt

  2. WINS. Market Simulation Tool for Facilitating Wind Energy Integration

    Energy Technology Data Exchange (ETDEWEB)

    Shahidehpour, Mohammad [Illinois Inst. of Technology, Chicago, IL (United States)

    2012-10-30

    Integrating 20% or more wind energy into the system and transmitting large sums of wind energy over long distances will require a decision making capability that can handle very large scale power systems with tens of thousands of buses and lines. There is a need to explore innovative analytical and implementation solutions for continuing reliable operations with the most economical integration of additional wind energy in power systems. A number of wind integration solution paths involve the adoption of new operating policies, dynamic scheduling of wind power across interties, pooling integration services, and adopting new transmission scheduling practices. Such practices can be examined by the decision tool developed by this project. This project developed a very efficient decision tool called Wind INtegration Simulator (WINS) and applied WINS to facilitate wind energy integration studies. WINS focused on augmenting the existing power utility capabilities to support collaborative planning, analysis, and wind integration project implementations. WINS also had the capability of simulating energy storage facilities so that feasibility studies of integrated wind energy system applications can be performed for systems with high wind energy penetrations. The development of WINS represents a major expansion of a very efficient decision tool called POwer Market Simulator (POMS), which was developed by IIT and has been used extensively for power system studies for decades. Specifically, WINS provides the following superiorities; (1) An integrated framework is included in WINS for the comprehensive modeling of DC transmission configurations, including mono-pole, bi-pole, tri-pole, back-to-back, and multi-terminal connection, as well as AC/DC converter models including current source converters (CSC) and voltage source converters (VSC); (2) An existing shortcoming of traditional decision tools for wind integration is the limited availability of user interface, i.e., decision

  3. Deterministic Graphical Games Revisited

    DEFF Research Database (Denmark)

    Andersson, Klas Olof Daniel; Hansen, Kristoffer Arnsfelt; Miltersen, Peter Bro

    2012-01-01

    Starting from Zermelo’s classical formal treatment of chess, we trace through history the analysis of two-player win/lose/draw games with perfect information and potentially infinite play. Such chess-like games have appeared in many different research communities, and methods for solving them......, such as retrograde analysis, have been rediscovered independently. We then revisit Washburn’s deterministic graphical games (DGGs), a natural generalization of chess-like games to arbitrary zero-sum payoffs. We study the complexity of solving DGGs and obtain an almost-linear time comparison-based algorithm...... for finding optimal strategies in such games. The existence of a linear time comparison-based algorithm remains an open problem....

  4. Eastern countries - WIN activity review

    International Nuclear Information System (INIS)

    Stiopol, Mihaela

    1998-01-01

    Women can play this important role in informing people about nuclear energy. WIN is a world-wide association of women working professionally in the fields of nuclear energy and radiation application who want to devote their time to public information. The main goal of the WIN is to establish an objective and effective communication with the public through educational programmes, information exchange and arranging study visits. The membership includes women working in medicine and health care, in regulatory authorities, in industry and as independent researches at Universities. They want to contribute to objectively informing the public by making presentation, discussing and giving information materials on subjects such as; radiation, radioactivity and health effects medical applications nuclear energy nuclear power plants and their safety nuclear and environment uranium mining radiation protection energy sustainable development WIN is also open to men, supporting the goals of WIN. The intention of this paper was to underline the main aspects which reflect WIN activity in some Eastern and Central countries. There are common features and also specific elements for each country. But the goal is the same: to assure an effective and a real information of the public related to the nuclear field

  5. Impact of Gaming in Singapore

    OpenAIRE

    Wong, Siok Hwee

    2011-01-01

    The gaming industry in Asia has developed over the years to become major business operations today. The term, ‘gaming industry’ refers to legalised gambling, an activity that is defined as taking the risk of losing something of value, usually monetary, in the hope of winning additional value if the outcome of a game which depends on chance is in one’s favour. To avoid the ‘negative connotations’ of the word ‘gambling’, legalised gambling is commonly referred to as the gaming indust...

  6. Win at Work! The Everybody Wins Approach to Conflict Resolution

    CERN Document Server

    Katz, Diane

    2010-01-01

    Proven techniques for resolving workplace conflicts. After years of seeing clients struggling and their businesses suffering with destructive conflicts, Diane Katz developed The Working Circle, a step-by-step process that helps everyone in business resolve conflict in a non-confrontational, creative, collaborative way. Win at Work! provides you with a no-nonsense guide based on real-life examples of people at pivotal points in their careers. Filled with practical wisdom, it reveals how you can move around the roadblocks that, if left unattanded, can stop you in your tracks. Win at Work! also h

  7. Satellite Maps Deliver More Realistic Gaming

    Science.gov (United States)

    2013-01-01

    When Redwood City, California-based Electronic Arts (EA) decided to make SSX, its latest snowboarding video game, it faced challenges in creating realistic-looking mountains. The solution was NASA's ASTER Global Digital Elevation Map, made available by the Jet Propulsion Laboratory, which EA used to create 28 real-life mountains from 9 different ranges for its award-winning game.

  8. Maker-Breaker games on random geometric graphs

    NARCIS (Netherlands)

    Beveridge, Andrew; Dudek, Andrzej; Frieze, Alan; Muller, Tobias; Stojakovic, Milos

    2014-01-01

    In a Maker-Breaker game on a graph G, Breaker and Maker alternately claim edges of G. Maker wins if, after all edges have been claimed, the graph induced by his edges has some desired property. We consider four Maker-Breaker games played on random geometric graphs. For each of our four games we show

  9. Solving Simple Stochastic Games with Few Random Vertices

    NARCIS (Netherlands)

    H. Gimbert; F. Horn (Florian)

    2009-01-01

    htmlabstractSimple stochastic games are two-player zero-sum stochastic games with turn-based moves, perfect information, and reachability winning conditions. We present two new algorithms computing the values of simple stochastic games. Both of them rely on the existence of optimal permutation

  10. Consequences of winning: the role of gambling outcomes in the development of irrational beliefs.

    Science.gov (United States)

    Monaghan, Sally; Blaszczynski, Alex; Nower, Lia

    2009-01-01

    The development and maintenance of gambling and problem gambling with its corresponding irrational beliefs may be fundamentally linked to patterns of wins and losses during electronic gaming machine (EGM) play. The current study investigated the extent to which irrational thoughts and erroneous perceptions of chance differed based on individual wins or losses. Undergraduate students (n = 45) completed questionnaires assessing irrational beliefs and perceptions of chance prior to and following EGM play with credits rather than money. It was found that players who lost reported a significantly greater decrease in irrational thoughts and erroneous perceptions of chance and significantly fewer superstitious beliefs than winning players following play. Future studies are needed to further investigate the relationship of winning to cognitive distortions to guide education and interventions.

  11. Playing Muller Games in a Hurry

    Directory of Open Access Journals (Sweden)

    John Fearnley

    2010-06-01

    Full Text Available This work studies the following question: can plays in a Muller game be stopped after a finite number of moves and a winner be declared. A criterion to do this is sound if Player 0 wins an infinite-duration Muller game if and only if she wins the finite-duration version. A sound criterion is presented that stops a play after at most 3^n moves, where n is the size of the arena. This improves the bound (n!+1^n obtained by McNaughton and the bound n!+1 derived from a reduction to parity games.

  12. Playing Muller Games in a Hurry

    OpenAIRE

    Fearnley, John; Zimmermann, Martin

    2010-01-01

    This work studies the following question: can plays in a Muller game be stopped after a finite number of moves and a winner be declared. A criterion to do this is sound if Player 0 wins an infinite-duration Muller game if and only if she wins the finite-duration version. A sound criterion is presented that stops a play after at most 3^n moves, where n is the size of the arena. This improves the bound (n!+1)^n obtained by McNaughton and the bound n!+1 derived from a reduction to parity games.

  13. Winning in NCAA Women?s Soccer: Does the Gender of the Coach Matter?

    Science.gov (United States)

    Brush, Brian C.; Naples, Gregory J.

    2011-01-01

    While women's intercollegiate soccer has grown rapidly over the past three decades, men still hold nearly two-thirds of all head coaching positions in NCAA Division I women's soccer programs. This paper explores whether the gender of the head coach affects success in winning games. After considering various reasons why gender might matter, we…

  14. Winning in the Rural Zone: How Cam Henderson Invented the Zone Defense.

    Science.gov (United States)

    Barnett, Bob

    1992-01-01

    Assesses the distinguished coaching career of Cam Henderson, who won over 611 games in 36 seasons of college basketball and coached over 151 college football wins at West Virginia colleges, mainly at Marshall University (Huntington). His influence has been so pervasive that Marshall University's basketball arena is named in his honor. (LP)

  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 on the universe of sets

    International Nuclear Information System (INIS)

    Saveliev, D I

    2008-01-01

    Working in set theory without the axiom of regularity, we consider a two-person game on the universe of sets. In this game, the players choose in turn an element of a given set, an element of this element and so on. A player wins if he leaves his opponent no possibility of making a move, that is, if he has chosen the empty set. Winning sets (those admitting a winning strategy for one of the players) form a natural hierarchy with levels indexed by ordinals (in the finite case, the ordinal indicates the shortest length of a winning strategy). We show that the class of hereditarily winning sets is an inner model containing all well-founded sets and that each of the four possible relations between the universe, the class of hereditarily winning sets, and the class of well-founded sets is consistent. As far as the class of winning sets is concerned, either it is equal to the whole universe, or many of the axioms of set theory cannot hold on this class. Somewhat surprisingly, this does not apply to the axiom of regularity: we show that the failure of this axiom is consistent with its relativization to winning sets. We then establish more subtle properties of winning non-well-founded sets. We describe all classes of ordinals for which the following is consistent: winning sets without minimal elements (in the sense of membership) occur exactly at the levels indexed by the ordinals of this class. In particular, we show that if an even level of the hierarchy of winning sets contains a set without minimal elements, then all higher levels contain such sets. We show that the failure of the axiom of regularity implies that all odd levels contain sets without minimal elements, but it is consistent with the absence of such sets at all even levels as well as with their appearance at an arbitrary even non-limit or countable-cofinal level. To obtain consistency results, we propose a new method for obtaining models with non-well-founded sets. Finally, we study how long this game can

  17. Optimal Bounds in Parametric LTL Games

    Directory of Open Access Journals (Sweden)

    Martin Zimmermann

    2011-06-01

    Full Text Available We consider graph games of infinite duration with winning conditions in parameterized linear temporal logic, where the temporal operators are equipped with variables for time bounds. In model checking such specifications were introduced as "PLTL" by Alur et al. and (in a different version called "PROMPT-LTL" by Kupferman et al.. We present an algorithm to determine optimal variable valuations that allow a player to win a game. Furthermore, we show how to determine whether a player wins a game with respect to some, infinitely many, or all valuations. All our algorithms run in doubly-exponential time; so, adding bounded temporal operators does not increase the complexity compared to solving plain LTL games.

  18. Exploring strategies in integrated container terminal planning tasks : A data-intensive simulation game analysis

    NARCIS (Netherlands)

    Kurapati, S.; Lukosch, H.K.; Cunningham, S.; Kwakkel, J.H.; Verbraeck, A.

    2016-01-01

    Planning tasks in modern, fully automated container terminals require a high awareness of the complex situation, and successful planning strategies. Operational planning includes both strategies of planning and resource management. As planning procedures are not (yet) fully automated, a skilled

  19. Development and user satisfaction of "Plan-It Commander," a serious game for children with ADHD

    NARCIS (Netherlands)

    Bul, K.C.M.; Franken, I.H.A.; van der Oord, S.; Kato, P.M.; Danckaerts, M.; Vreeke, L.J.; Willems, A.; Oers, H.J.J.; van den Heuvel, R.; van Slagmaat, R.; Maras, A.

    2015-01-01

    The need for engaging treatment approaches within mental health care has led to the application of gaming approaches to existing behavioral training programs (i.e., gamification). Because children with attention deficit/hyperactivity disorder (ADHD) tend to have fewer problems with concentration and

  20. Frances Allen Wins Turing Award

    Indian Academy of Sciences (India)

    Home; Journals; Resonance – Journal of Science Education; Volume 12; Issue 8. Frances Allen Wins Turing Award. Priti Shankar. Article-in-a-Box Volume 12 Issue 8 August 2007 pp 5-5. Fulltext. Click here to view fulltext PDF. Permanent link: http://www.ias.ac.in/article/fulltext/reso/012/08/0005-0005. Author Affiliations.

  1. Frances Allen Wins Turing Award

    Indian Academy of Sciences (India)

    Home; Journals; Resonance – Journal of Science Education; Volume 12; Issue 8. Frances Allen Wins Turing Award. Priti Shankar. Article-in-a-Box Volume 12 Issue 8 August 2007 pp ... Author Affiliations. Priti Shankar1. Department of Computer Science and Automation, Indian Institute of Science, Bangalore 560 012, India ...

  2. What Influences Chinese Adolescents' Choice Intention between Playing Online Games and Learning? Application of Theory of Planned Behavior with Subjective Norm Manipulated as Peer Support and Parental Monitoring.

    Science.gov (United States)

    Wang, Jia; Liu, Ru-De; Ding, Yi; Liu, Ying; Xu, Le; Zhen, Rui

    2017-01-01

    This study investigated how and why Chinese adolescents choose between playing online games and doing homework, using the model of the theory of planned behavior (TPB) in which the subjective norm was manipulated as two sub-elements (peer support and parental monitoring). A total of 530 students from an elementary school and a middle school in China were asked to complete the measures assessing two predictors of TPB: attitude and perceived behavioral control (PBC). Next, they completed a survey about their choice intention between playing an online game and doing homework in three different situations, wherein a conflict between playing online games and doing homework was introduced and subjective norm was manipulated as peers supporting and parents objecting to playing online games. The results showed that adolescents' attitude and PBC, as well as the perception of obtaining or not obtaining support from their peers and caregivers (manipulated subjective norm), significantly influenced their choice intention in online gaming situations. These findings contribute to the understanding of the factors affecting adolescents' online gaming, which has been a concern of both caregivers and educators. With regard to the theoretical implications, this study extended previous work by providing evidence that TPB can be applied to analyze choice intention. Moreover, this study illuminated the effects of the separating factors of subjective norm on choice intention between playing online games and studying.

  3. What Influences Chinese Adolescents’ Choice Intention between Playing Online Games and Learning? Application of Theory of Planned Behavior with Subjective Norm Manipulated as Peer Support and Parental Monitoring

    Science.gov (United States)

    Wang, Jia; Liu, Ru-De; Ding, Yi; Liu, Ying; Xu, Le; Zhen, Rui

    2017-01-01

    This study investigated how and why Chinese adolescents choose between playing online games and doing homework, using the model of the theory of planned behavior (TPB) in which the subjective norm was manipulated as two sub-elements (peer support and parental monitoring). A total of 530 students from an elementary school and a middle school in China were asked to complete the measures assessing two predictors of TPB: attitude and perceived behavioral control (PBC). Next, they completed a survey about their choice intention between playing an online game and doing homework in three different situations, wherein a conflict between playing online games and doing homework was introduced and subjective norm was manipulated as peers supporting and parents objecting to playing online games. The results showed that adolescents’ attitude and PBC, as well as the perception of obtaining or not obtaining support from their peers and caregivers (manipulated subjective norm), significantly influenced their choice intention in online gaming situations. These findings contribute to the understanding of the factors affecting adolescents’ online gaming, which has been a concern of both caregivers and educators. With regard to the theoretical implications, this study extended previous work by providing evidence that TPB can be applied to analyze choice intention. Moreover, this study illuminated the effects of the separating factors of subjective norm on choice intention between playing online games and studying. PMID:28458649

  4. Development of a mobile game based on virtual reality tools to sensitize the population about the nuclear power plant's emergency plan

    International Nuclear Information System (INIS)

    Ferreira, Lucas H.H.; Mol, Antônio C. de A.; Santo, André C. do E.; Legey, Ana Paula

    2017-01-01

    The Angra dos Reis Nuclear Power Plant's emergency plan, it is the bunch of instructions that every citizen must adopt in case of an emergency situation. It is highly important, that all the people living in the power plant's surroundings truly understand every single step of the plan, because only in this way people will know how to react in case of a necessity. To hit this goals, the Brazil's Electronuclear, made educational booklets, in the shape of comic books, trying to guide the population about the plan. On the other hand, we have an increasingly connected world, making possible that digital games, be very well accepted by the population. So this project has as an objective, developing a digital tool, in form of a mobile game that shows in a playful and interactive way for the user, the emergency plan, complementing the educational process and social actions made by many institutions. With the information taken from the booklets, objects and buildings were modeled in Autodesk 3Ds Max, allied with the Unity 3D Game Engine, to make a city, inspired in Angra do Reis (RJ). The player has to follow all the security protocols giving by the Eletronuclear according with the rules provided by the National Nuclear Energy Commission. Is expected, with this game that will be available for the Eletronuclear that more people have the chance to know and believe in the efficiency of the emergency plan already established. (author)

  5. Development of a mobile game based on virtual reality tools to sensitize the population about the nuclear power plant's emergency plan

    Energy Technology Data Exchange (ETDEWEB)

    Ferreira, Lucas H.H.; Mol, Antônio C. de A.; Santo, André C. do E.; Legey, Ana Paula [Instituto de Engenharia Nuclear (IEN/CNEN-RJ), Rio de Janeiro, RJ (Brazil); Centro Universitário Carioca (Unicarioca), Rio de Janeiro, RJ (Brazil)

    2017-07-01

    The Angra dos Reis Nuclear Power Plant's emergency plan, it is the bunch of instructions that every citizen must adopt in case of an emergency situation. It is highly important, that all the people living in the power plant's surroundings truly understand every single step of the plan, because only in this way people will know how to react in case of a necessity. To hit this goals, the Brazil's Electronuclear, made educational booklets, in the shape of comic books, trying to guide the population about the plan. On the other hand, we have an increasingly connected world, making possible that digital games, be very well accepted by the population. So this project has as an objective, developing a digital tool, in form of a mobile game that shows in a playful and interactive way for the user, the emergency plan, complementing the educational process and social actions made by many institutions. With the information taken from the booklets, objects and buildings were modeled in Autodesk 3Ds Max, allied with the Unity 3D Game Engine, to make a city, inspired in Angra do Reis (RJ). The player has to follow all the security protocols giving by the Eletronuclear according with the rules provided by the National Nuclear Energy Commission. Is expected, with this game that will be available for the Eletronuclear that more people have the chance to know and believe in the efficiency of the emergency plan already established. (author)

  6. Predictors of Playing Augmented Reality Mobile Games While Walking Based on the Theory of Planned Behavior: Web-Based Survey.

    Science.gov (United States)

    Koh, Hyeseung Elizabeth; Oh, Jeeyun; Mackert, Michael

    2017-12-11

    There has been a sharp increase in the number of pedestrians injured while using a mobile phone, but little research has been conducted to explain how and why people use mobile devices while walking. Therefore, we conducted a survey study to explicate the motivations of mobile phone use while walking. The purpose of this study was to identify the critical predictors of behavioral intention to play a popular mobile game, Pokemon Go, while walking, based on the theory of planned behavior (TPB). In addition to the three components of TPB, automaticity, immersion, and enjoyment were added to the model. This study is a theory-based investigation that explores the underlying mechanisms of mobile phone use while walking focusing on a mobile game behavior. Participants were recruited from a university (study 1; N=262) and Amazon Mechanical Turk (MTurk) (study 2; N=197) in the United States. Participants completed a Web-based questionnaire, which included measures of attitude, subjective norms, perceived behavioral control (PBC), automaticity, immersion, and enjoyment. Participants also answered questions regarding demographic items. Hierarchical regression analyses were conducted to examine hypotheses. The model we tested explained about 41% (study 1) and 63% (study 2) of people's intention to play Pokemon Go while walking. The following 3 TPB variables were significant predictors of intention to play Pokemon Go while walking in study 1 and study 2: attitude (Pmobile use while walking. To sum up, younger users who are habitual, impulsive, and less immersed players are more likely to intend to play a mobile game while walking. ©Hyeseung Elizabeth Koh, Jeeyun Oh, Michael Mackert. Originally published in JMIR Mhealth and Uhealth (http://mhealth.jmir.org), 11.12.2017.

  7. Predictors of Playing Augmented Reality Mobile Games While Walking Based on the Theory of Planned Behavior: Web-Based Survey

    Science.gov (United States)

    Oh, Jeeyun; Mackert, Michael

    2017-01-01

    Background There has been a sharp increase in the number of pedestrians injured while using a mobile phone, but little research has been conducted to explain how and why people use mobile devices while walking. Therefore, we conducted a survey study to explicate the motivations of mobile phone use while walking Objective The purpose of this study was to identify the critical predictors of behavioral intention to play a popular mobile game, Pokemon Go, while walking, based on the theory of planned behavior (TPB). In addition to the three components of TPB, automaticity, immersion, and enjoyment were added to the model. This study is a theory-based investigation that explores the underlying mechanisms of mobile phone use while walking focusing on a mobile game behavior. Methods Participants were recruited from a university (study 1; N=262) and Amazon Mechanical Turk (MTurk) (study 2; N=197) in the United States. Participants completed a Web-based questionnaire, which included measures of attitude, subjective norms, perceived behavioral control (PBC), automaticity, immersion, and enjoyment. Participants also answered questions regarding demographic items. Results Hierarchical regression analyses were conducted to examine hypotheses. The model we tested explained about 41% (study 1) and 63% (study 2) of people’s intention to play Pokemon Go while walking. The following 3 TPB variables were significant predictors of intention to play Pokemon Go while walking in study 1 and study 2: attitude (Pmobile use while walking. To sum up, younger users who are habitual, impulsive, and less immersed players are more likely to intend to play a mobile game while walking. PMID:29229586

  8. Doubling Your Payoff: Winning Pain Relief Engages Endogenous Pain Inhibition

    Science.gov (United States)

    Becker, Susanne; Gandhi, Wiebke; Kwan, Saskia; Ahmed, Alysha-Karima; Schweinhardt, Petra

    2015-01-01

    When in pain, pain relief is much sought after, particularly for individuals with chronic pain. In analogy to augmentation of the hedonic experience ("liking") of a reward by the motivation to obtain a reward ("wanting"), the seeking of pain relief in a motivated state might increase the experience of pain relief when obtained. We tested this hypothesis in a psychophysical experiment in healthy human subjects, by assessing potential pain-inhibitory effects of pain relief "won" in a wheel of fortune game compared with pain relief without winning, exploiting the fact that the mere chance of winning induces a motivated state. The results show pain-inhibitory effects of pain relief obtained by winning in behaviorally assessed pain perception and ratings of pain intensity. Further, the higher participants scored on the personality trait novelty seeking, the more pain inhibition was induced. These results provide evidence that pain relief, when obtained in a motivated state, engages endogenous pain-inhibitory systems beyond the pain reduction that underlies the relief in the first place. Consequently, such pain relief might be used to improve behavioral pain therapy, inducing a positive, perhaps self-amplifying feedback loop of reduced pain and improved functionality.

  9. [AIDS: "We will win"].

    Science.gov (United States)

    Chabrier, H

    1989-11-13

    An international colloquium on AIDS held near Paris from October 26-28, 1989, unlike the World Conference on AIDS in Montreal the year before, was able to find reasons for optimism. Significant progress was reported in immunotherapy and in chemotherapy. Successful experiments in vaccinating monkeys against the AIDS virus were reported from the US, France, and Zaire. Time is needed to prove the efficacy of the vaccines because of the slow development in AIDS. A vaccine is being tested by Jonas Salk and collaborators in 75 seropositive volunteers who do not yet show full blown disease but who have very low levels of T4 lymphocytes. Plans are underway for a larger test on 500 seropositive patients at different stages of infection. According to Salk, the new chemical and logical approach toward AIDS will allow combinations of immunotherapy and chemotherapy to destroy the virus. R. Gallo of France listed as accomplishments of the past year a better understanding of the virus, improved case management techniques, increased ability to control Kaposi's sarcoma, considerable progress in the search for a vaccine, and detection of immune proteins that affect the virus. New biological markers permit establishment of correlations between cellular modifications and the progress of the disease as well as the precise effects of treatment. The new immune system drugs immuthiol and DDI are expected to reach the market soon. Patients very soon will be able to receive less toxic alternative treatments, which can be combined for greater efficacy once their toxic interactions are understood.

  10. Winning a prudence audit

    International Nuclear Information System (INIS)

    Shepherd, S.H.; Quan, T.F.; Carroll, D.W.T.

    1989-01-01

    The greatest hazard that a utility faces from owning a nuclear power plant is not radiation--it is regulation. Retrospective prudence audits have been used by public utility commissions (PUCs) as a basis to disallow recovery of billions of dollars of nuclear plant construction costs. These disallowances have caused severe financial damage to many utilities. Although a final decision on rates has not been made, the Arizona Corporation Commission's (ACC's) auditor recently completed its examination of the construction costs of the Palo Verde Nuclear Generating Station (PVNGS). The auditor reported that PVNGS was prudently designed and constructed. It concluded that ∼1% of the project (approximately $60.2 million out of the plant's overall $5.9 billion cost) was unreasonably expended. The auditor also found that the project management team had actually saved ratepayers over $300 million through exceptional management actions. This is a resounding endorsement of the work of the staff and management of Arizona Public Service (APS), Bechtel, Combustion Engineering, the AFL-CIO, and the hundreds of suppliers and contractors that participated in the construction of PVNGS. It is also a much different result from that of other recent prudence audits. The history, strategy, planning, and conduct of the audit overcame the biases that had produced proposals for large disallowances on other good plants. This paper describes the efforts taken that promoted fair and balanced audit findings (although APS does not endorse all of the audit findings)

  11. Diferencias en las estadísticas e juego entre los equipos ganadores y perdedores de la Copa del Rey 2008 de balonmano masculino [Difference in the statistics of game between the winning and losing teams of the king’s cup 2008 of male handball

    Directory of Open Access Journals (Sweden)

    Francisco Javier Sáez Blázquez

    2010-03-01

    Full Text Available ResumenEl objetivo de este estudio es analizar en que se diferencian los equipos ganadores y perdedores de la Copa del Rey 08 de balonmano masculino en función de las estadísticas de juego. Los datos de los partidos (n=7 fueron facilitados por la ASOBAL. Las variables empleadas en el estudio podemos dividirlas en primarias (goles marcados, goles de 9, 6, 7 m y contraataque, lanzamientos fallados de 9, 6, 7 m. y contraataque, lanzamientos totales, pases de gol, perdidas,  recuperaciones,  paradas de 9, 6, 7m., contraataque y paradas totales, exclusiones, descalificaciones directas y expulsiones y en secundarias (Posesiones, CEO, CRO, CED, CRD. Todos los datos de las estadísticas de juego fueron normalizadas a 100 posesiones.El análisis se realizó mediante el SPSS 17.0 para Windows, se empleo una prueba t para medidas independientes a través de la cual observamos que los equipos ganadores se diferencian de los perdedores en las siguientes variables: goles marcados (t100 =2.907; p≤ 0.05, lanzamientos fallados 6m (t100 = - 3.335; p≤ 0.01, goles contraataque (t100 =2.196; p≤ 0.05, paradas 6m (t100 = 2.406; p≤ 0.05, CEO (t100 = 2.907; p≤ 0.05 CRO (t100 = 3.826; p≤ 0.01, CED (t100 = -2.907; p≤ 0.05, CRD (t100 = 3.826; p≤ 0.01. Podemos concluir afirmando que tanto la fase defensiva como los contraataques son aspectos muy relevantes a la hora de alcanzar el éxito, este hecho debe ser tenido en cuenta por los entrenadores y preparadores físicos a la hora de elaborar su proceso de entrenamiento. Palabras clave: Balonmano, Copa del Rey, Victoria, Derrota, Diferencias, Coeficientes del rendimiento.   Abstract The purpose of this study is to analyze the difference between the winning and losing teams of the King's Cup 08 of male handball depending on the statistics of game. The data was provided by the ASOBAL (n = 7. The variables used in the study were divided in two kind of variables: primary (goals scored, goals of 9, 6, 7 m

  12. Diferencias en las estadísticas e juego entre los equipos ganadores y perdedores de la Copa del Rey 2008 de balonmano masculino [Difference in the statistics of game between the winning and losing teams of the king’s cup 2008 of male handball

    Directory of Open Access Journals (Sweden)

    Francisco Javier Sáez Blázquez

    2010-03-01

    Full Text Available Resumen El objetivo de este estudio es analizar en que se diferencian los equipos ganadores y perdedores de la Copa del Rey 08 de balonmano masculino en función de las estadísticas de juego. Los datos de los partidos (n=7 fueron facilitados por la ASOBAL. Las variables empleadas en el estudio podemos dividirlas en primarias (goles marcados, goles de 9, 6, 7 m y contraataque, lanzamientos fallados de 9, 6, 7 m. y contraataque, lanzamientos totales, pases de gol, perdidas,  recuperaciones,  paradas de 9, 6, 7m., contraataque y paradas totales, exclusiones, descalificaciones directas y expulsiones y en secundarias (Posesiones, CEO, CRO, CED, CRD. Todos los datos de las estadísticas de juego fueron normalizadas a 100 posesiones. El análisis se realizó mediante el SPSS 17.0 para Windows, se empleo una prueba t para medidas independientes a través de la cual observamos que los equipos ganadores se diferencian de los perdedores en las siguientes variables: goles marcados (t100 =2.907; p≤ 0.05, lanzamientos fallados 6m (t100 = - 3.335; p≤ 0.01, goles contraataque (t100 =2.196; p≤ 0.05, paradas 6m (t100 = 2.406; p≤ 0.05, CEO (t100 = 2.907; p≤ 0.05 CRO (t100 = 3.826; p≤ 0.01, CED (t100 = -2.907; p≤ 0.05, CRD (t100 = 3.826; p≤ 0.01. Podemos concluir afirmando que tanto la fase defensiva como los contraataques son aspectos muy relevantes a la hora de alcanzar el éxito, este hecho debe ser tenido en cuenta por los entrenadores y preparadores físicos a la hora de elaborar su proceso de entrenamiento.  Palabras clave: Balonmano, Copa del Rey, Victoria, Derrota, Diferencias, Coeficientes del rendimiento.   Abstract The purpose of this study is to analyze the difference between the winning and losing teams of the King's Cup 08 of male handball depending on the statistics of game. The data was provided by the ASOBAL (n = 7. The variables used in the study were divided in two kind of variables: primary (goals scored, goals of 9, 6, 7 m

  13. Winning the sustainable development debate

    International Nuclear Information System (INIS)

    Ritch, John; Cornish, Emma

    2002-01-01

    on a vast scale Access to energy - and in particular, electricity - will be critical if the world is to achieve these human goals. Access to clean electricity - and on a vast scale - will be necessary if the world is to meet the twin challenges of human need and environmental security. Anti-nuclear forces, which have held sway in the Kyoto process thus far, argue that nuclear energy is a dying technology and assert passionately that it has no place in tomorrow's sustainable development agenda. These ideologically driven arguments ignore underlying realities both as to what is feasible and what is actually occurring. Today, nuclear power plants are operational in countries comprising 64% of the world's population, and new power reactors are in the planning or construction stage in countries representing no less than 50% of the world's population. Among the latter are the world's two largest developing countries, China and India, which alone represent 40% of humankind and about half the developing world. With active nuclear reactor construction under way as we speak, these leading nations have already made nuclear power a part of their sustainable development strategies for the 21st century. Winning the sustainable development debate - This presentation will share information materials about sustainable development. It will describe the work of the World Nuclear Association Sustainable Development Strategy Group, its preparations for the World Summit on Sustainable Development, and how participants to PIME can get involved. (author)

  14. Assessing problematic video gaming using the theory of planned behavior: a longitudinal study of Dutch young people

    NARCIS (Netherlands)

    Haagsma, M.C.; King, Daniel L.; Pieterse, Marcel E.; Peters, O.

    2013-01-01

    Although excessive video gaming has been linked to a range of psychological problems in young people, there have been few systematic attempts to conceptualize problem gaming using established psychological theory. The aim of this study was to examine problematic game use (PGU) using the Theory of

  15. Assessing problematic video gaming using the Theory of Planned Behavior: A longitudinal study of Dutch young people

    NARCIS (Netherlands)

    Haagsma, M.C.; King, D.L.; Pieterse, M.E.; Peters, O.

    2013-01-01

    Although excessive video gaming has been linked to a range of psychological problems in young people, there have been few systematic attempts to conceptualize problem gaming using established psychological theory. The aim of this study was to examine problematic game use (PGU) using the Theory of

  16. Average-energy games

    Directory of Open Access Journals (Sweden)

    Patricia Bouyer

    2015-09-01

    Full Text Available Two-player quantitative zero-sum games provide a natural framework to synthesize controllers with performance guarantees for reactive systems within an uncontrollable environment. Classical settings include mean-payoff games, where the objective is to optimize the long-run average gain per action, and energy games, where the system has to avoid running out of energy. We study average-energy games, where the goal is to optimize the long-run average of the accumulated energy. We show that this objective arises naturally in several applications, and that it yields interesting connections with previous concepts in the literature. We prove that deciding the winner in such games is in NP inter coNP and at least as hard as solving mean-payoff games, and we establish that memoryless strategies suffice to win. We also consider the case where the system has to minimize the average-energy while maintaining the accumulated energy within predefined bounds at all times: this corresponds to operating with a finite-capacity storage for energy. We give results for one-player and two-player games, and establish complexity bounds and memory requirements.

  17. Medical planning for very large events: Special Olympics World Games Los Angeles 2015.

    Science.gov (United States)

    Vasquez, Marissa S; Fong, Michael K; Patel, Leena J; Kurose, Brian; Tierney, John; Gardner, Imani; Yazdani-Arazi, Arash; Su, John K

    2015-01-01

    Mass gathering events that involve special populations have challenges that require unique medical planning. The key to a successful mass event is in the preparation, planning, and communication. Concerns in communication such as language barriers, age of participants, and intellectual disability should be addressed early in the planning. In the event of a mass casualty disaster, there should be a clear chain of command and escalation policy. The primary concern of the sports medicine team is to ensure safety for the participation of an athlete. The risk of injury to an athlete varies depending on the event and venue. The sporting venue may require special consideration for access to athletes, crowd control, and ingress/egress of medical personnel and transports. In order to ensure safety and efficient care, it is paramount to have the necessary medical planning and preparedness to manage a large-scale sporting event.

  18. Opportunistic Cognitive Relaying: A Win-Win Spectrum Sharing Scheme

    Directory of Open Access Journals (Sweden)

    Luo Haiyan

    2010-01-01

    Full Text Available A cost-effective spectrum sharing architecture is proposed to enable the legacy noncognitive secondary system to coexist with the primary system. Specifically, we suggest to install a few intermediate nodes, namely, the cognitive relays, to conduct the spectrum sensing and coordinate the spectrum access. To achieve the goal of win-win between primary and secondary systems, the cognitive relay may act as a cooperator for both of them, and an Opportunistic Cognitive Relaying (OCR scheme is specially devised. In this scheme, the cognitive relay opportunistically switches among three different working modes, that is, Relay for Primary Link (RPL, Relay for Secondary Link (RSL, or Relay for Neither of the Links (RNL, respectively, based on the channel-dependent observation of both systems. In addition, the transmit power for cognitive relay and secondary transmitter in each mode are optimally determined by maximizing the transmission rate of secondary system while keeping or even reducing the outage probability of primary system. Simulation results validate the efficiency of the proposed spectrum sharing scheme.

  19. We Used to Win, We Used to Lose, We Used to Play: Simulacra, Hypo-Ludicity and the Lost Art of Losing

    OpenAIRE

    Conway, Steven

    2012-01-01

    This article is concerned with the modern design of digital games, in particular their formulation as experiences for consumers rather than players. Utilizing Baudrillard’s concept of the simulacra as an analytical probe, this article discusses the simulations of winning, losing and playing evident in today’s digital game products. Building upon the author’s previous work, which introduced the twin concepts of hyper- and contra-ludicity to game studies, this article argues that the recent inv...

  20. The mathematics of games an introduction to probability

    CERN Document Server

    Taylor, David G

    2014-01-01

    Dice, Coins, and Candy Introduction ProbabilityCandy (Yum)! Wheels and More Dice RouletteCrapsCounting the Pokers Cards and CountingSeven Card Pokers Texas Hold'Em BluffingWindmills and Black Jacks? Blackjack Blackjack VariantsMore Fun Dice!Liar's Dice Yahtzee Zombie Dice Board Games, Not ""Bored"" Games Board Game Movement Pay Day (The Board Game) MonopolySpread, RevisitedCan You Bet and Win? Betting SystemsGambler's RuinThere Are More Games! The LotteryBingo Baccarat Farkle BackgammonMemoryAppendices A Probabilities with Infinity B St. Petersburg Paradox C Prisoner's Dilemma and More Game Th

  1. International cooperation for nuclear science and energy development- A win win perspective

    International Nuclear Information System (INIS)

    Sheriffah Noor Khamseah Al-Idid Syed Ahmad Idid

    2013-01-01

    Full-text: International and regional cooperation is fundamental for the safe and effective introduction and expansion of nuclear power programme (NPP). A win-win situation can be harnessed as experienced countries in NPP are able to offer a myriad of benefits to new comer countries as well as countries planning for NPP whilst new comer countries are able to offer education and training opportunities and business opportunities to advanced countries in NPP. Countries with long experience in nuclear power programme (NPP) are able to offer experience, knowledge, advisory as well as sharing of resources and facilities with new comer countries. As skilled and competent personnel in the entire nuclear value-chain are critical to support NPP, this paper will provide an overview of some of the experience and resources of advanced countries in NPP that could be shared with new comer countries, with a focus in the area of education and training, as well as in industrial development. The paper will conclude by offering some recommendations as a way forward for establishing international cooperation in Nuclear Education and Training, as well as for industrial development. (author)

  2. A game plan: Gamification design principles in mHealth applications for chronic disease management.

    Science.gov (United States)

    Miller, Aaron S; Cafazzo, Joseph A; Seto, Emily

    2016-06-01

    Effective chronic disease management is essential to improve positive health outcomes, and incentive strategies are useful in promoting self-care with longevity. Gamification, applied with mHealth (mobile health) applications, has the potential to better facilitate patient self-management. This review article addresses a knowledge gap around the effective use of gamification design principles, or mechanics, in developing mHealth applications. Badges, leaderboards, points and levels, challenges and quests, social engagement loops, and onboarding are mechanics that comprise gamification. These mechanics are defined and explained from a design and development perspective. Health and fitness applications with gamification mechanics include: bant which uses points, levels, and social engagement, mySugr which uses challenges and quests, RunKeeper which uses leaderboards as well as social engagement loops and onboarding, Fitocracy which uses badges, and Mango Health, which uses points and levels. Specific design considerations are explored, an example of the efficacy of a gamified mHealth implementation in facilitating improved self-management is provided, limitations to this work are discussed, a link between the principles of gaming and gamification in health and wellness technologies is provided, and suggestions for future work are made. We conclude that gamification could be leveraged in developing applications with the potential to better facilitate self-management in persons with chronic conditions. © The Author(s) 2014.

  3. 26 CFR 7.6041-1 - Return of information as to payments of winnings from bingo, keno, and slot machines.

    Science.gov (United States)

    2010-04-01

    ... winnings from bingo, keno, and slot machines. 7.6041-1 Section 7.6041-1 Internal Revenue INTERNAL REVENUE..., keno, and slot machines. (a) In general. On or after May 1, 1977, every person engaged in a trade or... machine play or of $1,500 or more from a keno game shall make an information return with respect to such...

  4. Which skills and factors better predict winning and losing in high-level men's volleyball?

    Science.gov (United States)

    Peña, Javier; Rodríguez-Guerra, Jorge; Buscà, Bernat; Serra, Núria

    2013-09-01

    The aim of this study was to determine which skills and factors better predicted the outcomes of regular season volleyball matches in the Spanish "Superliga" and were significant for obtaining positive results in the game. The study sample consisted of 125 matches played during the 2010-11 Spanish men's first division volleyball championship. Matches were played by 12 teams composed of 148 players from 17 different nations from October 2010 to March 2011. The variables analyzed were the result of the game, team category, home/away court factors, points obtained in the break point phase, number of service errors, number of service aces, number of reception errors, percentage of positive receptions, percentage of perfect receptions, reception efficiency, number of attack errors, number of blocked attacks, attack points, percentage of attack points, attack efficiency, and number of blocks performed by both teams participating in the match. The results showed that the variables of team category, points obtained in the break point phase, number of reception errors, and number of blocked attacks by the opponent were significant predictors of winning or losing the matches. Odds ratios indicated that the odds of winning a volleyball match were 6.7 times greater for the teams belonging to higher rankings and that every additional point in Complex II increased the odds of winning a match by 1.5 times. Every reception and blocked ball error decreased the possibility of winning by 0.6 and 0.7 times, respectively.

  5. Choice and Chance in Life: The Game of "Skunk."

    Science.gov (United States)

    Brutlag, Dan

    1994-01-01

    Discusses a game to present middle-grade students that involves both choice and chance to help them understand the significance and usefulness of mathematical probability. Discusses winning versus self-improvement and provides a student worksheet to help students in thinking about the game. (MKR)

  6. Repurposing an Old Game for an International World

    NARCIS (Netherlands)

    Hofstede, G.J.; Tipton Murff, E.J.

    2011-01-01

    The game SO LONG SUCKER was designed in the United States in 1964 with the aim of showing how potentially unethical behavior necessary for winning was inherent in the game’s incentive structure. Sessions with East Asian participants, however, led to very different game dynamics in which

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

    DEFF Research Database (Denmark)

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

    2008-01-01

    This paper presents a game-theoretic approach to the testing of uncontrollable real-time systems. By modelling the systems with Timed I/O Game Automata and specifying the test purposes as Timed CTL formulas, we employ a recently developed timed game solver UPPAAL-TIGA to synthesize winning...

  8. Why and When ‘Laughing out Loud’ in Game Playing

    NARCIS (Netherlands)

    Unknown, [Unknown; Nijholt, A.; Nijholt, Antinus

    2012-01-01

    Playing games is fun. Being visible to others and knowing about others in social media is fun. Obviously, other factors are involved. We want to play games to escape from daily life, and we want to play games in order to satisfy our needs to compete and win, with other words, to prove ourselves in

  9. Synchro Mania - Design and evaluation of a serious game creating a mind shift in transport planning

    NARCIS (Netherlands)

    Buiel, E.F.T.; Visschedijk, G.C.; Lebesque, L.H.E.M.; Lucassen, I.M.P.J.; Riessen, B. van; Rijn, A. van; Brake, G.M. te

    2015-01-01

    In order to achieve a further reduction of delivery time, costs and emissions of the hinterland transportation of containers, The Port of Rotterdam Authority aims to raise the utilization rate of inland barge and rail capacity. Efficient transport planning methods are essential to achieve this.

  10. Hellsgate Big Game Winter Range Wildlife Mitigation Site Specific Management Plan for the Hellsgate Project.

    Energy Technology Data Exchange (ETDEWEB)

    Berger, Matthew T.; Judd, Steven L.

    1999-01-01

    This report contains a detailed site-specific management plan for the Hellsgate Winter Range Wildlife Mitigation Project. The report provides background information about the mitigation process, the review process, mitigation acquisitions, Habitat Evaluation Procedures (HEP) and mitigation crediting, current habitat conditions, desired future habitat conditions, restoration/enhancements efforts and maps.

  11. Determine Entrepreneurial Characteristics Using Mobile Android Game Freezer

    Directory of Open Access Journals (Sweden)

    Mohammad Ismail

    2018-01-01

    Full Text Available Psychometric Test has been used as an individual trait measurement for a long time for both experienced entrepreneurs as well as young generation who are looking for their potential in entrepreneurship. The assessment and measurement of strength and weaknesses of key entrepreneurial traits provides the entrepreneurial level and personal development planning for entrepreneur or those who want to venture into business. However, the traditional psychometric test lacks of fun element which is less enjoyable activity during answering the test. Furthermore, it requires basic understanding of business jargon that difficult for certain respondents to provide accurate respond. The purpose of this study is to propose a gamification approach which is mobile game application called ‘Freezer’ that can measured entrepreneurial traits of the player. In this sense, ‘Freezer’ creates a simulated scenario for respondents to play as an ice cream business owner and to win as a successful business person, each action done will be measured as entrepreneurial traits criteria. At the end of the game, the result will be presented that can describe the entrepreneurial characteristics of the individuals based on their planning and activities during playing the game.  

  12. Development and user satisfaction of “Plan-It Commander,” a serious game for children with ADHD

    OpenAIRE

    Bul, Kim; Franken, Ingmar; Van der Oord, Saskia; Kato, Pam; Danckaerts, Marina; Vreeke, L.J.; Willems, Annik; Van Oers, Helga; Van den Heuvel, Ria; Van Slagmaat, Rens; Maras, Athanasios

    2015-01-01

    The need for engaging treatment approaches within mental health care has led to the application of gaming approaches to existing behavioral training programs (i.e., gamification). Because children with attention deficit/hyperactivity disorder (ADHD) tend to have fewer problems with concentration and engagement when playing digital games, applying game technologies and design approaches to complement treatment may be a useful means to engage this population in their treatment. Unfortunately, g...

  13. Bayesian modeling using WinBUGS

    CERN Document Server

    Ntzoufras, Ioannis

    2009-01-01

    A hands-on introduction to the principles of Bayesian modeling using WinBUGS Bayesian Modeling Using WinBUGS provides an easily accessible introduction to the use of WinBUGS programming techniques in a variety of Bayesian modeling settings. The author provides an accessible treatment of the topic, offering readers a smooth introduction to the principles of Bayesian modeling with detailed guidance on the practical implementation of key principles. The book begins with a basic introduction to Bayesian inference and the WinBUGS software and goes on to cover key topics, including: Markov Chain Monte Carlo algorithms in Bayesian inference Generalized linear models Bayesian hierarchical models Predictive distribution and model checking Bayesian model and variable evaluation Computational notes and screen captures illustrate the use of both WinBUGS as well as R software to apply the discussed techniques. Exercises at the end of each chapter allow readers to test their understanding of the presented concepts and all ...

  14. War games: using MRP (material requirements planning) audits to pinpoint problems and keep the competitive edge.

    Science.gov (United States)

    Porter, S H; Yocus, T E

    1994-05-01

    In today's world, it is a challenge just to stay in business, let alone remain competitive in a specific industry. We will show you how to pinpoint MRP II problems and attack them through self-assessment audits. You will discover the secrets of breaking down barriers between Master Schedulers, Material Planners, Production Control Planners, and the Manufacturing Line. Self-assessment audits are one way to take care of your planning functions before outside auditors take care of them for you.

  15. Qualitative differential games with two targets

    Science.gov (United States)

    Getz, W. M.; Leitmann, G.

    1977-01-01

    So-called differential games of kind (qualitative games) were considered involving two or more players each of whom possesses a target toward which he wished to steer the response of a dynamical system that was under the control of all players. Sufficient conditions were derived, which assure termination on a particular player's target. In general, these conditions were constructive in that they permited construction of a winning (terminating) strategy for a player. The theory is illustrated by a pursuit-evasion problem.

  16. 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 ...

  17. Effect of Self-Worth and Parenting Style on the Planned Behavior in an Online Moral Game

    Science.gov (United States)

    Hong, Jon-Chao; Hwang, Ming-Yueh; Wang, Chun-Kai; Hsu, Tsui-Fang; Chen, Yu-Ju; Chan, Chiung-Hua

    2011-01-01

    This idea of integrating moral education to digital gaming platform had been discussed since digital and online approaches were used in teaching. Online interactive instruction was one of moral teaching forms to assist moral instruction. However, most moral-related interactive online games lacked functions for players to explore themselves while…

  18. Developing a wind turbine planning platform : Integration of “sound propagation model–GIS-game engine” triplet

    NARCIS (Netherlands)

    Rafiee, Azarakhsh; Van der Male, Pim; Dias, Eduardo; Scholten, Henk

    2017-01-01

    In this study, we propose an interactive information system for wind turbine siting, considering its visual and sound externalities. This system is an integration of game engine, GIS and analytical sound propagation model in a unified 3D web environment. The game engine–GIS integration provides a 3D

  19. Supermodular Games and Potential Games

    OpenAIRE

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

    2001-01-01

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

  20. Planning additional drilling campaign using two-space genetic algorithm: A game theoretical approach

    Science.gov (United States)

    Kumral, Mustafa; Ozer, Umit

    2013-03-01

    Grade and tonnage are the most important technical uncertainties in mining ventures because of the use of estimations/simulations, which are mostly generated from drill data. Open pit mines are planned and designed on the basis of the blocks representing the entire orebody. Each block has different estimation/simulation variance reflecting uncertainty to some extent. The estimation/simulation realizations are submitted to mine production scheduling process. However, the use of a block model with varying estimation/simulation variances will lead to serious risk in the scheduling. In the medium of multiple simulations, the dispersion variances of blocks can be thought to regard technical uncertainties. However, the dispersion variance cannot handle uncertainty associated with varying estimation/simulation variances of blocks. This paper proposes an approach that generates the configuration of the best additional drilling campaign to generate more homogenous estimation/simulation variances of blocks. In other words, the objective is to find the best drilling configuration in such a way as to minimize grade uncertainty under budget constraint. Uncertainty measure of the optimization process in this paper is interpolation variance, which considers data locations and grades. The problem is expressed as a minmax problem, which focuses on finding the best worst-case performance i.e., minimizing interpolation variance of the block generating maximum interpolation variance. Since the optimization model requires computing the interpolation variances of blocks being simulated/estimated in each iteration, the problem cannot be solved by standard optimization tools. This motivates to use two-space genetic algorithm (GA) approach to solve the problem. The technique has two spaces: feasible drill hole configuration with minimization of interpolation variance and drill hole simulations with maximization of interpolation variance. Two-space interacts to find a minmax solution

  1. A Relation-algebraic Approach to Simple Games

    OpenAIRE

    Rudolf Berghammer; Harrie De Swart; Agnieszka Rusinowska

    2011-01-01

    Simple games are a powerful tool to analyze decision-making and coalition formation in social and political life. In this paper, we present relation-algebraic models of simple games and develop relational algorithms for solving some basic problems of them. In particular, we test certain fundamental properties of simple games (being monotone, proper, respectively strong) and compute specific players (dummies, dictators, vetoers, null players) and coalitions (minimal winning coalitions and vulne...

  2. Three-player impartial games

    OpenAIRE

    Propp, James

    1999-01-01

    Past efforts to classify impartial three-player combinatorial games (the theories of Li and Straffin) have made various restrictive assumptions about the rationality of one's opponents and the formation and behavior of coalitions. One may instead adopt an agnostic attitude towards such issues, and seek only to understand in what circumstances one player has a winning strategy against the combined forces of the other two. By limiting ourselves to this more modest theoretical objective, and by ...

  3. World Refugee Crisis: Winning the Game. Facts for Action #6.

    Science.gov (United States)

    Oxfam America, Boston, MA.

    Definitions, statistics, and problems of world refugees are presented in this document for high school global education classes. Although various agencies have determined different definitions of the term, the authors consider as refugees all those forced to flee their native land in order to survive. For most refugees the attraction of a higher…

  4. Winning a competition predicts dishonest behavior.

    Science.gov (United States)

    Schurr, Amos; Ritov, Ilana

    2016-02-16

    Winning a competition engenders subsequent unrelated unethical behavior. Five studies reveal that after a competition has taken place winners behave more dishonestly than competition losers. Studies 1 and 2 demonstrate that winning a competition increases the likelihood of winners to steal money from their counterparts in a subsequent unrelated task. Studies 3a and 3b demonstrate that the effect holds only when winning means performing better than others (i.e., determined in reference to others) but not when success is determined by chance or in reference to a personal goal. Finally, study 4 demonstrates that a possible mechanism underlying the effect is an enhanced sense of entitlement among competition winners.

  5. Mobile game for Kaamos Games

    OpenAIRE

    Takkunen, Lasse

    2016-01-01

    This thesis was conducted for a startup game company called Kaamos Games Oy. The company specializes in the development of mobile games, and was looking to expand their expertise and list of developed games. The aim of this thesis was to develop a mobile game for Kaamos Games. The thesis introduces concepts which are relevant to mobile game development and the game development process. The general stages of a game development process are explained and the activities that went into this de...

  6. On Random Walks and Diffusions Related to Parrondo's Games

    OpenAIRE

    Pyke, R.

    2002-01-01

    In a series of papers, G. Harmer and D. Abbott study the behavior of random walks associated with games introduced in 1997 by J. M. R. Parrondo. These games illustrate an apparent paradox that random and deterministic mixtures of losing games may produce winning games. In this paper, classical cyclic random walks on the additive group of integers modulo $m$, a given integer, are used in a straightforward way to derive the strong law limits of a general class of games that contains the Parrond...

  7. Writerly Gaming: Political Gaming

    DEFF Research Database (Denmark)

    Andersen, Christian Ulrik

    2007-01-01

    The correspondence between game and reality is usually regarded as a representational relationship. Discussing the correspondence, one must, however, also look into the relation between game and player: The interests of the player and the staging of the player in the game. Games can be consumer...... 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...... seem to be emerging in the field of gaming. The presentation focuses on this new correspondence, describes its different appearances, elaborates various historical traces and argues that user access to a textual, constitutive level of the game seems intrinsically linked to the genre....

  8. Extended non-local games and monogamy-of-entanglement games.

    Science.gov (United States)

    Johnston, Nathaniel; Mittal, Rajat; Russo, Vincent; Watrous, John

    2016-05-01

    We study a generalization of non-local games-which we call extended non-local games -in which the players, Alice and Bob, initially share a tripartite quantum state with the referee. In such games, the winning conditions for Alice and Bob may depend on the outcomes of measurements made by the referee, on its part of the shared quantum state, in addition to Alice and Bob's answers to randomly selected questions. Our study of this class of games was inspired by the monogamy-of-entanglement games introduced by Tomamichel, Fehr, Kaniewski and Wehner, which they also generalize. We prove that a natural extension of the Navascués-Pironio-Acín hierarchy of semidefinite programmes converges to the optimal commuting measurement value of extended non-local games, and we prove two extensions of results of Tomamichel et al.  concerning monogamy-of-entanglement games.

  9. Alliances in "The Hunger Games"

    Science.gov (United States)

    Painter, Judith

    2012-01-01

    This lesson plan is based on "The Hunger Games" by Suzanne Collins. Characters in "The Hunger Games" form alliances both inside and outside the arena. Katniss and Gale form alliances within District 12. Katniss, Peeta, and the other tributes form alliances for a variety of reasons during the Games. An alliance means that "someone's got your back"…

  10. 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...

  11. 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,

  12. A Win-Win-Win Proposition -- Academia and Industry Working Together for Students

    Science.gov (United States)

    Cogswell, J.

    2011-12-01

    geoscience, to include having applied real problem solving via a robust field camp experience. In addition, we look for the maturity and ability to conduct independent research, to integrate broad suites of data, and to work as a team. We look for the ability to communicate results. We do not look for a focus on petroleum. We have many decades of experience in how to best develop that particular discipline quickly, to meet current and future business conditions. There are recurring themes that facilitate successful transition from Academia to a practicing industry geoscientist. These themes include giving students a good grounding in STEM, not just geology; one-on-one mentoring; sharing our passion for the science by sharing our research; and sharing the entire breadth of career opportunities. Similar best practices have been identified to encourage under-represented minority students and women to study STEM. Perhaps this is a suite of habits we should be practicing more broadly. This suite of habits takes extra time, extra effort, and extra money. But if geoscience mentors in Academia, Industry, and professional societies work together, we will be able to create a win for Academia, a win for Industry, and a win for students. (1) Gonzales and Keane, 2011, "Status of the Geoscience Workforce -- 2011," AGI, p. 123.

  13. 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

  14. Softball Games Bring NCI and Leidos Biomed Employees Together | Poster

    Science.gov (United States)

    NCI and Leidos Biomed employees took to the fields at Nallin Pond for the third annual slow-pitch softball games on August 26. The series attracted 54 employees who were divided into four teams, Red, Blue, Gray, and White, and they were cheered on by about 40 enthusiastic spectators. In the first set of games, the Gray team defeated the Blue team, 15–8, and the White team pulled out a win against the Red team, 17–15. After a brief rest, the two winning teams and the two losing teams faced each other in a second set of games. On Field 1, the “winners” match-up of the Gray and White teams was a nail biter, with a close score throughout the game. Daylight was a factor, however, and the team captains decided to call the game for safety reasons. With a lead of 15 to 13, the Gray team was declared the overall winner.

  15. Teaching Win-Win Better Prepares Students for Subsequent Experiences in Life.

    Science.gov (United States)

    Brainard, Alan J.

    The psychology of competition and winning, especially in relation to learning and motivation, is discussed. The Personalized System of Instruction (PSI) approach to coursework is proposed as a means of using the winning philosophy in education. Also suggested is the inclusion into coursework design of a form of rhetoric developed by Carl Rogers…

  16. Theoretical analysis and numerical simulation of Parrondo's paradox game in space

    International Nuclear Information System (INIS)

    Xie Nenggang; Chen Yun; Ye Ye; Xu Gang; Wang Lingang; Wang Chao

    2011-01-01

    Highlights: → A multi-agent spatial Parrondo game model is designed. → Double actions between individual and its neighbors are discussed. → The weak and strong paradox conditions are established by theoretical analysis. → Research results demonstrate some new biological points. → Competition is an adaptive behavior on the population level too. - Abstract: A multi-agent spatial Parrondo game model is designed according to the cooperative Parrondo's paradox proposed by Toral. The model is composed of game A and game B. Game A is a zero-sum game between individuals, reflecting competitive interaction between an individual and its neighbors. The winning or losing probability of one individual in game B depends on its neighbors' winning or losing states, reflecting the dependence that individuals has on microhabitat and the overall constraints that the microhabitat has on individuals. By using the analytical approach based on discrete-time Markov chain, we analyze game A, game B and the random combination of game A+B, and obtain corresponding stationary distribution probability and mathematical expectations. We have established conditions of the weak and strong forms of the Parrondo effect, and compared the computer simulation results with the analytical results so as to verify their validity. The analytical results reflect that competition results in the ratchet effect of game B, which generates Parrondo's Paradox that the combination of the losing games can produce a winning result.

  17. What's Your Game Plan?

    Science.gov (United States)

    Gordon, Sheri

    2010-01-01

    For the Garland Independent School District, a tournament was the tipping point. With too many of its students failing the math portion of state-mandated exams and in danger of being held back, the suburban Dallas district was determined to raise scores. The students lacked motivation, and Garland was seeking a better method of engaging them.…

  18. A Career that is Playing to Win

    Science.gov (United States)

    Reese, Susan

    2006-01-01

    As the gaming industry has expanded throughout the United States, job opportunities have grown along with revenue. Holly Thomsen with the American Gaming Association says that, not only has the casino part of the hospitality business grown dramatically, but it encompasses so much--hotels, restaurants, the gaming floor and the shows. He also states…

  19. 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

  20. 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

  1. Seasonality as a Parrondian game

    International Nuclear Information System (INIS)

    Peacock-Lopez, Enrique

    2011-01-01

    Switching strategies can be related to the so-called Parrondian games, where the alternation of two losing games yields a winning game. We consider two dynamics that by themselves yield undesirable behaviors, but when alternated, yield a desirable oscillatory behavior. In the analysis of the alternate-logistic map, we prove that alternating parameter values yielding extinction with parameter values associated with chaotic dynamics results in periodic trajectories. Ultimately, we consider a four season logistic model with either migration or immigration. -- Highlights: → We consider the logistic map as a population model and include parameter switching. → From bifurcation diagrams, we find parameters that follow the Parrondian Paradox. → We study a four-season Parrondian model that includes migration or immigration.

  2. Development and user satisfaction of “Plan-It Commander,” a serious game for children with ADHD

    NARCIS (Netherlands)

    Bul, Kim; Franken, Ingmar; Van der Oord, Saskia; Kato, Pam; Danckaerts, Marina; Vreeke, L.J.; Willems, Annik; Van Oers, Helga; Van den Heuvel, Ria; Van Slagmaat, Rens; Maras, Athanasios

    2015-01-01

    The need for engaging treatment approaches within mental health care has led to the application of gaming approaches to existing behavioral training programs (i.e., gamification). Because children with attention deficit/hyperactivity disorder (ADHD) tend to have fewer problems with concentration and

  3. America's war on drugs: who's winning

    OpenAIRE

    Diaz, Mary Lu Anna.

    1995-01-01

    Recently, Congress, the literary community, and the public at large have come to reconsider the war on drugs. There are many opinions regarding alternatives to this pseudo war or new measures to be taken in the war effort, but the ongoing effort itself has escaped evaluation (to determine if the United States is winning this campaign). The intent of this thesis, then, is to explore the objectives of the war on drugs, and to determine if America is winning. This work concludes that the current...

  4. How to win friends and influence people

    CERN Document Server

    Carnegie, Dale

    2010-01-01

    For more than sixty years the rock-solid, time-tested advice in this book has carried thousands of now famous people up the ladder of success in their business and personal lives. With more than fifteen million copies sold, How to Win Friends and Influence People is one of the best known motivational books in history, with proven advice for achieving success in life. You’ll learn: three fundamental techniques in handling people; six ways to make people like you; twelve ways to win people to you way of thinking; nine ways to change people without arousing resentment; and much, much more!

  5. BMC Ecology image competition: the winning images

    Science.gov (United States)

    2013-01-01

    BMC Ecology announces the winning entries in its inaugural Ecology Image Competition, open to anyone affiliated with a research institute. The competition, which received more than 200 entries from international researchers at all career levels and a wide variety of scientific disciplines, was looking for striking visual interpretations of ecological processes. In this Editorial, our academic Section Editors and guest judge Dr Yan Wong explain what they found most appealing about their chosen winning entries, and highlight a few of the outstanding images that didn’t quite make it to the top prize. PMID:23517630

  6. SigWinR; the SigWin-detector updated and ported to R.

    Science.gov (United States)

    de Leeuw, Wim C; Rauwerda, Han; Inda, Márcia A; Bruning, Oskar; Breit, Timo M

    2009-10-06

    Our SigWin-detector discovers significantly enriched windows of (genomic) elements in any sequence of values (genes or other genomic elements in a DNA sequence) in a fast and reproducible way. However, since it is grid based, only (life) scientists with access to the grid can use this tool. Therefore and on request, we have developed the SigWinR package which makes the SigWin-detector available to a much wider audience. At the same time, we have introduced several improvements to its algorithm as well as its functionality, based on the feedback of SigWin-detector end users. To allow usage of the SigWin-detector on a desktop computer, we have rewritten it as a package for R: SigWinR. R is a free and widely used multi platform software environment for statistical computing and graphics. The package can be installed and used on all platforms for which R is available. The improvements involve: a visualization of the input-sequence values supporting the interpretation of Ridgeograms; a visualization allowing for an easy interpretation of enriched or depleted regions in the sequence using windows of pre-defined size; an option that allows the analysis of circular sequences, which results in rectangular Ridgeograms; an application to identify regions of co-altered gene expression (ROCAGEs) with a real-life biological use-case; adaptation of the algorithm to allow analysis of non-regularly sampled data using a constant window size in physical space without resampling the data. To achieve this, support for analysis of windows with an even number of elements was added. By porting the SigWin-detector as an R package, SigWinR, improving its algorithm and functionality combined with adequate performance, we have made SigWin-detector more useful as well as more easily accessible to scientists without a grid infrastructure.

  7. SigWinR; the SigWin-detector updated and ported to R

    Directory of Open Access Journals (Sweden)

    Breit Timo M

    2009-10-01

    Full Text Available Abstract Background Our SigWin-detector discovers significantly enriched windows of (genomic elements in any sequence of values (genes or other genomic elements in a DNA sequence in a fast and reproducible way. However, since it is grid based, only (life scientists with access to the grid can use this tool. Therefore and on request, we have developed the SigWinR package which makes the SigWin-detector available to a much wider audience. At the same time, we have introduced several improvements to its algorithm as well as its functionality, based on the feedback of SigWin-detector end users. Findings To allow usage of the SigWin-detector on a desktop computer, we have rewritten it as a package for R: SigWinR. R is a free and widely used multi platform software environment for statistical computing and graphics. The package can be installed and used on all platforms for which R is available. The improvements involve: a visualization of the input-sequence values supporting the interpretation of Ridgeograms; a visualization allowing for an easy interpretation of enriched or depleted regions in the sequence using windows of pre-defined size; an option that allows the analysis of circular sequences, which results in rectangular Ridgeograms; an application to identify regions of co-altered gene expression (ROCAGEs with a real-life biological use-case; adaptation of the algorithm to allow analysis of non-regularly sampled data using a constant window size in physical space without resampling the data. To achieve this, support for analysis of windows with an even number of elements was added. Conclusion By porting the SigWin-detector as an R package, SigWinR, improving its algorithm and functionality combined with adequate performance, we have made SigWin-detector more useful as well as more easily accessible to scientists without a grid infrastructure.

  8. 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

  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. 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

  11. 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

  12. The Gaming of Policy and the Politics of Gaming: A Review

    Science.gov (United States)

    Mayer, Igor S.

    2009-01-01

    This article examines the foundations of gaming and related concepts, such as policy exercises and serious gaming, in a public policy making context. Examining the relevant publications in "Simulation & Gaming" since 1969, the author looks back at the development of gaming simulation for purposes such as public policy analysis and planning, and…

  13. An Application to WIN/ISIS Database on Local Network

    OpenAIRE

    Robert Lechien; Mohamed Salem Ghonem - Translator

    2005-01-01

    A Translated Article containing an application to how WIN/ISIS database work on local network. It starts with main definitions, and how to install WIN/ISIS on PC, and how to install it on the local network server.

  14. The Value of Team-Based Mixed-Reality (TBMR) Games in Higher Education

    Science.gov (United States)

    Denholm, John A.; Protopsaltis, Aristidis; de Freitas, Sara

    2013-01-01

    This paper reports on a conducted study, measuring the perceptions of post-graduate students on the effectiveness of serious games in the classroom. Four games were used (Project Management Exercise, "Winning Margin" Business Simulation, Management of Change and Management of Product Design and Development) with scenarios ranging from…

  15. Investigation of game characteristics of elite tennis players on different surfaces.

    Directory of Open Access Journals (Sweden)

    Bülent KİLİT

    2017-03-01

    Full Text Available Aim: The purpose of this study was to investigation of game characteristics of elite tennis players on different surfaces (grass, clay and hard. Material and Methods: As a data collection tool used in the official web pages (www.rolandgarros.com, www.wimbledon.com, www.usopen.org in 2015 Grand Slam tennis tournaments. The study monitored the following game characteristics: 1st service %, aces, double faults, unforced error, winning % on 1st serve, winning % on 2nd serve, winners (including service, average 1st serve speed, average 2nd serve speed, average duration of games, average game number, total match duration, average duration of sets. One way ANOVA and Scheffe post-hoc test was performed in order to evaluate the game characteristics in this study. Results: Wimbledon had a significant more responses in terms of 1st service %, aces, winning % on 1st serve, average 1st and 2nd serve speed in male tennis players (p<0.05. For female tennis players, American open had more double faults, while Wimbledon had more aces, winning % on 1st Serve, winning % on 1st serve, average 1st and 2nd serve speed, winners responses (p<0.05. Conclusion: According to these results, serve values in fast court like Wimbledon were more than the others. Similar game characteristics were seen in French open (slow court and American open (medium court.

  16. Defeating ISIS by Winning the War of Ideas

    Science.gov (United States)

    2017-03-17

    United States tell if it is winning the war of ideas? Robert Reilly, author of Assessing the War of Ideas during War, explains that the winning the war...AU/ACSC/2017 AIR COMMAND AND STAFF COLLEGE AIR UNIVERSITY DEFEATING ISIS BY WINNING THE WAR OF IDEAS by Lt Col Lyson Siame...Approved for public release: distribution unlimited. Defeating ISIS by Winning the War of Ideas 2 Disclaimer The views expressed in this academic

  17. Analisis Semiotika Komunikasi Virtual Player Game Dota 2 dalam Menerapkan Strategi Psywar

    OpenAIRE

    Andreyano, Dimas; ", Suyanto

    2017-01-01

    DotA 2 game is one of the online game played by millions of people around the world. That vast scale led to the birth of huge online community so that the only way for them to communicate with each other is through virtual communication. Dota 2 players assume that winning the game is their priority so that they will do various way to be win, one of those is by applying psywar strategy that means war by words through the chat and interaction through the web. This study aimed to fiind out the m...

  18. A win-win strategy for ecological restoration and biodiversity conservation in Southern China

    Science.gov (United States)

    Cao, Shixiong; Shang, Di; Yue, Hui; Ma, Hua

    2017-04-01

    Environmental degradation and poverty are linked, and must be tackled together. Doing so requires a win-win strategy that both restores the environment and ensures a sustainable livelihood for those who are affected by the restoration project. To understand the importance of combining ecological restoration and biodiversity conservation objectives with a consideration of the livelihoods of residents, we examined a successful project in ecologically fragile Changting County, Fujian Province, China. We attribute the project’s success to the development of a win-win strategy that sustainably improved resident livelihoods, in contrast with traditional strategies that focus exclusively on establishing forests and grassland. To develop this win-win strategy, we performed long-term monitoring (since 1984) under a program designed to permit ecological restoration and biodiversity conservation in the county. For our analysis, we chose a range of natural and socioeconomic indicators that could affect the ecological restoration; we then used a contribution model to identify the relative influence of each social, economic, or environmental factor on the dependent variables (vegetation cover, soil erosion, number of plant species). The results showed that by improving livelihoods and mitigating poverty in the long term, the project also reduced damage to the environment by local residents. Our calculations suggest that accounting for socioeconomic factors played a key role in the successful ecological conservation. This win-win path to escaping the poverty trap during ecological restoration provides an example that can be followed by restoration projects elsewhere in the world with suitable modifications to account for unique local conditions.

  19. Win-win strategies in directing low-carbon resilient development path

    International Nuclear Information System (INIS)

    Masui, Toshihiko; Kainuma, Mikiko

    2015-01-01

    This section explores big win-win strategies in directing low carbon resilient development path. There are lots of “leapfrog” development possibilities in developing countries, which go directly from a status of under-development through to efficient and environmentally benign lifestyle. To achieve low carbon resilient paths, not only technology development but also institutional and behavioral changes are required. Science-policy nexus is also discussed.

  20. Cube Handling In Backgammon Money Games Under a Jump Model

    OpenAIRE

    Higgins, Mark G.

    2012-01-01

    A variation on Janowski's cubeful equity model is proposed for cube handling in backgammon money games. Instead of approximating the cubeful take point as an interpolation between the dead and live cube limits, a new model is developed where the cubeless probability of win evolves through a series of random jumps instead of continuous diffusion. Each jump is drawn from a distribution with zero mean and an expected absolute jump size called the "jump volatility" that can be a function of game ...

  1. Universally Kuratowski–Ulam Spaces And Open-Open Games

    Directory of Open Access Journals (Sweden)

    Kalemba Piotr

    2015-09-01

    Full Text Available We examine the class of spaces in which the second player has a winning strategy in the open-open game. We show that this spaces are not universally Kuratowski–Ulam. We also show that the games G and G7 introduced by P. Daniels, K. Kunen, H. Zhou [Fund. Math. 145 (1994, no. 3, 205–220] are not equivalent.

  2. Minority Games

    International Nuclear Information System (INIS)

    Metzler, R

    2005-01-01

    New branches of scientific disciplines often have a few paradigmatic models that serve as a testing ground for theories and a starting point for new inquiries. In the late 1990s, one of these models found fertile ground in the growing field of econophysics: the Minority Game (MG), a model for speculative markets that combined conceptual simplicity with interesting emergent behaviour and challenging mathematics. The two basic ingredients were the minority mechanism (a large number of players have to choose one of two alternatives in each round, and the minority wins) and limited rationality (each player has a small set of decision rules, and chooses the more successful ones). Combining these, one observes a phase transition between a crowded and an inefficient market phase, fat-tailed price distributions at the transition, and many other nontrivial effects. Now, seven years after the first paper, three of the key players-Damien Challet, Matteo Marsili and Yi-Cheng Zhang-have published a monograph that summarizes the current state of the science. The book consists of two parts: a 100-page overview of the various aspects of the MG, and reprints of many essential papers. The first chapters of Part I give a well-written description of the motivation and the history behind the MG, and then go into the phenomenology and the mathematical treatment of the model. The authors emphasize the 'physics' underlying the behaviour and give coherent, intuitive explanations that are difficult to extract from the original papers. The mathematics is outlined, but calculations are not carried out in great detail (maybe they could have been included in an appendix). Chapter 4 then discusses how and why the MG is a model for speculative markets, how it can be modified to give a closer fit to observed market statistics (in particular, reproducing the 'stylized facts' of fat-tailed distributions and volatility clustering), and what conclusions one can draw from the behaviour of the MG when

  3. 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

  4. Game Theory

    DEFF Research Database (Denmark)

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

  5. 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....

  6. 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

  7. Differential games.

    Science.gov (United States)

    Varaiya, P. P.

    1972-01-01

    General discussion of the theory of differential games with two players and zero sum. Games starting at a fixed initial state and ending at a fixed final time are analyzed. Strategies for the games are defined. The existence of saddle values and saddle points is considered. A stochastic version of a differential game is used to examine the synthesis problem.

  8. Combining Symbolic Representations for Solving Timed Games

    Science.gov (United States)

    Ehlers, Rüdiger; Mattmüller, Robert; Peter, Hans-Jörg

    We present a general approach to combine symbolic state space representations for the discrete and continuous parts in the synthesis of winning strategies for timed reachability games. The combination is based on abstraction refinement where discrete symbolic techniques are used to produce a sequence of abstract timed game automata. After each refinement step, the resulting abstraction is used for computing an under- and an over-approximation of the timed winning states. The key idea is to identify large relevant and irrelevant parts of the precise weakest winning strategy already on coarse, and therefore simple, abstractions. If neither the existence nor nonexistence of a winning strategy can be established in the approximations, we use them to guide the refinement process. Based on a prototype that combines binary decision diagrams[7,9] and difference bound matrices[5], we experimentally evaluate the technique on standard benchmarks from timed controller synthesis. The results clearly demonstrate the potential of the new approach concerning running time and memory consumption compared to the classical on-the-fly algorithm implemented in Uppaal-Tiga [10,4].

  9. Strategic interactions: Games of the Ju|'hoan.

    Science.gov (United States)

    de Voogt, Alex

    2017-12-01

    Three strategic games played by the Ju|'hoan-a board, a card, and a gesture game-complicate the rhetorics that suggest an evolutionary or psychological significance of play. They are mostly played by adults, although every individual adult does not necessarily engage in each game. The Ju|'hoan card and board game practices were transmitted through contact across large parts of Botswana and Namibia, while the gesture game n!àì has been known in other San communities. It suggests that the significance of strategic games is more likely found in its potential for social interaction (i.e., allowing to overcome cultural divides) than in evolution and psychology. Within the anthropological literature, strategy games were thought to be absent in egalitarian societies, such as that of the Ju|'hoan. Here, the roles of power, competition, and winning were thought to be disruptive and unwanted. A closer examination of the details behind the Ju|'hoan games shows that not only were strategy games adopted and adapted from neighboring societies but that the game of n!àì was developed by the Ju|'hoan into a competitive one. The evolutionary or psychological significance of play is informed by studies on individual play, children's play, and games with informal rules. When considering strategic games throughout history, it is their role of facilitator rather than the playing practice itself that makes games relevant across languages, cultural divides, and sociopolitical boundaries.

  10. The Game Enhanced Learning Model

    DEFF Research Database (Denmark)

    Reng, Lars; Schoenau-Fog, Henrik

    2016-01-01

    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...... 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...

  11. Win-Win-Win: Reflections from a Work-Integrated Learning Project in a Non-Profit Organization

    Directory of Open Access Journals (Sweden)

    Dale C MacKrell

    2016-05-01

    Full Text Available This paper reports on the educational aspects of an information systems work-integrated learning (WIL capstone project for an organization which operates to alleviate homelessness in the Australian non-profit sector. The methodology adopted for the study is Action Design Research (ADR which draws on action research and design research as a means for framing a project's progress. Reflective insights by the project stakeholders, namely, students, academics, and the non-profit client, reveal a curriculum at work through internal features of the organization; personal features of the participants and features of the external environment. Preliminary findings suggest that students in a WIL project for a non-profit are highly engaged, especially when they become aware of the project’s social value. As well, the improvement of professional skills and emotional intelligence by students is more likely in real-life practice settings than in other less authentic WIL activities, equipping graduates for the workforce with both strong disciplinary and generic skills. Win-win-win synergies through project collaboration represent worthwhile outcomes to education, industry and research.

  12. Personalised gaming

    OpenAIRE

    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 literature. The motivation concerns (a) the psychological foundation, (b) the effect on player satisfaction, (c) the contribution to game development, and (d) the requirement for achieving ambitions....

  13. Online Gaming

    OpenAIRE

    Kevin Curran; Paul Canning; Martin Laughlin; Ciarán McGowan; Rory Carlin

    2005-01-01

    Computer gaming is a medium by which we can entertain ourselves, a medium that has expanded to the online worldwide market as part as globalization. The growth of online gaming has close ties with the use of broadband, as a good online gaming experience requires a broadband connection. Through online gaming, people can play and communicate with each other freely in almost any country, at any given time. This paper examines the phenomenon of online gaming.

  14. Risk dishabituation: in repeated gambling, risk is reduced following low-probability "surprising" events (wins or losses).

    Science.gov (United States)

    Demaree, Heath A; Burns, Kevin J; Dedonno, Michael A; Agarwala, Edward K; Everhart, D Erik

    2012-06-01

    In path-dependent risk taking, like playing a slot machine, the wager on one trial may be affected by the outcome of the preceding trial. Previous studies have shown that a person's risk-taking preferences may change as a result of the preceding trial (win or loss). For example, the "house money effect" suggests that risk taking may increase after a win, whereas the "break even effect" posits that risk taking increases after a loss. Independent of those findings, a person's emotional state has been found to influence risk taking. For example, the "mood maintenance hypothesis" supports the notion that positive affect decreases risk taking, and related research finds that increased negative affect increases risk taking. Because winning and losing may influence one's emotional state, we sought to investigate how both previous outcomes, as well as a person's emotional responses to those outcomes, independently influence subsequent risk taking. To do this, data were collected using three simplified slot machines where the chance of winning each trial was set to 13%, 50%, and 87%, respectively. Evidence for the break even and house money effects were found on the 13% and 87% games, respectively. Likewise, emotional valence was found to predict risk taking on these two tasks, with emotional valence fully explaining the break even effect observed on the 13% game. In addition to these results, the present research revealed that risk taking is reduced following low-probability ("surprising") events (i.e., a win in the 13% condition or loss in the 87% condition). Dubbed "risk dishabituation," this phenomenon is discussed, along with its likely corresponding emotional experience--surprise.

  15. Systematic review of team Nigeria's performance in olympic games ...

    African Journals Online (AJOL)

    Participation and winning medals in Olympic Games have become a veritable avenue through which nations attain international visibility. It is also an opportunity for countries to make strong political statement about their advancements in sports. Nigeria performance in recent Olympics has been unimpressive. This work ...

  16. Games for Synthesis of Controllers with Partial Observation

    DEFF Research Database (Denmark)

    Arnold, André; Vincent, Aymeric; Walukiewicz, Igor

    2003-01-01

    The synthesis of controllers for discrete event systems, as introduced by Ramadge and Wonham, amounts to computing winning strategies in parity games. We show that in this framework it is possible to extend the specifications of the supervised systems as well as the constraints on the controllers...

  17. Doubling Your Payoff: Winning Pain Relief Engages Endogenous Pain Inhibition1,2,3

    Science.gov (United States)

    Kwan, Saskia; Schweinhardt, Petra

    2015-01-01

    Abstract When in pain, pain relief is much sought after, particularly for individuals with chronic pain. In analogy to augmentation of the hedonic experience (“liking”) of a reward by the motivation to obtain a reward (“wanting”), the seeking of pain relief in a motivated state might increase the experience of pain relief when obtained. We tested this hypothesis in a psychophysical experiment in healthy human subjects, by assessing potential pain-inhibitory effects of pain relief “won” in a wheel of fortune game compared with pain relief without winning, exploiting the fact that the mere chance of winning induces a motivated state. The results show pain-inhibitory effects of pain relief obtained by winning in behaviorally assessed pain perception and ratings of pain intensity. Further, the higher participants scored on the personality trait novelty seeking, the more pain inhibition was induced. These results provide evidence that pain relief, when obtained in a motivated state, engages endogenous pain-inhibitory systems beyond the pain reduction that underlies the relief in the first place. Consequently, such pain relief might be used to improve behavioral pain therapy, inducing a positive, perhaps self-amplifying feedback loop of reduced pain and improved functionality. PMID:26464995

  18. Schmidt games and Markov partitions

    Science.gov (United States)

    Tseng, Jimmy

    2009-03-01

    Let T be a C2-expanding self-map of a compact, connected, C∞, Riemannian manifold M. We correct a minor gap in the proof of a theorem from the literature: the set of points whose forward orbits are nondense has full Hausdorff dimension. Our correction allows us to strengthen the theorem. Combining the correction with Schmidt games, we generalize the theorem in dimension one: given a point x0 ∈ M, the set of points whose forward orbit closures miss x0 is a winning set. Finally, our key lemma, the no matching lemma, may be of independent interest in the theory of symbolic dynamics or the theory of Markov partitions.

  19. Quantitative Fairness Games

    Directory of Open Access Journals (Sweden)

    Alessandro Bianco

    2010-06-01

    Full Text Available We consider two-player games played on finite colored graphs where the goal is the construction of an infinite path with one of the following frequency-related properties: (i all colors occur with the same asymptotic frequency, (ii there is a constant that bounds the difference between the occurrences of any two colors for all prefixes of the path, or (iii all colors occur with a fixed asymptotic frequency. These properties can be viewed as quantitative refinements of the classical notion of fair path in a concurrent system, whose simplest form checks whether all colors occur infinitely often. In particular, the first two properties enforce equal treatment of all the jobs involved in the system, while the third one represents a way to assign a given priority to each job. For all the above goals, we show that the problem of checking whether there exists a winning strategy is CoNP-complete.

  20. Winning public and political support for nuclear

    International Nuclear Information System (INIS)

    McFadden, D.J.

    2006-01-01

    The nuclear industry is entering an historic battle for the hearts and minds of Canadians as government decides on nuclear new build. Recent polls indicate that public support is rising for nuclear power. However, the support could be eroded by negative events or intense lobbying by anti-nuclear groups. The nuclear industry must deal with concerns raised about nuclear power, such as cost, safety, reliability and waste. The nuclear industry should build upon the positive movement in public support. The industry must go to Canadians with a credible message which responds effectively to public concerns. It must be remembered that winning public support will be essential to winning and maintaining political support. (author)

  1. Football league win prediction based on online and league table data

    Science.gov (United States)

    Par, Prateek; Gupt, Ankit Kumar; Singh, Samarth; Khare, Neelu; Bhattachrya, Sweta

    2017-11-01

    As we are proceeding towards an internet driven world, the impact of internet is increasing in our day to lives. This not only gives impact on the virtual world but also leave a mark in the real world. The social media sites contains huge amount of information, the only thing is to collect the relevant data and analyse the data to form a real world prediction and it can do far more than that. In this paper we study the relationship between the twitter data and the normal data analysis to predict the winning team in the NFL (National Football League).The prediction is based on the data collected on the on-going league which includes performance of each player and their previous statistics. Alongside with the data available online we are combining the twitter data which we extracted by the tweets pertaining to specific teams and games in the NFL season and use them alongside statistical game data to build predictive models for future or the outcome of the game i.e. which team will lose or win depending upon the statistical data available. Specifically the tweets within the 24 hours of match will be considered and the main focus of twitter data will be upon the last hours of tweets i.e. pre-match twitter data and post-match twitter data. We are experimenting on the data and using twitter data we are trying to increase the performance of the existing predictive models that uses only the game stats to predict the future.

  2. Lossy Channel Games under Incomplete Information

    Directory of Open Access Journals (Sweden)

    Rayna Dimitrova

    2013-03-01

    Full Text Available In this paper we investigate lossy channel games under incomplete information, where two players operate on a finite set of unbounded FIFO channels and one player, representing a system component under consideration operates under incomplete information, while the other player, representing the component's environment is allowed to lose messages from the channels. We argue that these games are a suitable model for synthesis of communication protocols where processes communicate over unreliable channels. We show that in the case of finite message alphabets, games with safety and reachability winning conditions are decidable and finite-state observation-based strategies for the component can be effectively computed. Undecidability for (weak parity objectives follows from the undecidability of (weak parity perfect information games where only one player can lose messages.

  3. From chaos to control: winning the war.

    Science.gov (United States)

    Wojciak, P J

    1994-08-01

    This article illustrates how a small manufacturing facility in the Midwest undertook the process of an MRP II implementation and ultimately gained class A status at a true make-or-break time in its history. The control that was gained throughout the entire process has helped create a winning environment and will continue to strengthen our position as we move toward world-class excellence.

  4. Dynamics of three-agent games

    International Nuclear Information System (INIS)

    Mungan, Muhittin; Rador, Tonguc

    2008-01-01

    We study the dynamics and resulting score distribution of three-agent games where after each competition a single agent wins and scores a point. A single competition is described by a triplet of numbers p, t and q denoting the probabilities that the team with the highest, middle or lowest accumulated score wins. The three-agent game can be regarded as a social model where a player can be favored or disfavored for advancement, based on his/her accumulated score. We study the full family of solutions in the regime, where the number of agents and competitions is large, which can be regarded as a hydrodynamic limit. Depending on the parameter values (p, q, t), we find six qualitatively different asymptotic score distributions and we provide a qualitative explanation of these results. We also compare our analytical results against numerical simulations of the microscopic model and find these to be in excellent agreement. It is possible to decide the outcome of a three-agent game through a mini-tournament of two-agent competitions among the participating players and it turns out that the resulting possible score distributions are a subset of those obtained for the general three-agent games. We discuss how one can add a steady and democratic decline rate to the model and present a simple geometric construction that allows one to obtain the score evolution equations for n-agent games

  5. How winning changes motivation in multiphase competitions.

    Science.gov (United States)

    Huang, Szu-Chi; Etkin, Jordan; Jin, Liyin

    2017-06-01

    What drives motivation in multiphase competitions? Adopting a dynamic approach, this research examines how temporary standing-being ahead of (vs. behind) one's opponent-in a multiphase competition shapes subsequent motivation. Six competitions conducted in the lab and in the field demonstrate that the impact of being ahead on contestants' motivation depends on when (i.e., in which phase of the competition) contestants learn they are in the lead. In the early phase, contestants are concerned about whether they can win; being ahead increases motivation by making winning seem more attainable. In the later phase, however, contestants are instead driven by how much additional effort they believe they need to invest; being ahead decreases motivation by reducing contestants' estimate of the remaining effort needed to win. Temporary standing thus has divergent effects on motivation in multiphase competitions, driven by a shift in contestants' main concern from the early to the later phase and thus the meaning they derive from being ahead of their opponent. By leveraging insights gained from approaching individuals' self-regulation as a dynamic process, this research advances understanding of how motivation evolves in a unique interdependent self-regulatory context. (PsycINFO Database Record (c) 2017 APA, all rights reserved).

  6. WIN Global. 1977/98 Activities at a First Glance

    International Nuclear Information System (INIS)

    Rising, A.; Lopez CArbonell, M.T.; Perez-Griffo, M.L.

    1998-01-01

    WIN is a worldwide association of women working professionally in the fields of nuclear energy and applications of radiation. The goal of WIN is to contribute to objectively inform the public on nuclear and radiation. WIN's principal objective is to emphasis and support the role that women can and do have in addressing the general public's concerns about nuclear energy and the application of radiation and nuclear technology. WIN is doing this through educational programmes, information exchange and arranging study visits. Members of WIN all have one thing in common: they want the general public to have a better understanding of nuclear and radiation matters. Membership status as ao April 21, 1998 was 605 members from 39 countries. During the year 7 new countries have joined to WIN ant two national WIN groups have been formed. Purpose of this paper is to present, to the Spanish Nuclear Society members, the WIN Global activities all over the world for the period 1997/98. The information included herein comes from different sources and WIN members and is, of course, a quick look over those activities. Win Spain activities for the period will be presented in a different paper of this Annual Meeting. (Author) 2 refs

  7. 3D game environments create professional 3D game worlds

    CERN Document Server

    Ahearn, Luke

    2008-01-01

    The ultimate resource to help you create triple-A quality art for a variety of game worlds; 3D Game Environments offers detailed tutorials on creating 3D models, applying 2D art to 3D models, and clear concise advice on issues of efficiency and optimization for a 3D game engine. Using Photoshop and 3ds Max as his primary tools, Luke Ahearn explains how to create realistic textures from photo source and uses a variety of techniques to portray dynamic and believable game worlds.From a modern city to a steamy jungle, learn about the planning and technological considerations for 3D modelin

  8. IMPACT ANALYSIS OF THE CAPABILITY ON STRATEGY VIA OTHELLO GAME

    Directory of Open Access Journals (Sweden)

    Jeremy Albert Novaryan

    2014-10-01

    Full Text Available Othello is a game that is already antiquated, but the game is still played by many people. Othello game is played by 2 people. If you want to win over the opponent, you must have a good strategy so that all the pieces on the board into the color of the chip. Each player would continue to seek a new strategy to make the pieces multiply. Under these conditions, will result in job terstimulasinya brain to strategize. This of course has an impact on the development of creativity in the organization's strategy. This study was conducted to prove that the game Othello is able to train its player in developing strategies. The results showed that in the Othello game, players are able to train level strategy if he plays continuously. Automatically, playing the game of Othello can stimulate the brain so as to improve the ability to strategize. Keyword Strategic,thinking, critical thinking, tactic

  9. Game story space of professional sports: Australian rules football

    Science.gov (United States)

    Kiley, Dilan Patrick; Reagan, Andrew J.; Mitchell, Lewis; Danforth, Christopher M.; Dodds, Peter Sheridan

    2016-05-01

    Sports are spontaneous generators of stories. Through skill and chance, the script of each game is dynamically written in real time by players acting out possible trajectories allowed by a sport's rules. By properly characterizing a given sport's ecology of "game stories," we are able to capture the sport's capacity for unfolding interesting narratives, in part by contrasting them with random walks. Here we explore the game story space afforded by a data set of 1310 Australian Football League (AFL) score lines. We find that AFL games exhibit a continuous spectrum of stories rather than distinct clusters. We show how coarse graining reveals identifiable motifs ranging from last-minute comeback wins to one-sided blowouts. Through an extensive comparison with biased random walks, we show that real AFL games deliver a broader array of motifs than null models, and we provide consequent insights into the narrative appeal of real games.

  10. WiN Argentina: Re Launch of National Chapter and New Activities

    International Nuclear Information System (INIS)

    Sayan, J.; Gervasoni, J.; Cantargi, F.; Cintas, A.; Garea, V.

    2015-01-01

    Women of the Argentinian Nuclear Sector have shared WiN Global’s vision since its birth in 1992. Many have become active members and participated in its Annual Conferences, by presenting papers or country reports (Sweden, 1995 and Russia 1996, Taiwan 1998). Due to several drastic changes in the Sector, such as projects cancellations and reduction of personnel, occurred during the late 1990’s, the National Chapter reduced its activities. Thanks to the restless work of its founder, Dr. Maela Viirsoo, and a group of new Members, the Chapter has been recently re-launched at the 40th Annual Meeting of the Argentinian Nuclear Technology Association (AATN) and new adherents have represented the country in last year’s WiN Global Annual Conference held in Australia. In this presentation, we will show our new membership and governing structure in order to fulfill the WiN Charter’s obligations and WiN Global “Rules and Procedures”. We will also present the planned activities to promote the benefits of nuclear technologies from women’s perspective. Professional women working in several nuclear fields, such as: science and technology, health, cultural, educational and social will improve the community perception towards nuclear technology by organizing lectures, exchanging ideas and stimulating joint initiatives in the educational local system. (author)

  11. Can We Tell Winners and Losers Apart? : Social and Cultural Effects on Facial Expressions of Children and Adults in Games

    NARCIS (Netherlands)

    Mui, Hoi Ching; Goudbeek, Martijn; Swerts, Marc; Freitas-magalhães, A

    2015-01-01

    Can we tell winners and losers apart, on the basis of their facial expressions? In this chapter, we investigate the effects of social and cultural factors on expressions associated with winning and losing in games. Eight-year-olds and adults, who were either Dutch or Chinese, played games alone or

  12. Performance indicators analysis at Brazilian and Italian women's volleyball leagues according to game location, game outcome, and set number.

    Science.gov (United States)

    Campos, Fabio A D; Stanganélli, Luiz C R; Campos, Leandra C B; Pasquarelli, Bruno N; Gómez, Miguel-Angel

    2014-04-01

    This study was done to investigate the advantage of playing at home in elite women's volleyball leagues and the influence of performance indicators in the game score according to set number. The sample consisted of 240 games of the Brazilian Volleyball League (n = 132 games) and the Italian Volleyball League (n = 108 games) from the 2011-2012 season. The relationship of performance indicators (including serve, attack, block, and opponents' errors) with the game outcome (win or lose) was assessed. The results showed that there was a home advantage effect in women's volleyball leagues, with a higher prevalence of victory for the home teams in Brazilian and Italian leagues (58 and 56%, respectively). When related to the performance indicators and among the aspects that were most highly correlated with victory, the attack was the technical indicator that explained most of the results of volleyball games.

  13. How to create a serious game?

    OpenAIRE

    O. Heidmann

    2015-01-01

    Serious games are video games designed to achieve an educational effect and achieve some degree of training in a certain area. They are nowadays used in industries such as defense, education, scientific exploration, health care, emergency management, city planning, engineering, and many others. As it still a nascent subject who doesn’t follow exactly the same rules and practices than the commercial video games industry, questions remain about how to create and use serious games. This article ...

  14. 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.

  15. Casual Games

    DEFF Research Database (Denmark)

    Hansen, Ole Ertløv

    2015-01-01

    Casual games have become a widespread activity that fills our leisure time. This article introduces to the phenomenon casual games – their definition and the history. Furthermore the article presents and discusses the experience of and engagement or immersion in playing these games as it is put...... forward by recent research. The theoretical approach is based on media psychology, phenomenology and reversal theory. Finally it is argued that playing casual games is fundamental pleasurable to both paratelic as well as telic metamotivational states....

  16. Infiltrating to Win: The Conduct of Border Denial Operations

    Science.gov (United States)

    2016-04-04

    must believe 14 Robert A. Pape, Bombing to Win : Air Power and Coercion in War (Ithaca, NY: Cornell University Press, 1996), 4. 15 Ibid., 7. 16 Ibid...Vietnam. Chicago, IL: University of Chicago Press, 2002. Pape, Robert A. Bombing to Win : Air Power and Coercion in War. Ithaca, NY: Cornell University...Infiltrating to Win : The Conduct of Border Denial Operations A Monograph by MAJ Craig A. Broyles United

  17. Game Indicators Determining Sports Performance in the NBA.

    Science.gov (United States)

    Mikołajec, Kazimierz; Maszczyk, Adam; Zając, Tomasz

    2013-01-01

    The main goal of the present study was to identify basketball game performance indicators which best determine sports level in the National Basketball Association (NBA) league. The research material consisted of all NBA game statistics at the turn of eight seasons (2003-11) and included 52 performance variables. Through detailed analysis the variables with high influence on game effectiveness were selected for final procedures. It has been proven that a limited number of factors, mostly offensive, determines sports performance in the NBA. The most critical indicators are: Win%, Offensive EFF, 3rd Quarter PPG, Win% CG, Avg Fauls and Avg Steals. In practical applications these results connected with top teams and elite players may help coaches to design better training programs.

  18. 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...

  19. A winning strategy for 3 x n Cylindrical Hex

    DEFF Research Database (Denmark)

    Huneke, S. C.; Hayward, R.; Toft, Bjarne

    2014-01-01

    For Cylindrical Hex on a board with circumference 3, we give a winning strategy for the end-to-end player. This is the first known winning strategy for odd circumference at least 3, answering a question of David Gale. (C) 2014 Elsevier B.V. All rights reserved.......For Cylindrical Hex on a board with circumference 3, we give a winning strategy for the end-to-end player. This is the first known winning strategy for odd circumference at least 3, answering a question of David Gale. (C) 2014 Elsevier B.V. All rights reserved....

  20. SigWinR; the SigWin-detector updated and ported to R

    NARCIS (Netherlands)

    de Leeuw, W.C.; Rauwerda, H.; Inda, M.A.; Bruning, O.; Breit, T.M.

    2009-01-01

    Background Our SigWin-detector discovers significantly enriched windows of (genomic) elements in any sequence of values (genes or other genomic elements in a DNA sequence) in a fast and reproducible way. However, since it is grid based, only (life) scientists with access to the grid can use this

  1. Relationship between traditional games and the intensity of emotions experienced by participants.

    Science.gov (United States)

    Lavega, Pere; Alonso, José I; Etxebeste, Joseba; Lagardera, Francisco; March, Jaume

    2014-12-01

    The aims of this study were to analyze the intensity of emotions (positive, negative, or ambiguous) produced when players took part in traditional games with a different social structure and to examine the explanations given by those participants for these emotional experiences. Participants (N = 556) were recruited from 4 Spanish universities. After taking part in each of the games, they were asked to complete the Games and Emotions Questionnaire to indicate the intensity of their emotional experiences and to explain what, in their view, had led to the strongest emotion felt. The application of a mixed-methods approach identified statistically significant differences in relation to 3 variables. These were (a) the type of emotion, (b) motor domain, and (c) type of result (win, loss, and noncompetitive). The intensity of positive emotions was higher in cooperative games and lower in individual games. Comments referring to negative emotions were more frequent as the social structure of games became more complex (minimal presence of individual games and predominance of cooperation-opposition games). Winning was associated with the highest intensity ratings of positive and ambiguous emotions, whereas being defeated produced the highest values for negative emotions. The intensity ratings for negative emotions were lower in noncompetitive games than in games where players lost. The results confirm that traditional games can play a key role in relation to the emotional facets of physical education.

  2. Comparative analysis of gameplay and players emotion in the most popular games from play store

    Science.gov (United States)

    Riwinoto; Mahfud, N.; Lumombo, L.

    2018-03-01

    The development of the android mobile operating system and the presence of Play Store services poses challenges for developers to produce exciting mobile games. Although publishing games in Play Store is not difficult, in fact developers have to face tough competition to make homemade games can become popular. This study analyzes the gameplay of three popular paid-free games in Play Store that can survive for a period of one year from the top 10 positions in October 2015- November 2016. Analysis performed on 8 elements of the game based on the definition of Fullerton and emotional expression analysis of respondents who appeared while playing the three choosen games. The analysis shows that scarce resources are the main attraction of all three games because they create conflicts, giving constraints and challenges to players. The multiplayer game has a pattern of results and the result makes the opponent become more negative than the player to win. While the single player game is analyzed has a pattern to make the player get positive to win. There are 3 basic emotions that most often appear that is joy, disgust and surprise. Multiplayer games tend to emphasize the emotions of joy players, while single player games tend to bring disgust emotions.

  3. Social gaming in online games

    OpenAIRE

    Pöyhtäri, A. (Aleksi)

    2016-01-01

    Abstract The purpose of this thesis is to provide a clearer picture of how gamers view gaming as a social construct and how social interaction changes the gaming experience. Social interaction in games brings people together. Online games have been researched from many points of view. However, the research done from social perspective is relatively new and this is why I wanted to write my thesis from the social interaction ...

  4. Game theory.

    Science.gov (United States)

    Dufwenberg, Martin

    2011-03-01

    Game theory is a toolkit for examining situations where decision makers influence each other. I discuss the nature of game-theoretic analysis, the history of game theory, why game theory is useful for understanding human psychology, and why game theory has played a key role in the recent explosion of interest in the field of behavioral economics. WIREs Cogni Sci 2011 2 167-173 DOI: 10.1002/wcs.119 For further resources related to this article, please visit the WIREs website. Copyright © 2010 John Wiley & Sons, Ltd.

  5. Comparison of Value Generation Strategies Between Planned and Emerging Strategies: A Study Based on Games of Companies

    Directory of Open Access Journals (Sweden)

    Marcos Paixão Garcez

    2012-06-01

    Full Text Available This study aims to analyze the economic results of the planned strategies compared to the emergent strategies in decision-making. The theoretical background emphasizes some aspects, like the strategy concept evolution throughout the time, the typology of strategies proposed by Mintzberg, the comparison between competition and cooperation, and the use of a business simulator as a tool for business research purposes. As a controlled experiment, the EGS simulator (Management Exercise Simulated allowed comparison of the economic results of the two decision-making situations. The findings show that when planned strategies were implemented without corrections, the value generated (expressed by the internal rate of return IRR = 1.51% was greater than in the case of adjusted emerging strategies in three periods (IRR= 1.40%. Comparing the two situations, it is possible to find a value added advantage of 7.86% in favor of the planned strategies, indicating the competition might be responsible for the value decreasing in real environment. Analyzing the performance degrees reached by the competitors, the ranking results show that there is no association between planned strategy and emerging strategies. Although the business simulators can be considered weak approximations for the business environment, the experiment contributed new evidence of the competition rise in oligopoly industries and a new methodological approach for studying this phenomenon.

  6. Serious gaming as a tool to communicate planning support systems : The case of resource potential mapping in airport regions

    NARCIS (Netherlands)

    Van Bueren, E.M.; Van Wijk, M.; Te Brommelstroet, M.

    2014-01-01

    Due to the growth of cities and airports, regional planning becomes increasingly important in airport regions. As major resource consumers, these regions have to become more sustainable to consolidate their competitive position amongst global cities. In the Amsterdam-Schiphol region, stakeholders

  7. Game theory and non-linear dynamics: the Parrondo Paradox case study

    CERN Document Server

    Arena, P; Fortuna, L; Maniscalco, P

    2003-01-01

    In this paper a new research topic is explored on the role of chaos in a particular game problem: the Parrondo Paradox. In the original formulation of this paradox, it has been proved that two separate losing games can be combined following a random or periodic strategy in order to have a resulting winning game. In this paper, three key points will be dealt with. The first one regards the introduction of a strategy based on various chaotic time series: this could improve the gain in the classical two games Parrondo problem. The second one concerns with the introduction of a third loosing game based on the history of the game and not on the capital as in the classical Parrondo two games Problem. Finally, the Parrondo Paradox has been generalized for N games and an algorithm has been proposed in order to investigate through an optimization approach the region of probability parameter space in which Parrondo Paradox can occur.

  8. Noisy non-transitive quantum games

    International Nuclear Information System (INIS)

    Ramzan, M; Khan, Salman; Khan, M Khalid

    2010-01-01

    We study the effect of quantum noise in 3 x 3 entangled quantum games. By taking into account different noisy quantum channels, we analyze how a two-player, three-strategy Rock-Scissor-Paper game is influenced by the quantum noise. We consider the winning non-transitive strategies R, S and P such that R beats S, S beats P and P beats R. The game behaves as a noiseless game for the maximum value of the quantum noise. It is seen that Alice's payoff is heavily influenced by the depolarizing noise as compared to the amplitude damping noise. A depolarizing channel causes a monotonic decrease in players' payoffs as we increase the amount of quantum noise. In the case of the amplitude damping channel, Alice's payoff function reaches its minimum for α = 0.5 and is symmetrical. This means that larger values of quantum noise influence the game weakly. On the other hand, the phase damping channel does not influence the game. Furthermore, the Nash equilibrium and non-transitive character of the game are not affected under the influence of quantum noise.

  9. Game Cinematography

    DEFF Research Database (Denmark)

    Burelli, Paolo

    2016-01-01

    Building on the definition of cinematography (Soanes and Stevenson, Oxford dictionary of English. Oxford University Press, Oxford/New York, 2005), game cinematography can be defined as the art of visualizing the content of a computer game. The relationship between game cinematography and its...... traditional counterpart is extremely tight as, in both cases, the aim of cinematography is to control the viewer’s perspective and affect his or her perception of the events represented. However, game events are not necessarily pre-scripted and player interaction has a major role on the quality of a game...... experience; therefore, the role of the camera and the challenges connected to it are different in game cinematography as the virtual camera has to both dynamically react to unexpected events to correctly convey the game story and take into consideration player actions and desires to support her interaction...

  10. Games and life

    Czech Academy of Sciences Publication Activity Database

    Mareš, Milan

    č. 57 (2004), s. 12-13 ISSN 0926-4981 R&D Projects: GA AV ČR KSK1019101 Institutional research plan: CEZ:AV0Z1075907 Keywords : game * play-station * simulation Subject RIV: BD - Theory of Information

  11. CERN exhibition wins yet another design prize

    CERN Multimedia

    Joannah Caborn Wengler

    2012-01-01

    The “Universe of Particles” exhibition in CERN’s Globe wins the silver design prize from the German direct business communications association FAMAB.   Not only do tens of thousands of people visit the “Universe of Particles” exhibition each year, but juries for design prizes are crossing its threshold more and more frequently too. In 2011 alone it claimed 8 awards, including winning outright the 2011 Annual Multimedia award, the iF Communication Design for Corporate Architecture award and the Modern Decoration Media award (the Bulletin already reported on some of these in July 2011). The FAMAB award is the latest to join the prestigious list. The jury of FAMAB’s “ADAM 2011” award was particularly impressed by the hands-on nature of the exhibition, which encourages visitors to get interested in science. They also appreciated the way that the space in the Globe is not just a container for the exhibits, but itself ...

  12. THE “HAPPY BOUNCING BALL” GAME FOR THE LEARNING OF TABLE TENNIS FOR GRADE V PRIMARY SCHOOL STUDENTS "PERMAINAN “HAPPY BOUNCING BALL” UNTUK PEMBELAJARAN TENIS MEJA BAGI SISWA KELAS V SEKOLAH DASAR"

    Directory of Open Access Journals (Sweden)

    Moch Fahmi Abdulaziz

    2017-06-01

    Full Text Available Physical education, health and sports is an integral part of the overall education, aiming to develop physical fitness, skills of motion, critical thinking skills, social skills, reasoning, emotional stability, moral action, aspects of healthy living patterns and the introduction of clean environment through physical activity, sport and health selected planned systematically in order to achieve the goals of national education. Physical education, health and sports are the attempts to embody the whole person in the school, either from a basic to intermediate education level.Table tennis is one of the Physical education learning material taught in elementary school. However, the reality in the learning process has not been implemented optimally because the table was not proportional to the number of students. Thus the need to win and the modifications to the game, make students more actively in learning. The problems that plagued the school made teacher’s creativity in developing models of learning a new, yet fun and in accordance with the objectives of the learning that has been set. Modification of the learning game of ping-pong was one of the efforts that must be realized. Learning the ping-pong game through the happy bouncing ball game was expected to make children more actively engaged in a variety of pleasant situations and conditions, while following the learning of table tennis game.

  13. HCA Richmond Hospitals' new marketing strategy a winning plan.

    Science.gov (United States)

    Rees, Tom

    2003-01-01

    HCA Richmond Hospitals, a five-hospital system in Richmond, Va., is positioning itself as a winner in a highly competitive, healthcare-saturated market since overhauling is marketing strategy a little over a year ago. The marketing strategy enables individual hospital to target their own unique constituencies. "Understanding the intricate marketing dynamics of hospital systems is today of critical importance and equal complexity," said Tony Bejamin, principal of Oxygen Advertising Inc., New York, the agency that remodeled HCA Richmond Hospitals' marketing strategy.

  14. Winning the Invisible War: An Agricultural Pilot Plan for Afghanistan

    National Research Council Canada - National Science Library

    Borcherdt, Edward; Carson, Austin; Kennefick, Frank; Moseley, James; Taylor, William; Ullman, Harlan; Wentz, Larry

    2008-01-01

    ... to prevent that country from becoming a failed state. The second purpose was to lay out the major areas that needed immediate attention, largely within the civil side of reconstruction and development...

  15. No effect of blue on winning contests in judo

    NARCIS (Netherlands)

    Dijkstra, Peter D.; Preenen, Paul T. Y.

    2008-01-01

    A study by Rowe et al. reported a winning bias for judo athletes wearing a blue outfit relative to those wearing a white one during the 2004 Olympics. It was suggested that blue is associated with a higher likelihood of winning through differential effects of colour on opponent visibility and/or an

  16. Does Blue Uniform Color Enhance Winning Probability in Judo Contests?

    NARCIS (Netherlands)

    Dijkstra, P.D.; Preenen, P.T.Y.; Essen, H. van

    2018-01-01

    The color of an athlete's uniform may have an effect on psychological functioning and consequently bias the chances of winning contests in sport competition. Several studies reported a winning bias for judo athletes wearing a blue outfit relative to those wearing a white outfit. However, we argue

  17. Setting Win Limits: An Alternative Approach to "Responsible Gambling"?

    Science.gov (United States)

    Walker, Douglas M; Litvin, Stephen W; Sobel, Russell S; St-Pierre, Renée A

    2015-09-01

    Social scientists, governments, and the casino industry have all emphasized the need for casino patrons to "gamble responsibly." Strategies for responsible gambling include self-imposed time limits and loss limits on gambling. Such strategies help prevent people from losing more than they can afford and may help prevent excessive gambling behavior. Yet, loss limits also make it more likely that casino patrons leave when they are losing. Oddly, the literature makes no mention of "win limits" as a potential approach to responsible gambling. A win limit would be similar to a loss limit, except the gambler would leave the casino upon reaching a pre-set level of winnings. We anticipate that a self-imposed win limit will reduce the gambler's average loss and, by default, also reduce the casino's profit. We test the effect of a self-imposed win limit by running slot machine simulations in which the treatment group of players has self-imposed and self-enforced win and loss limits, while the control group has a self-imposed loss limit or no limit. We find that the results conform to our expectations: the win limit results in improved player performance and reduced casino profits. Additional research is needed, however, to determine whether win limits could be a useful component of a responsible gambling strategy.

  18. An Application to WIN/ISIS Database on Local Network

    Directory of Open Access Journals (Sweden)

    Robert Lechien

    2005-07-01

    Full Text Available A Translated Article containing an application to how WIN/ISIS database work on local network. It starts with main definitions, and how to install WIN/ISIS on PC, and how to install it on the local network server.

  19. Future aircraft cabins and design thinking: optimisation vs. win-win scenarios

    Directory of Open Access Journals (Sweden)

    A. Hall

    2013-06-01

    Full Text Available With projections indicating an increase in mobility over the next few decades and annual flight departures expected to rise to over 16 billion by 2050, there is a demand for the aviation industry and associated stakeholders to consider new forms of aircraft and technology. Customer requirements are recognized as a key driver in business. The airline is the principal customer for the aircraft manufacture. The passenger is, in turn, the airline's principal customer but they are just one of several stakeholders that include aviation authorities, airport operators, air-traffic control and security agencies. The passenger experience is a key differentiator used by airlines to attract and retain custom and the fuselage that defines the cabin envelope for the in-flight passenger experience and cabin design therefore receives significant attention for new aircraft, service updates and refurbishments. Decision making in design is crucial to arriving at viable and worthwhile cabin formats. Too little innovation will result in an aircraft manufacturer and airlines using its products falling behind its competitors. Too much may result in an over-extension with, for example, use of immature technologies that do not have the necessary reliability for a safety critical industry or sufficient value to justify the development effort. The multiple requirements associated with cabin design, can be viewed as an area for optimisation, accepting trade-offs between the various parameters. Good design, however, is often defined as developing a concept that resolves the contradictions and takes the solution towards a win-win scenario. Indeed our understanding and practice of design allows for behaviors that enhance design thinking through divergence and convergence, the use of abductive reasoning, experimentation and systems thinking. This paper explores and defines the challenges of designing the aircraft cabin of the future that will deliver on the multiple

  20. A study on the role of women experts to enhance public confidence on nuclear and to establish cooperation and collaboration strategies with the Women In Nuclear (WIN)

    International Nuclear Information System (INIS)

    Min, Byung Joo; Kim, K. R.; Kim, D. Y. and others

    2002-12-01

    This study conducted 'R and D Planning' for the projects which will be partially terminated at 2004. In each field, there are three projects in reactor and nuclear fuel field, seven in nuclear safety field and two projects in RI production and radiation application field. The followings are the detailed contents for each project. Research of present states of WIN web site world-widely, Introduction of activity of women in nuclear working in our country through web site of WIN-Global, Acquisition of information materials through active participation in WIN-Global association(10th WIN-Global Annual Meeting), Construction of database of women in nuclear and technical exchange infra in nation

  1. Game-based verification and synthesis

    DEFF Research Database (Denmark)

    Vester, Steen

    and the environment behaves. Synthesis of strategies in games can thus be used for automatic generation of correct-by-construction programs from specifications. We consider verification and synthesis problems for several well-known game-based models. This includes both model-checking problems and satisfiability...... problems for logics capable of expressing strategic abilities of players in games with both qualitative and quantitative objectives. A number of computational complexity results for model-checking and satisfiability problems in this domain are obtained. We also show how the technique of symmetry reduction...... corresponds directly to a program for the corresponding entity of the system. A strategy for a player which ensures that the player wins no matter how the other players behave then corresponds to a program ensuring that the specification of the entity is satisfied no matter how the other entities...

  2. Do warning signs on electronic gaming machines influence irrational cognitions?

    Science.gov (United States)

    Monaghan, Sally; Blaszczynski, Alex; Nower, Lia

    2009-08-01

    Electronic gaming machines are popular among problem gamblers; in response, governments have introduced "responsible gaming" legislation incorporating the mandatory display of warning signs on or near electronic gaming machines. These signs are designed to correct irrational and erroneous beliefs through the provision of accurate information on probabilities of winning and the concept of randomness. There is minimal empirical data evaluating the effectiveness of such signs. In this study, 93 undergraduate students were randomly allocated to standard and informative messages displayed on an electronic gaming machine during play in a laboratory setting. Results revealed that a majority of participants incorrectly estimated gambling odds and reported irrational gambling-related cognitions prior to play. In addition, there were no significant between-group differences, and few participants recalled the content of messages or modified their gambling-related cognitions. Signs placed on electronic gaming machines may not modify irrational beliefs or alter gambling behaviour.

  3. Positional games

    CERN Document Server

    Hefetz, Dan; Stojaković, Miloš; Szabó, Tibor

    2014-01-01

    This text serves as a thorough introduction to the rapidly developing field of positional games. This area constitutes an important branch of combinatorics, whose aim it is to systematically develop an extensive mathematical basis for a variety of two-player perfect information games. These range from such popular games as Tic-Tac-Toe and Hex to purely abstract games played on graphs and hypergraphs. The subject of positional games is strongly related to several other branches of combinatorics such as Ramsey theory, extremal graph and set theory, and the probabilistic method. These notes cover a variety of topics in positional games, including both classical results and recent important developments. They are presented in an accessible way and are accompanied by exercises of varying difficulty, helping the reader to better understand the theory. The text will benefit both researchers and graduate students in combinatorics and adjacent fields.

  4. CERN firefighters win medals in New York

    CERN Multimedia

    Joannah Caborn Wengler

    2011-01-01

    This year CERN's firefighters have taken part for the first time in the World Police and Fire Games,held in New York at the end of August. After an intensive training programme and some glorious achievements, the members of the CERN Fire Brigade taking part in the event enthusiastically share their experience with us.   Tomi Salmi (left) and Toni Rasanen (next to him) with their medals. Everybody has heard of the Olympic Games, but did you know that every two years firefighters and police officers from around the world hold their own version, which is second in size only to the Olympics? Since the mid-1980s, the World Police and Fire Games have taken place on three different continents, making waves in the cities that have hosted them. This year, the CERN Fire Brigade was part of a 10-day sports extravaganza in the city that never sleeps. Five CERN firefighters, two from Britain and three from Finland, participated in the Games in their chosen disciplines of triple jump, open water ...

  5. Just watching the game ain’t enough: Striatal fMRI reward responses to successes and failures in a video game during active and vicarious playing

    Directory of Open Access Journals (Sweden)

    Jari eKätsyri

    2013-06-01

    Full Text Available Although the multimodal stimulation provided by modern audiovisual video games is pleasing by itself, the rewarding nature of video game playing depends critically also on the players’ active engagement in the gameplay. The extent to which active engagement influences dopaminergic brain reward circuit responses remains unsettled. Here we show that striatal reward circuit responses elicited by successes (wins and failures (losses in a video game are stronger during active than vicarious gameplay. Eleven healthy males both played a competitive first-person tank shooter game (active playing and watched a pre-recorded gameplay video (vicarious playing while their hemodynamic brain activation was measured with 3-tesla functional magnetic resonance imaging (fMRI. Wins and losses were paired with symmetrical monetary rewards and punishments during active and vicarious playing so that the external reward context remained identical during both conditions. Brain activation was stronger in the orbitomedial prefrontal cortex (omPFC during winning than losing, both during active and vicarious playing conditions. In contrast, both wins and losses suppressed activations in the midbrain and striatum during active playing; however, the striatal suppression, particularly in the anterior putamen, was more pronounced during loss than win events. Sensorimotor confounds related to joystick movements did not account for the results. Self-ratings indicated losing to be more unpleasant during active than vicarious playing. Our findings demonstrate striatum to be selectively sensitive to self-acquired rewards, in contrast to frontal components of the reward circuit that process both self-acquired and passively received rewards. We propose that the striatal responses to repeated acquisition of rewards that are contingent on game related successes contribute to the motivational pull of video-game playing.

  6. Just watching the game ain't enough: striatal fMRI reward responses to successes and failures in a video game during active and vicarious playing.

    Science.gov (United States)

    Kätsyri, Jari; Hari, Riitta; Ravaja, Niklas; Nummenmaa, Lauri

    2013-01-01

    Although the multimodal stimulation provided by modern audiovisual video games is pleasing by itself, the rewarding nature of video game playing depends critically also on the players' active engagement in the gameplay. The extent to which active engagement influences dopaminergic brain reward circuit responses remains unsettled. Here we show that striatal reward circuit responses elicited by successes (wins) and failures (losses) in a video game are stronger during active than vicarious gameplay. Eleven healthy males both played a competitive first-person tank shooter game (active playing) and watched a pre-recorded gameplay video (vicarious playing) while their hemodynamic brain activation was measured with 3-tesla functional magnetic resonance imaging (fMRI). Wins and losses were paired with symmetrical monetary rewards and punishments during active and vicarious playing so that the external reward context remained identical during both conditions. Brain activation was stronger in the orbitomedial prefrontal cortex (omPFC) during winning than losing, both during active and vicarious playing. In contrast, both wins and losses suppressed activations in the midbrain and striatum during active playing; however, the striatal suppression, particularly in the anterior putamen, was more pronounced during loss than win events. Sensorimotor confounds related to joystick movements did not account for the results. Self-ratings indicated losing to be more unpleasant during active than vicarious playing. Our findings demonstrate striatum to be selectively sensitive to self-acquired rewards, in contrast to frontal components of the reward circuit that process both self-acquired and passively received rewards. We propose that the striatal responses to repeated acquisition of rewards that are contingent on game related successes contribute to the motivational pull of video-game playing.

  7. Unclaimed Prize Information Biases Perceptions of Winning in Scratch Card Gambling.

    Science.gov (United States)

    Walker, Alexander C; Stange, Madison; Fugelsang, Jonathan A; Koehler, Derek J; Dixon, Mike J

    2018-03-29

    Unclaimed prize information (i.e., the number of prizes still available to be won) is information commonly provided to scratch card gamblers. However, unless the number of tickets remaining to be purchased is also provided, this information is uninformative. Despite its lack of utility in assisting gamblers in choosing the most favourable type of scratch card to play, we hypothesized that unclaimed prize information would bias participants' judgments within a scratch card gambling context. In Experiment 1 (N = 201), we showed that participants are influenced by this information such that they felt more likely to win, were more excited to play, and preferred to hypothetically purchase more of the scratch card with the greatest number of unclaimed prizes. In Experiment 2 (N = 201), we attempted to ameliorate this bias by providing participants with the number of tickets remaining to be purchased and equating the payback percentages of all three games. The bias, although attenuated, still persisted in these conditions. Finally, in Experiment 3 (N = 200), we manipulated the hypothetical scratch cards such that games with the highest number of unclaimed prizes were the least favourable, and vice versa. As in Experiment 2, participants still favoured cards with greater numbers of unclaimed prizes. Possible mechanisms underlying this bias are discussed. In conclusion, across three experiments, we demonstrate that salient unclaimed prize information is capable of exerting a strong effect over judgments related to scratch card games.

  8. Simulation games

    OpenAIRE

    Giddings, S.

    2013-01-01

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

  9. Emotional Gaming

    OpenAIRE

    Madeira, Filipa; Arriaga, Patrícia; Adrião, Joana; Lopes, Ricardo; Esteves, Francisco

    2013-01-01

    In recent years, research on the psychology of gaming has examined the negative and positive outcomes of playing video games. Thus far, a variety of affective phenomena have been investigated. In this chapter we will continue this exploration by examining the emotions elicited by the act of playing video games. Because the study of emotions must rely on different type of methods, including subjective self-reports (e.g., description of feelings), neuropsychophysiological measurements ...

  10. Problem Gaming

    OpenAIRE

    Strate, Simon Wolter; Dreyer, Maria; Petersen, Freja Astrid; Willumsen, Ea Christina

    2013-01-01

    This paper investigates the psychological and social consequences of excessive online computer use. The study is based on an assumption that immoderate time spent on online gaming will have negative consequences for the identity creation processes and the ability to socialize in a non-gaming context. The paper argues that by asserting that gaming addiction exist a question of autonomy vs. beneficence will be raised, as some will search to find a treatment for such a diagnosis. By using differ...

  11. Creating action plans in a serious video game increases and maintains child fruit-vegetable intake: a randomized controlled trial.

    Science.gov (United States)

    Thompson, Debbe; Bhatt, Riddhi; Vazquez, Isabel; Cullen, Karen W; Baranowski, Janice; Baranowski, Tom; Liu, Yan

    2015-03-18

    Child fruit and vegetable intake is below recommended levels, increasing risk for chronic disease. Interventions to influence fruit and vegetable intake among youth have had mixed effects. Innovative, theory-driven interventions are needed. Goal setting, enhanced by implementation intentions (i.e., plans tightly connected to a behavioral goal), may offer a solution. Action plans state "how" a goal will be achieved, while coping plans identify a potential barrier and corresponding solution. The research reported here evaluated the short- and long-term effects of goal setting enhanced with implementation intentions on child fruit and vegetable intake in a 10-episode, theoretically-grounded serious videogame promoting fruit and vegetables. This is one of the first studies to test the efficacy of implementation intentions on the dietary intake of healthy children. A four-group randomized design with three data collection periods (baseline, immediate post-intervention, 3 months post-intervention) was employed. Groups varied on whether children created an implementation intention (none, action, coping, both) as part of goal setting. Participants were 4th and 5th grade children (~9-11 years old) and one parent. An a priori power analysis indicated this would provide >80% power to detect a small effect (Cohen's d = 0.17). Children played a 10-episode online videogame; parents received 10 electronic newsletters and access to a parent-only website. The primary outcome was child fruit and vegetable intake, assessed via three, dietitian-assisted telephone recalls at each data collection period. The primary analysis was conducted using a repeated measures analysis of covariance with a mixed model procedure. Secondary analyses examined intervention effects on fruit and vegetables separately. Four hundred parent/child dyads were recruited. A significant group-by-time interaction for fruit and vegetable intake (p < 0.001) was found in only the Action group, which had

  12. The Open-Loop Linear Quadratic Differential Game Revisited

    NARCIS (Netherlands)

    Engwerda, J.C.

    2005-01-01

    In this note we reconsider the indefinite open-loop Nash linear quadratic differential game with an infinite planning horizon.In particular we derive both necessary and sufficient conditions under which the game will have a unique equilibrium.

  13. Design Games

    DEFF Research Database (Denmark)

    Johansson, Martin Wetterstrand

    2007-01-01

    In this paper design games are discussed as an approach to managing design sessions. The focus is on the collaborative design session and more particular on how to set up the collaboration and reinsure progress. Design games have the advantage of framing the collaborative assignment at hand....... Experiments can be set up to explore possible futures and design games has the qualities of elegantly focus the work at the same time as it lessens the burden for the process facilitator. The present paper goes into detail about how design games can be set up to facilitate collaboration and how the design...

  14. Serious Games

    DEFF Research Database (Denmark)

    Andersen, Christian Ulrik

    2006-01-01

    T hese days one of the buzzwords in computer game industry and research is ‘Serious Games’ – games where the actions of the player are not limited to the virtual world but are somehow related to the real world. Computer games can be strong environments for learning and training skills in the real...... world. Computer games can also be persuasive – they can be used for advertising (‘adver-gaming’) and induce the players to buy a particular product in the real world or they can propagate a particular political viewpoint or a critique of the real world. The area of ‘serious gaming’ is vast and varied....

  15. Online Gaming

    OpenAIRE

    Johansson, Theis; Beck-Bang, Kathrine; Rishøj, Kristian Starup; Erlendsson, Katrine Winther

    2014-01-01

    The aim of this report has been to investigate what effects online gaming can have on an online gamer and his everyday life. To meet the requirements from our term, we have approached the subject from a technological point of view. By analyzing the different game functions of the online game League of Legends, we have been able to discuss the attraction of online games and why the players keep spending their time in this online world. By interviewing four different gamers and comparing their ...

  16. Quitting Games

    OpenAIRE

    Eilon Solan; Nicolas Vieille

    1998-01-01

    Quitting games are sequential games in which, at any stage, each player has the choice between continuing and quitting. The game ends as soon as at least player chooses to quit; player i then receives a payoff r, which depends on the set S of players that did choose to quit. If the game never ends, the payoff to each player is 0. We prove the existence of cyclic E-equilibrium under some assumptions on the payoff function (r sub s). We prove on an example that our result is essentially optimal...

  17. Game physics

    CERN Document Server

    Eberly, David H

    2010-01-01

    ""Game Physics, 2nd Edition"" provides clear descriptions of the mathematics and algorithms needed to create a powerful physics engine - while providing a solid reference for all of the math you will encounter anywhere in game development: quaternions, linear algebra, and calculus. Implementing physical simulations for real-time games is a complex task that requires a solid understanding of a wide range of concepts from the fields of mathematics and physics. Previously, the relevant information could only be gleaned through obscure research papers. Thanks to ""Game Physics"", all this informa

  18. Video games

    OpenAIRE

    Kolář, Vojtěch

    2012-01-01

    This thesis is based on a detailed analysis of various topics related to the question of whether video games can be art. In the first place it analyzes the current academic discussion on this subject and confronts different opinions of both supporters and objectors of the idea, that video games can be a full-fledged art form. The second point of this paper is to analyze the properties, that are inherent to video games, in order to find the reason, why cultural elite considers video games as i...

  19. Serious Games Development and Applications: Proceedings of the Second International Conference on Serious Games Development and Applications (SGDA 2011)

    OpenAIRE

    2011-01-01

    The recent re-emergence of serious games as a branch of video games has introduced the concept of games designed for a serious purpose other than pure entertainment. To date the major applications of serious games include education and training, engineering, medicine and healthcare, military applications, city planning, production, crisis response, just to name a few. If utilised alongside, or combined with conventional approaches serious games could provide a more powerful means of knowledge...

  20. How to create a serious game?

    Directory of Open Access Journals (Sweden)

    O. Heidmann

    2015-11-01

    Full Text Available Serious games are video games designed to achieve an educational effect and achieve some degree of training in a certain area. They are nowadays used in industries such as defense, education, scientific exploration, health care, emergency management, city planning, engineering, and many others. As it still a nascent subject who doesn’t follow exactly the same rules and practices than the commercial video games industry, questions remain about how to create and use serious games. This article presents some know-how on the subject of creating serious games.

  1. Using the Saliency-Based Model to Design a Digital Archaeological Game to Motivate Players' Intention to Visit the Digital Archives of Taiwan's Natural Science Museum

    Science.gov (United States)

    Hong, Jon-Chao; Hwang, Ming-Yueh; Chen, Yu-Ju; Lin, Pei-Hsin; Huang, Yao-Tien; Cheng, Hao-Yueh; Lee, Chih-Chin

    2013-01-01

    Museums in Taiwan have developed various digital archives, but few people have visited these digital archives. Therefore, this study designed a digital archaeology game for high school students to play. Based on the concept of "learning for playing" (i.e., players who want to win will study more), the digital archaeology game contest…

  2. (ludo) game

    African Journals Online (AJOL)

    Dr Obe

    design of an interactive Petri net-based token (ludo) game is presented in which transition firing is determined by dice cast. Programming is ... that always invigorates every type of persons from small to big. This is the element of chance or ..... via the game, just like video films engaged people with watching TV. 5. Conclusion.

  3. Game Theory

    Indian Academy of Sciences (India)

    This article tries to outline what game theory is all about. It illustrates game theory's fundamental solution concept viz., Nash equilibrium, using various examples. The Genesis. In the late thirties, the mathematician John von Neumann turned his prodigious innovative talents towards economics. This brief encounter of his with ...

  4. 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…

  5. Fuzzeval: A Fuzzy Controller-Based Approach in Adaptive Learning for Backgammon Game

    DEFF Research Database (Denmark)

    Heinze, Mikael; Ortiz-Arroyo, Daniel; Larsen, Henrik Legind

    2005-01-01

    -ceives. Fuzzeval employs an evaluation function that adjusts the membership functions linked to the linguistic variables in the knowledge base. The mem-bership functions are aligned to the average crisp input that was successfully used in the past winning games. Fuzzeval mechanisms are adaptive and have...... the simplicity associated with fuzzy controllers. Our experiments show that Fuzzeval improves its performance up to 42% after a match of only one hun-dred backgammon games played against Pubeval, a strong intermediate level program....

  6. Playing games at the Library: Seriously?

    Directory of Open Access Journals (Sweden)

    Cécile Swiatek

    2016-08-01

    Full Text Available During the past ten years, libraries have been developing gaming activities from library board games to mystery games and immersive roleplaying games. This article aims at giving a general overview of gaming issues in French academic libraries. General gaming theories are quickly reviewed, basic keys are given about how and why to set up a gaming service and department at the academic library, concrete and recent initiatives are presented. This article focuses on non-virtual and public-oriented games that were already organised in and by libraries. More generally, it underlines how to use gaming activities for promoting organisational innovation. It concludes on the necessity to settle a strategy for gaming activities, to enforce management practices, and on the importance to publicise the initiatives by establishing a public gaming policy and programme, and by formalising communication plans, staff training and knowledge management. The results of this fact study highlight how gaming activities are becoming a new reality for libraries, which requires a proper management perspective.

  7. Volatility, house edge and prize structure of gambling games.

    Science.gov (United States)

    Turner, Nigel E

    2011-12-01

    This study used simulations to examine the effect of prize structure on the outcome volatility and the number of winners of various game configurations. The two most common prize structures found in gambling games are even money payoff games (bet $1; win $2) found on most table games and multilevel prizes structures found in gambling machine games. Simulations were set up to examine the effect of prize structure on the long-term outcomes of these games. Eight different prize structures were compared in terms of the number of winners and volatility. It was found that the standard table game and commercial gambling machines produced fairly high numbers of short term winners (1 h), but few long term winners (50 h). It was found that the typical even money game set up produced the lowest level of volatility. Of the multilevel prize structures examined, the three simulations based on commercial gambling machines were the least volatile. The results are examined in terms of the pragmatics of game design.

  8. Customer Satisfaction Perceptions of Dislocated Workers Served by WIN Job Centers in the Mississippi Corridor Consortium

    Science.gov (United States)

    Washburn, Dava Michelle

    2009-01-01

    The purpose of this study was to determine the perceptions of satisfaction of dislocated workers served by WIN Job Centers in the Mississippi Corridor Consortium. Four WIN Job Centers participated in this study: Northeast Mississippi Community College WIN Job Center in Corinth, Northwest Mississippi Community College WIN Job Center in Oxford,…

  9. Winning with Peer Tutoring: A Teacher's Guide.

    Science.gov (United States)

    Miller, Linda J.; And Others

    1993-01-01

    A systematic process for planning, implementing, and maintaining peer-tutoring interventions is presented. Academic and social benefits of peer tutoring are briefly documented. The process includes four components: planning, training, monitoring/evaluation, and problem solving. (DB)

  10. Leaders in high temperature superconductivity commercialization win superconductor industry award

    CERN Multimedia

    2007-01-01

    CERN's Large Hadron Collider curretn leads project head Amalia Ballarino named superconductor industry person of the year 2006. Former high temperature superconductivity program manager at the US Department of energy James Daley wins lifetime achievement award. (1,5 page)

  11. Evolutionary fate of memory-one strategies in repeated prisoner's dilemma game in structured populations

    Science.gov (United States)

    Liu, Xu-Sheng; Wu, Zhi-Xi; Chen, Michael Z. Q.; Guan, Jian-Yue

    2017-07-01

    We study evolutionary spatial prisoner's dilemma game involving a one-step memory mechanism of the individuals whenever making strategy updating. In particular, during the process of strategy updating, each individual keeps in mind all the outcome of the action pairs adopted by himself and each of his neighbors in the last interaction, and according to which the individuals decide what actions they will take in the next round. Computer simulation results imply that win-stay-lose-shift like strategy win out of the memory-one strategy set in the stationary state. This result is robust in a large range of the payoff parameter, and does not depend on the initial state of the system. Furthermore, theoretical analysis with mean field and quasi-static approximation predict the same result. Thus, our studies suggest that win-stay-lose-shift like strategy is a stable dominant strategy in repeated prisoner's dilemma game in homogeneous structured populations.

  12. The Sport League's Dilemma: Competitive Balance versus Incentives to Win.

    OpenAIRE

    Frederic Palomino and Luca Rigotti.

    2000-01-01

    We analyze a dynamic model of strategic interaction between a professional sport league that organizes a tournament, the teams competing to win it, and the broadcasters paying for the rights to televise it. Teams and broadcasters maximize expected profits, while the league's objective may be either to maximize the demand for the sport or to maximize the teams' joint profits. Demand depends positively on symmetry among teams (competitive balance) and how aggressively teams try to win (incentiv...

  13. The Sport League's Dilemma: Competitive Balance versus Incentives to Win

    OpenAIRE

    Palomino, F.A.; Rigotti, L.

    2000-01-01

    We analyze a dynamic model of strategic interaction between a professional sport league that organizes a tournament, the teams competing to win it, and the broadcasters paying for the rights to televise it. Teams and broadcasters maximize expected profits, while the league's objective may be either to maximize the demand for the sport or to maximize the teams' joint profits. Demand depends positively on symmetry among teams (competitive balance) and how aggressively teams try to win (incenti...

  14. How Insurgents Win: Examining the Dynamics of Modern Insurgencies

    Science.gov (United States)

    2014-06-01

    Insurgent Loss Uganda (ADF) 1986–2000 Insurgent Loss Papua New Guinea 1988–1998 Insurgent Win Liberia 1989–1997 Insurgent Win Moldova 1990–1992...of information is estimated to average 1 hour per response, including the time for reviewing instruction, searching existing data sources, gathering ... New York: Cambridge University Press, 2012). 2 and more resources to manipulating the perception of the population, which in turn will allow the

  15. Win a lift to the future!

    CERN Multimedia

    CERN Bulletin

    2010-01-01

    The Communication Group is organising a competition offering people at CERN the chance to submit their ideas and win a ticket to the Lift10 Conference, which will be held in Geneva from 5 to7 May.   Lift is a community of technology "pioneers", created in 2006. It now involves more than 4,000 people from over 60 countries, who meet regularly in Europe and in Asia to explore the social implications of new technologies and the major shifts ahead. CERN is one of the academic partners of the next Lift conference, whose theme is "Connected people”. For this occasion, 10 free tickets to the conference will be awarded to the "CERNois" who come up with the best answers to the question: “How would you contribute to Lift10?” Those taking part in the competition can choose from among the following categories: - run workshop(s); - cover the conference on a blog; - coordinate a discussion during the breaks; - organize a lift@home ...

  16. CERN repeats last year's running win

    CERN Multimedia

    2000-01-01

    The CERN first team successfully defended the title won last year in the 20th annual Cross Inter-Entreprises held at Collex-Bossy on Saturday 7 October. 101 teams of four runners representing firms from all over the Geneva area finished the 6.2 km race, through forest and over fields. In spite of two members of last year’s winning team being absent through injury this time, the first team was still 38 seconds faster than in 1999. The second and third CERN teams also excelled with places in the first 15 teams. In this race the teams start at one-minute intervals and the time of each team is that of its third runner to finish, so they try to run in a group of three or four all the way. The full results of all teams can be found at: http://www.Club-association.ch/CHP Placings of the CERN teams 1st 21:53 Cornelis, Ecarnot, Ehmele, Nisbet 6th 22:50 Cornet, Eklund, Rick, Ruiz Llamas 13th 24:24 Dunkel, Guillot, Montejo Raez, Zamiatin 35th 28:22 Cameron, Galbraith, Revol, Scalisi

  17. Building a winning electric utility organization

    Energy Technology Data Exchange (ETDEWEB)

    Farha, G.; Silverman, L. [McKinsey & Co., Washington, DC (United States); Keough, K. [McKinsey & Co., Cleveland, OH (United States)

    1996-08-01

    The key factor that will differentiate the winners and losers is the speed with which they build their skills and enhance their performance focus. Setting the {open_quote}right{close_quote} aspirations, then effectively managing the change process, will be critical for winning power companies. Historically, only certain dimensions of organizational performance have been critical to an electric utility`s financial success. As a result, utilities understandably focused on achieving high levels of customer satisfaction and reliability, excellent regulatory relationships, and safe and environmentally acceptable operations. However, as the power industry undergoes fundamental change, obtaining superior organizational performance will become much more crucial and difficult. Given the importance of meeting these organizational challenges head on, the authors believe CEOs can only address them by taking an important step back from day-to-day activities to define what high performance really means in the future competitive world and what steps should be taken to achieve their aspirations. To facilitate this rethink - which senior managers should view as a multiyear process - utilities need to do three things in an iterative way: (1) energize the transformation with the right performance aspirations. (2) Tailor a coherent change program to the company`s unique starting position. (3) Manage the change process to build a skill-based and performance-focused organization.

  18. Positional strategies in long Ehrenfeucht-Fraïssé games

    NARCIS (Netherlands)

    Shelah, S.; Väänänen, J.; Veličković, B.

    2015-01-01

    We prove that it is relatively consistent with ZF + CH that there exist two models of cardinality 2א such that the second player has a winning strategy in the Ehrenfeucht-Fraïssé-game of length ω1 but there is no σ-closed back-and-forth set for the two models. If CH fails, no such pairs of models

  19. WATER POLO GAME-RELATED STATISTICS IN WOMEN'S INTERNATIONAL CHAMPIONSHIPS: DIFFERENCES AND DISCRIMINATORY POWER

    Directory of Open Access Journals (Sweden)

    Yolanda Escalante

    2012-09-01

    Full Text Available The aims of this study were (i to compare women's water polo game-related statistics by match outcome (winning and losing teams and phase (preliminary, classificatory, and semi-final/bronze medal/gold medal, and (ii identify characteristics that discriminate performances for each phase. The game-related statistics of the 124 women's matches played in five International Championships (World and European Championships were analyzed. Differences between winning and losing teams in each phase were determined using the chi-squared. A discriminant analysis was then performed according to context in each of the three phases. It was found that the game-related statistics differentiate the winning from the losing teams in each phase of an international championship. The differentiating variables were both offensive (centre goals, power-play goals, counterattack goal, assists, offensive fouls, steals, blocked shots, and won sprints and defensive (goalkeeper-blocked shots, goalkeeper-blocked inferiority shots, and goalkeeper-blocked 5-m shots. The discriminant analysis showed the game-related statistics to discriminate performance in all phases: preliminary, classificatory, and final phases (92%, 90%, and 83%, respectively. Two variables were discriminatory by match outcome (winning or losing teams in all three phases: goals and goalkeeper-blocked shots

  20. Game Attendance and Competitive Balance in the National Hockey League

    OpenAIRE

    Dennis Coates; Brad R. Humphreys

    2011-01-01

    We examine the relationship between attendance, uncertainty of outcome, and team quality in the National Hockey League. Based on results from a reduced form model of attendance at 6054 regular season NHL games from 2005/06 to 2009/10, we find evidence that attendance increases when fans expect the home team to win by a large margin. Attendance increases for home team underdogs, but the extent of that boost declines as the underdog status worsens. An asymmetric relationship exists between expe...

  1. 1948 LONDON OLYMPICS GAMES IN TURKISH PRESS

    OpenAIRE

    Selami Özsoy

    2017-01-01

    The 14th Olympic Games in London that could not be held in 1940 and 1944 due to the World War II became a milestone in the history of the Turkish sport with the success of the Turkish wrestlers. The London Olympics in which the Turkish national team got the sixth place among 59 countries by winning 12 medals had widespread media coverage in the Turkish press. The success of the Turkish wrestlers in the Olympics made a nation, which did not enter the war but was exceedingly affected both polit...

  2. Schmidt games and Markov partitions

    International Nuclear Information System (INIS)

    Tseng, Jimmy

    2009-01-01

    Let T be a C 2 -expanding self-map of a compact, connected, C ∞ , Riemannian manifold M. We correct a minor gap in the proof of a theorem from the literature: the set of points whose forward orbits are nondense has full Hausdorff dimension. Our correction allows us to strengthen the theorem. Combining the correction with Schmidt games, we generalize the theorem in dimension one: given a point x 0 in M, the set of points whose forward orbit closures miss x 0 is a winning set. Finally, our key lemma, the no matching lemma, may be of independent interest in the theory of symbolic dynamics or the theory of Markov partitions

  3. The Assignment Game : The Reduced Game

    OpenAIRE

    Guillermo OWEN

    1992-01-01

    Let v be an assignment game. For a given reference payoff vector (x; y), and a coalition S, bargaining within the coalition can be represented by either the reduced game or the derived game. It is known that the reduced game need not be an assignment game (in fact, it need not be super additive) while the derived game is another assignment game, with modified reservation prices. We prove that, when the reference vector is in the core of the game, the derived game is the super additive cover o...

  4. Systematizing game learning analytics for serious games

    NARCIS (Netherlands)

    Alonso-Fernandez, Cristina; Calvo Morata, Antonio; Freire, Manuel; Martinez-Ortiz, Ivan; Fernandez-Manjon, Baltasar

    2017-01-01

    Applying games in education provides multiple benefits clearly visible in entertainment games: their engaging, goal-oriented nature encourages students to improve while they play. Educational games, also known as Serious Games (SGs) are video games designed with a main purpose other than

  5. Extended Parrondo's game and Brownian ratchets: Strong and weak Parrondo effect

    Science.gov (United States)

    Wu, Degang; Szeto, Kwok Yip

    2014-02-01

    Inspired by the flashing ratchet, Parrondo's game presents an apparently paradoxical situation. Parrondo's game consists of two individual games, game A and game B. Game A is a slightly losing coin-tossing game. Game B has two coins, with an integer parameter M. If the current cumulative capital (in discrete unit) is a multiple of M, an unfavorable coin pb is used, otherwise a favorable pg coin is used. Paradoxically, a combination of game A and game B could lead to a winning game, which is the Parrondo effect. We extend the original Parrondo's game to include the possibility of M being either M1 or M2. Also, we distinguish between strong Parrondo effect, i.e., two losing games combine to form a winning game, and weak Parrondo effect, i.e., two games combine to form a better-performing game. We find that when M2 is not a multiple of M1, the combination of B (M1) and B (M2) has strong and weak Parrondo effect for some subsets in the parameter space (pb,pg), while there is neither strong nor weak effect when M2 is a multiple of M1. Furthermore, when M2 is not a multiple of M1, a stochastic mixture of game A may cancel the strong and weak Parrondo effect. Following a discretization scheme in the literature of Parrondo's game, we establish a link between our extended Parrondo's game with the analysis of discrete Brownian ratchet. We find a relation between the Parrondo effect of our extended model to the macroscopic bias in a discrete ratchet. The slope of a ratchet potential can be mapped to the fair game condition in the extended model, so that under some conditions, the macroscopic bias in a discrete ratchet can provide a good predictor for the game performance of the extended model. On the other hand, our extended model suggests a design of a ratchet in which the potential is a mixture of two periodic potentials.

  6. Parrondo's game using a discrete-time quantum walk

    International Nuclear Information System (INIS)

    Chandrashekar, C.M.; Banerjee, Subhashish

    2011-01-01

    We present a new form of a Parrondo game using discrete-time quantum walk on a line. The two players A and B with different quantum coins operators, individually losing the game can develop a strategy to emerge as joint winners by using their coins alternatively, or in combination for each step of the quantum walk evolution. We also present a strategy for a player A (B) to have a winning probability more than player B (A). Significance of the game strategy in information theory and physical applications are also discussed. - Highlights: → Novel form of Parrondo's game on a single particle discrete-time quantum walk. → Strategies for players to emerge as individual winners or as joint winners. → General framework for controlling and using quantum walk with multiple coins. → Strategies can be used in algorithms and situations involving directed motion.

  7. Achieving ecological restoration by working with local people: a Chinese scholar seeks win-win paths

    Directory of Open Access Journals (Sweden)

    Heran Zheng

    2014-09-01

    Full Text Available Environmental degradation and poverty are linked, and this means that conservation and poverty reduction must be tackled together. However, finding a successful integrated strategy has been an elusive goal. We describe the career of a Chinese scholar, Shixiong Cao, whose persistent efforts to find and follow win-win paths have led to ecological restoration accompanied by long-term benefits for local residents. Cao's story illustrates how development that combines environmental and economic perspectives can both help people to escape the poverty trap and restore degraded environments. His experience demonstrates that when environmental managers find solutions that can mitigate or eliminate poverty through the development of green enterprises, they can combine them with environmental restoration efforts to produce long-term sustainable solutions. In this paper, we share Cao's 28 years of experience because we believe that his scientific and practical spirit, and his belief that it is necessary to work directly with the people affected by environmental projects, will inspire other scholars and practitioners to achieve similar successes.

  8. Ombud's Corner: fellows and students – a win-win equation

    CERN Multimedia

    Sudeshna Datta-Cockerill

    2014-01-01

    The hundreds of Fellows and students working at CERN bring precious new blood into the Laboratory. At the same time, CERN offers them invaluable work experience that will have a significant impact on their future careers. It is important that we all work together to make this a win-win situation with lasting positive effects for all concerned over the years to come.   Fellows and students are just setting out on a great professional adventure.  Some of them are very young, others are a bit more experienced … and what happens during this early period can have vast consequences on their approach to work and indeed on their overall careers. They all come here with their hard earned skills and a high degree of motivation, ready to make the most out of an internship at CERN. Sometimes, they are called to integrate into well-established units; at other times, they are asked to join complex collaborations. Almost always they have to deal with new information, new cultures, new t...

  9. Playing Games with Timed Games

    DEFF Research Database (Denmark)

    David, Alexandre; Larsen, Kim Guldstrand; Chatain, Thomas

    2009-01-01

    In this paper we focus on property-preserving preorders between timed game automata and their application to control of partially observable systems. Following the example of timed simulation between timed automata, we define timed alternating simulation as a preorder between timed game automata......, which preserves controllability. We define a method to reduce the timed alternating simulation problem to a safety game. We show how timed alternating simulation can be used to control efficiently a partially observable system. This method is illustrated by a generic case study....

  10. Natural games

    International Nuclear Information System (INIS)

    Anttila, Jani; Annila, Arto

    2011-01-01

    A course of a game is formulated as a physical process that will consume free energy in the least time. Accordingly, the rate of entropy increase is the payoff function that will subsume all forms of free energy that motivate diverse decisions. Also other concepts of game theory are related to their profound physical counterparts. When the physical portrayal of behavior is mathematically analyzed, the course of a game is found to be inherently unpredictable because each move affects motives in the future. Despite the non-holonomic character of the natural process, the objective of consuming free energy in the least time will direct an extensive-form game toward a Lyapunov-stable point that satisfies the minimax theorem. -- Highlights: → Behavior in the context of game theory is described as a natural process. → The rate of entropy increase, derived from statistical physics of open systems, is identified as the payoff function. → Entropy as the payoff function also clarifies motives of collaboration and subjective nature of decision making. → Evolutionary equation of motion that accounts for the course of a game is inherently unpredictable.

  11. Game development tool essentials

    CERN Document Server

    Berinstein, Paula; Ardolino, Alessandro; Franco, Simon; Herubel, Adrien; McCutchan, John; Nedelcu, Nicusor; Nitschke, Benjamin; Olmstead, Don; Robinet, Fabrice; Ronchi, Christian; Turkowski, Rita; Walter, Robert; Samour, Gustavo

    2014-01-01

    Offers game developers new techniques for streamlining the critical game tools pipeline. Inspires game developers to share their secrets and improve the productivity of the entire industry. Helps game industry practitioners compete in a hyper-competitive environment.

  12. Donor Tag Game

    Science.gov (United States)

    ... Donor Community > Games > Donor Tag Game Donor Tag Game This feature requires version 6 or later of ... of Needles LGBTQ+ Donors Blood Donor Community SleevesUp Games Facebook Avatars and Badges Banners eCards Make a ...

  13. Cosmic Bubble Image Wins NRAO Contest

    Science.gov (United States)

    2006-10-01

    A striking image of an enormous bubble blown into the dusty gas disk of our own Milky Way galaxy has won first place in the National Radio Astronomy Observatory's second annual Radio Astronomy Image Contest. Dr. Jayanne English of the University of Manitoba led the team that made the winning image using data from the National Science Foundation's Very Large Array (VLA) in New Mexico and Robert C. Byrd Green Bank Telescope (GBT) in West Virginia. Cosmic Bubble Image Giant "Bubble" in Milky Way's Gas CREDIT: English et al., NRAO/AUI/NSF Click on image for large files and full information English and her collaborators Jeroen Stil and Russ Taylor, from the University of Calgary, will share the grand prize of $1,000 from Associated Universities, Inc., the research corporation that operates the observatory for the NSF. "We congratulate Dr. English for producing an outstanding image that beautifully illustrates the power of our radio telescopes," said NRAO Director Fred K.Y. Lo. The image contest is part of a broader NRAO effort to make radio astronomical data and images easily accessible and widely available to scientists, students, teachers, the general public, news media and science-education professionals. That effort includes an expanding image gallery on the observatory's Web site. English's winning image shows a giant bubble in the Milky Way's dusty gas disk. The bubble has been sculpted by the wind and radiation force from a few dozen hot, massive stars along with the explosive force of supernova explosions from dying stars. The bubble, seen in the faint radio glow of hydrogen gas, is some 30,000 light-years from Earth and measures 1,100 by 520 light-years. If the bubble, in the constellation Vulpecula, were visible to human eyes, it would appear to be eight times the diameter of the full Moon in the sky. The image was made using data collected as part of the VLA Galactic Plane Survey (VGPS), a set of systematic observations of the Milky Way. This survey, led by

  14. eSports Gaming and You

    Science.gov (United States)

    Engerman, Jason A.; Hein, Robert J.

    2017-01-01

    Digital gaming communities are nuanced and developing. The eSports community has advanced in noticeable ways and represents the highest form of online competitive play for digital gaming environments. Due to the high stakes nature of eSports, its participants sit on the very edge of strategic planning boundaries and push the ceiling of…

  15. Parrondo's games based on complex networks and the paradoxical effect.

    Directory of Open Access Journals (Sweden)

    Ye Ye

    Full Text Available Parrondo's games were first constructed using a simple tossing scenario, which demonstrates the following paradoxical situation: in sequences of games, a winning expectation may be obtained by playing the games in a random order, although each game (game A or game B in the sequence may result in losing when played individually. The available Parrondo's games based on the spatial niche (the neighboring environment are applied in the regular networks. The neighbors of each node are the same in the regular graphs, whereas they are different in the complex networks. Here, Parrondo's model based on complex networks is proposed, and a structure of game B applied in arbitrary topologies is constructed. The results confirm that Parrondo's paradox occurs. Moreover, the size of the region of the parameter space that elicits Parrondo's paradox depends on the heterogeneity of the degree distributions of the networks. The higher heterogeneity yields a larger region of the parameter space where the strong paradox occurs. In addition, we use scale-free networks to show that the network size has no significant influence on the region of the parameter space where the strong or weak Parrondo's paradox occurs. The region of the parameter space where the strong Parrondo's paradox occurs reduces slightly when the average degree of the network increases.

  16. Parrondo's games based on complex networks and the paradoxical effect.

    Science.gov (United States)

    Ye, Ye; Wang, Lu; Xie, Nenggang

    2013-01-01

    Parrondo's games were first constructed using a simple tossing scenario, which demonstrates the following paradoxical situation: in sequences of games, a winning expectation may be obtained by playing the games in a random order, although each game (game A or game B) in the sequence may result in losing when played individually. The available Parrondo's games based on the spatial niche (the neighboring environment) are applied in the regular networks. The neighbors of each node are the same in the regular graphs, whereas they are different in the complex networks. Here, Parrondo's model based on complex networks is proposed, and a structure of game B applied in arbitrary topologies is constructed. The results confirm that Parrondo's paradox occurs. Moreover, the size of the region of the parameter space that elicits Parrondo's paradox depends on the heterogeneity of the degree distributions of the networks. The higher heterogeneity yields a larger region of the parameter space where the strong paradox occurs. In addition, we use scale-free networks to show that the network size has no significant influence on the region of the parameter space where the strong or weak Parrondo's paradox occurs. The region of the parameter space where the strong Parrondo's paradox occurs reduces slightly when the average degree of the network increases.

  17. 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...

  18. Drinking Game Studies

    DEFF Research Database (Denmark)

    Debus, Michael S.

    2016-01-01

    The paper examines research on drinking game participation from a game studies ontological perspective, covering definition, classification and problems with the, in the studies implied, underlying ontology of drinking games.......The paper examines research on drinking game participation from a game studies ontological perspective, covering definition, classification and problems with the, in the studies implied, underlying ontology of drinking games....

  19. Dynamic optimization and differential games

    CERN Document Server

    Friesz, Terry L

    2010-01-01

    Dynamic Optimization and Differential Games has been written to address the increasing number of Operations Research and Management Science problems that involve the explicit consideration of time and of gaming among multiple agents. With end-of-chapter exercises throughout, it is a book that can be used both as a reference and as a textbook. It will be useful as a guide to engineers, operations researchers, applied mathematicians and social scientists whose work involves both the theoretical and computational aspects of dynamic optimization and differential games. Included throughout the text are detailed explanations of several original dynamic and game-theoretic mathematical models which are of particular relevance in today's technologically-driven-global economy: revenue management, oligopoly pricing, production planning, supply chain management, dynamic traffic assignment and dynamic congestion pricing. The book emphasizes deterministic theory, computational tools and applications associated with the stu...

  20. INTERVALS OF ACTIVE PLAY AND BREAK IN BASKETBALL GAMES

    Directory of Open Access Journals (Sweden)

    Pavle Rubin

    2010-09-01

    Full Text Available The problem of the research comes from the need for decomposition of a basketball game. The aim was to determine the intervals of active game (“live ball” - term defined by rules and break (“dead ball” - term defined by rules, by analyzing basketball games. In order to obtain the relevant information, basketball games from five different competitions (top level of quality were analyzed. The sample consists of seven games played in the 2006/2007 season: NCAA Play - Off Final game, Adriatic League finals, ULEB Cup final game, Euroleague (2 games and the NBA league (2 games. The most important information gained by this research is that the average interval of active play lasts approximately 47 seconds, while the average break interval lasts approximately 57 seconds. This information is significant for coaches and should be used in planning the training process.

  1. Winning and positive affect can lead to reckless gambling.

    Science.gov (United States)

    Cummins, Lori F; Nadorff, Michael R; Kelly, Anita E

    2009-06-01

    Experiments 1 and 2 examined whether winning versus losing led to reckless betting for real prize money. Experiment 2 also assessed whether positive or negative emotions were linked to such reckless betting. College students were randomly assigned to experience primarily either wins or losses during the rigged first round of a computerized card tournament that had 2 independent rounds. For the second round, participants' chip totals were reset and cards were dealt randomly. In Experiment 1 (N=107), participants in the Initial-Winning, as compared with the Initial-Losing, condition bet more recklessly (i.e., bet too many chips when a loss was likely). Experiment 2 (N=72) again showed that Initial-Winning participants bet significantly more recklessly than did Initial-Losing participants. It also revealed that positive affect was significantly positively correlated with such reckless betting. These findings have implications for understanding how college students, those at an age when they are especially vulnerable to problem gambling, can come to lose more money than they can afford. Initially winning and positive affect when gambling could be risk factors. Copyright (c) 2009 APA, all rights reserved.

  2. Parental Intention to Support Video Game Play by Children with Autism Spectrum Disorder: An Application of the Theory of Planned Behavior

    Science.gov (United States)

    Finke, Erinn H.; Hickerson, Benjamin; McLaughlin, Eileen

    2015-01-01

    Purpose: The purpose of this study was to determine parental attitudes regarding engagement with video games by their children with autism spectrum disorder (ASD) and whether attitudes vary based on ASD symptom severity. Method: Online survey methodology was used to gather information from parents of children with ASD between the ages of 8 and 12…

  3. Winning at litigation through decision analysis creating and executing winning strategies in any litigation or dispute

    CERN Document Server

    Celona, John

    2016-01-01

    This book is the first in-depth guide to applying the philosophy, theory, and methods of decision analysis to creating and executing winning legal strategies. With explanations that progress from introductory to advanced and practice problems at the end of each chapter, this is a book the reader will want to use and refer to for years to come. Practicing decision analysts, operations research and management science students, attorneys and law students will find this book an invaluable addition to their knowledge and skills. John Celona has over three decades of experience in teaching and applying decision analysis. John lectures in the School of Engineering at Stanford University and is on faculty at The Stanford Center for Professional Development, the American Course on Drug Development and Regulatory Sciences, and the Academy of the American Society for Healthcare Risk Management.

  4. General game playing

    CERN Document Server

    Genesereth, Michael

    2014-01-01

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

  5. Modified game, methodological resource in soccer initiation

    Directory of Open Access Journals (Sweden)

    David Sánchez-Mora Moreno

    2011-06-01

    Full Text Available In the past three decades teaching sports has changed from a traditional technique-oriented model to teaching games for understanding model characterized by the use of modified games. Despite the number of proposals, research has not empirically justified the use of them depending on the specific teaching-learning context of the practitioners. This way, what function has the modified game as a methodological resource in sports teaching? In this regard, we noted that modified games could be a suitable and efficient tool for development and evaluation of knowledge and game performance of young players, and also for the development of other dimensions of learning. However, there are no guidelines in modified games planning, which is why we stress the importance of continued research in this line.

  6. Serious Games

    DEFF Research Database (Denmark)

    Christensen, Jens

    Serious Games er et nyt it-forretningsområde, der siden årtusindskiftet er vokset frem, først i USA og dernæst i Vesteuropa og and i-lande. Til forskel fra computerspil er serious games ikke underholdning, men tænkt som et værktøj til støtte for statens og erhvervslivets forskellige funktioner. Det...... amerikanske militær har været fødselshjælper for den nye teknologi. Herfra har serious games bredt sig til andre sektorer og og i-lande, inkl. Danmark. Bogen skildrer, hvordan det nye forretningsområde er i færd med at blive udkrystalliseret af en række beslægtede industrigrene, og hvordan udviklingen er...

  7. Serious Games

    DEFF Research Database (Denmark)

    Salovaara-Moring, Inka

    There has recently been considerable attention paid to the gamification of digital journalism. Where the current technological and social affordances of web 2.0 storytelling have proved less attractive to younger users, the persuasive features of game logics have added new dimensions to interactive......, participatory journalism. This notion refers to realitybased news games that can act both as an independent medium for news content and as a supplement to traditional forms of coverage. Simultaneously, persuasive logics of gamification offer new ways to engage actuality through media space’s augmented reality....... This paper1 explores the new spatio-epistemological realities of two journalistic games, asking how the spatial, operational, and procedural realities of storytelling change through ‘gamification’. It reflects on the spatial dimension of digital journalism in order to challenge the traditional, generic...

  8. Urban Gaming

    OpenAIRE

    Jirjis, Farah; Midjord, Maria H.; Christiansen, Katinka; Tårnes, Elin; Jespersen, Sussie

    2013-01-01

    Projektrapporten søger at finde en definition af Urban Gaming fænomenet. Dette sker ved tematisk analyse af komponenterne, spilteori, stedspecifikhed og rollespil, der har været med til at forme fænomenet. Projektrapporten bruger desuden disse teorier i praksis, ved sammenligning med egen indsamlet empiri. Endelig lyder definitionen: Urban Gaming er spil, hvor spillerne er fysisk aktive, opfylder McGonigals fire spilkriterier og foregår i urbane områder. Derudover skal spillets...

  9. Verified Gaming

    DEFF Research Database (Denmark)

    Kiniry, Joseph Roland; Zimmerman, Daniel

    2011-01-01

    ---falls every year and any mention of mathematics in the classroom seems to frighten students away. So the question is: How do we attract new students in computing to the area of dependable software systems? Over the past several years at three universities we have experimented with the use of computer games...... as a target domain for software engineering project courses that focus on reliable systems engineering. This position paper summarizes our experiences in incorporating rigorous software engineering into courses whose projects include computer games....

  10. Winning the jackpot and depression: Money cannot buy happiness.

    Science.gov (United States)

    Nisslé, Sonja; Bschor, Tom

    2002-01-01

    Life event research examines the effect of life events on the course of psychiatric diseases, but the published literature considers almost only negative events. We describe the cases of two female patients who had to be hospitalized for depression after lottery winnings of over 1M DM. The 4-year follow-up shows a good outcome in both patients. Case analyses suggest that in both patients, winning was a life event relevant to the development of the depressive episode. Desirable life events might influence the course of a psychiatric illness just as negative events do. (Int J Psych Clin Pract 2002; 6: 183-186).

  11. BMC Ecology image competition 2014: the winning images

    Science.gov (United States)

    2014-01-01

    BMC Ecology showcases the winning entries from its second Ecology Image Competition. More than 300 individual images were submitted from an international array of research scientists, depicting life on every continent on earth. The journal’s Editorial Board and guest judge Caspar Henderson outline why their winning selections demonstrated high levels of technical skill and aesthetic sense in depicting the science of ecology, and we also highlight a small selection of highly commended images that we simply couldn’t let you miss out on. PMID:25178017

  12. Serious Games: Video Games for Good?

    Science.gov (United States)

    Sanford, Kathy; Starr, Lisa J.; Merkel, Liz; Bonsor Kurki, Sarah

    2015-01-01

    As video games become a ubiquitous part of today's culture internationally, as educators and parents we need to turn our attention to how video games are being understood and used in informal and formal settings. Serious games have developed as a genre of video games marketed for educating youth about a range of world issues. At face value this…

  13. The Anterior Insula Tracks Behavioral Entropy during an Interpersonal Competitive Game.

    Directory of Open Access Journals (Sweden)

    Hideyuki Takahashi

    Full Text Available In competitive situations, individuals need to adjust their behavioral strategy dynamically in response to their opponent's behavior. In the present study, we investigated the neural basis of how individuals adjust their strategy during a simple, competitive game of matching pennies. We used entropy as a behavioral index of randomness in decision-making, because maximizing randomness is thought to be an optimal strategy in the game, according to game theory. While undergoing functional magnetic resonance imaging (fMRI, subjects played matching pennies with either a human or computer opponent in each block, although in reality they played the game with the same computer algorithm under both conditions. The winning rate of each block was also manipulated. Both the opponent (human or computer, and the winning rate, independently affected subjects' block-wise entropy during the game. The fMRI results revealed that activity in the bilateral anterior insula was positively correlated with subjects' (not opponent's behavioral entropy during the game, which indicates that during an interpersonal competitive game, the anterior insula tracked how uncertain subjects' behavior was, rather than how uncertain subjects felt their opponent's behavior was. Our results suggest that intuitive or automatic processes based on somatic markers may be a key to optimally adjusting behavioral strategies in competitive situations.

  14. Non-Abelian strategies in quantum penny flip game

    Science.gov (United States)

    Mishima, Hiroaki

    2018-01-01

    In this paper, we formulate and analyze generalizations of the quantum penny flip game. In the penny flip game, one coin has two states, heads or tails, and two players apply alternating operations on the coin. In the original Meyer game, the first player is allowed to use quantum (i.e., non-commutative) operations, but the second player is still only allowed to use classical (i.e., commutative) operations. In our generalized games, both players are allowed to use non-commutative operations, with the second player being partially restricted in what operators they use. We show that even if the second player is allowed to use "phase-variable" operations, which are non-Abelian in general, the first player still has winning strategies. Furthermore, we show that even when the second player is allowed to choose one from two or more elements of the group U(2), the second player has winning strategies under certain conditions. These results suggest that there is often a method for restoring the quantum state disturbed by another agent.

  15. Moral calculations game theory, logic, and human frailty

    CERN Document Server

    Mérő, László

    1998-01-01

    Are people ever rational? Consider this: You auction off a one-dollar bill to the highest bidder, but you set the rules so that the second highest bidder also has to pay the amount of his last bid, even though he gets nothing. Would people ever enter such an auction? Not only do they, but according to Martin Shubik, the game's inventor, the average winning bid (for a dollar, remember) is $3.40. Many winners report that they bid so high only because their opponent "went completely crazy." This game lies at the intersection of three subjects of eternal fascination: human psychology, morality, and John von Neumann's game theory. Hungarian game-theorist Laszlo Mero introduces us to the basics of game theory, including such concepts as zero-sum games, Prisoner's Dilemma and the origins of altruism; shows how game theory is applicable to fields ranging from physics to politics; and explores the role of rational thinking in the context of many different kinds of thinking. This fascinating, urbane book will interest ...

  16. Evolutionary swarm neural network game engine for Capture Go.

    Science.gov (United States)

    Cai, Xindi; Venayagamoorthy, Ganesh K; Wunsch, Donald C

    2010-03-01

    Evaluation of the current board position is critical in computer game engines. In sufficiently complex games, such a task is too difficult for a traditional brute force search to accomplish, even when combined with expert knowledge bases. This motivates the investigation of alternatives. This paper investigates the combination of neural networks, particle swarm optimization (PSO), and evolutionary algorithms (EAs) to train a board evaluator from zero knowledge. By enhancing the survivors of an EA with PSO, the hybrid algorithm successfully trains the high-dimensional neural networks to provide an evaluation of the game board through self-play. Experimental results, on the benchmark game of Capture Go, demonstrate that the hybrid algorithm can be more powerful than its individual parts, with the system playing against EA and PSO trained game engines. Also, the winning results of tournaments against a Hill-Climbing trained game engine confirm that the improvement comes from the hybrid algorithm itself. The hybrid game engine is also demonstrated against a hand-coded defensive player and a web player. Copyright 2009 Elsevier Ltd. All rights reserved.

  17. Using Gaming Equipment to Teach

    Science.gov (United States)

    Curriculum Review, 2009

    2009-01-01

    Gaming equipment (such as Nintendo's Wii[TM]) is making its way to schools and classrooms. However, most of the discussion regarding how to use this technology and integrate it into lesson plans is happening in blogs on the Internet. An advocate of interactive media in the classroom, Dr. Dawn Hawkins, a faculty member for the Art Institute of…

  18. Computerized Interactive Gaming via Supporting Vector Machines

    Directory of Open Access Journals (Sweden)

    Y. Jiang

    2008-01-01

    Full Text Available Computerized interactive gaming requires automatic processing of large volume of random data produced by players on spot, such as shooting, football kicking, and boxing. This paper describes a supporting vector machine-based artificial intelligence algorithm as one of the possible solutions to the problem of random data processing and the provision of interactive indication for further actions. In comparison with existing techniques, such as rule-based and neural networks, and so forth, our SVM-based interactive gaming algorithm has the features of (i high-speed processing, providing instant response to the players, (ii winner selection and control by one parameter, which can be predesigned and adjusted according to the needs of interaction and game design or specific level of difficulties, and (iii detection of interaction points is adaptive to the input changes, and no labelled training data is required. Experiments on numerical simulation support that the proposed algorithm is robust to random noise, accurate in picking up winning data, and convenient for all interactive gaming designs.

  19. Building HTML5 games with ImpactJS an introduction on HTML5 game development

    CERN Document Server

    Freeman, Jesse

    2012-01-01

    Create a real 2D game from start to finish with ImpactJS, the JavaScript game framework that works with the HTML5's Canvas element. Making video games is hard work that requires technical skills, a lot of planning, and-most critically-a commitment to completing the project. With this hands-on guide, you'll learn how to use Impact with other technologies step-by-step. You'll pick up important tips about game design, and discover how to publish Impact games to the Web, desktop, and mobile-including a method to package your game as a native iOS app. Packed with screen shots and sample code, this book is ideal for game developers of all levels. Set up your development environment and discover Impact's advantagesBuild a complete game with core logic, collision detection, and player and monster behaviorLearn why a game design document is critical before you start buildingDisplay and animate game artwork with sprite sheetsAdd sound effects, background music, and textCreate screens to display stats and in-game statu...

  20. Evil games.

    Science.gov (United States)

    Chambers, David W

    2010-01-01

    A defining characteristic of humans is our capacity to create a better world through mutual action. Traditional ethics attempts to define and impose the one or several things we should all want. The alternative argued here is that we can retain our individual definitions of what matters and still work together for mutual improvement. Agreeing on common ethical principles is not a precondition for an effective moral life. This approach to morality is based on game theory, which holds that in purposely social interactions: (a) there are basic understandings, (b) individuals pursue their own interests, (c) we can judge others' interests, and (d) the distribution of benefits and burdens depends on the joint action of individuals, not on the action of individuals in isolation. In this view, immorality becomes a matter of cheating in the game of life. The three primary forms of cheating are deception (misleading others into thinking they are playing a game other than the one that is to their advantage to play), coercion (blocking courses of action others would normally be entitled to), and reneging (playing the game and then dodging the payoff if one does not like the outcome). These three evils are illustrated by Shakespeare's plays Othello, Richard III, and Antony and Cleopatra.

  1. Game Theory

    Indian Academy of Sciences (India)

    profession in their now classic book 'Theory of Games and Economic. Behavior'. In this book, they developed ... Professor at Indira Gandhi. Institute of Development. Research .... academic career offers a complete contrast to the fairy tale career of John Nash Jr along with whom he shared a Nobel Prize in 1994. Rational ...

  2. Urban Games

    DEFF Research Database (Denmark)

    Løssing, Tobias; Nielsen, Rune

    2004-01-01

    Games, er ikke produktudvikling i traditionel forstand, men derimod en reflekteret designproces, der forsøger at optage spilteoretiske og HCI-relaterede problemstillinger. I denne artikel vil vi koncentrere os om udvalgte principielle overvejelser i udviklingen af især forhandlings- og debatspil, som...

  3. Global Games

    NARCIS (Netherlands)

    van Bottenburg, Maarten

    2001-01-01

    Why is soccer the sport of choice in South America, while baseball has soared to popularity in the Carribean? How did cricket become India's national sport, while China is a stronghold of table tennis? In Global Games, Maarten van Bottenburg asserts that it is the 'hidden competition' of social and

  4. Game Changers

    DEFF Research Database (Denmark)

    Helms, Niels Henrik

    2012-01-01

    at forsøge at beskrive nogle af de mekanismer, som gør, at nogle af disse kreative industrier bliver netop kreative og innovative, at de ikke alene kan klare sig, men også ændre og udvikle både indhold, form og organisering – at de bliver det der på managementsprog hedder game changers....

  5. Density games.

    Science.gov (United States)

    Novak, Sebastian; Chatterjee, Krishnendu; Nowak, Martin A

    2013-10-07

    The basic idea of evolutionary game theory is that payoff determines reproductive rate. Successful individuals have a higher payoff and produce more offspring. But in evolutionary and ecological situations there is not only reproductive rate but also carrying capacity. Individuals may differ in their exposure to density limiting effects. Here we explore an alternative approach to evolutionary game theory by assuming that the payoff from the game determines the carrying capacity of individual phenotypes. Successful strategies are less affected by density limitation (crowding) and reach higher equilibrium abundance. We demonstrate similarities and differences between our framework and the standard replicator equation. Our equation is defined on the positive orthant, instead of the simplex, but has the same equilibrium points as the replicator equation. Linear stability analysis produces the classical conditions for asymptotic stability of pure strategies, but the stability properties of internal equilibria can differ in the two frameworks. For example, in a two-strategy game with an internal equilibrium that is always stable under the replicator equation, the corresponding equilibrium can be unstable in the new framework resulting in a limit cycle. Copyright © 2013 The Authors. Published by Elsevier Ltd.. All rights reserved.

  6. Game Theory

    Indian Academy of Sciences (India)

    terms of people playing Nash equilibrium strategies in all our decision situations narrated earlier. Why or using what process do, people come to learn to play such strategies? This deep question has led the game theorists to inquire into a variety of interesting issues such as formation of conventions and in general,.

  7. Gaming conservation

    NARCIS (Netherlands)

    Fletcher, Robert

    2017-01-01

    This article explores the role of digital (video and computer) games in the rise of what Büscher (2014) calls "nature 2.0": new web-related media that allow users to move beyond passive voyeurism to actively "co-create" or "prosume" the images and processes promoted by organizations committed to

  8. Game Theory

    Indian Academy of Sciences (India)

    San jay Jain for this opportunity. I thank the editor-in-charge of the paper for valuable comments . This is an expository article; no originality, other than that of the ..... and left with equal probability 1/2. The last strategy, that of randomizing, is what is known as a 'mixed strategy'. Classical game theory gives no clues as to what ...

  9. Multi-Dimensional Games (MD-Games)

    OpenAIRE

    Ruiz Estrada, M.A.

    2009-01-01

    This paper introduces the concept of Multi-Dimensional games (MD-games) based on the application of an alternative mathematical and graphical modeling approach to study the game theory from a multi-dimensional perspective. In fact, the MD-Games request the application of the mega-space coordinate system to visualize a large number of games, players, strategies and pay-offs functions into the same graphical space.

  10. Essential Features of Serious Games Design in Higher Education: Linking Learning Attributes to Game Mechanics

    Science.gov (United States)

    Lameras, Petros; Arnab, Sylvester; Dunwell, Ian; Stewart, Craig; Clarke, Samantha; Petridis, Panagiotis

    2017-01-01

    This paper consolidates evidence and material from a range of specialist and disciplinary fields to provide an evidence-based review and synthesis on the design and use of serious games in higher education. Search terms identified 165 papers reporting conceptual and empirical evidence on how learning attributes and game mechanics may be planned,…

  11. A game is a game is a game

    DEFF Research Database (Denmark)

    Jørgensen, Ida Kathrine Hammeleff

    2017-01-01

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

  12. Understanding Video Games

    DEFF Research Database (Denmark)

    Heide Smith, Jonas; Tosca, Susana Pajares; Egenfeldt-Nielsen, Simon

    From Pong to PlayStation 3 and beyond, Understanding Video Games is the first general introduction to the exciting new field of video game studies. This textbook traces the history of video games, introduces the major theories used to analyze games such as ludology and narratology, reviews...... the economics of the game industry, examines the aesthetics of game design, surveys the broad range of game genres, explores player culture, and addresses the major debates surrounding the medium, from educational benefits to the effects of violence. Throughout the book, the authors ask readers to consider...... larger questions about the medium: * What defines a video game? * Who plays games? * Why do we play games? * How do games affect the player? Extensively illustrated, Understanding Video Games is an indispensable and comprehensive resource for those interested in the ways video games are reshaping...

  13. Defining Game Mechanics

    DEFF Research Database (Denmark)

    Sicart (Vila), Miguel Angel

    2008-01-01

    This article defins game mechanics in relation to rules and challenges. Game mechanics are methods invoked by agents for interacting with the game world. I apply this definition to a comparative analysis of the games Rez, Every Extend Extra and Shadow of the Colossus that will show the relevance...... of a formal definition of game mechanics. Udgivelsesdato: Dec 2008...

  14. The Sport League's Dilemma : Competitive Balance versus Incentives to Win

    NARCIS (Netherlands)

    Palomino, F.A.; Rigotti, L.

    2000-01-01

    We analyze a dynamic model of strategic interaction between a professional sport league that organizes a tournament, the teams competing to win it, and the broadcasters paying for the rights to televise it.Teams and broadcasters maximize expected profits, while the league's objective may be either

  15. Tight Focus on Instruction Wins Texas District Prize

    Science.gov (United States)

    Maxwell, Lesli A.

    2009-01-01

    It took a while for four-time finalist Aldine, Texas, to win the Broad Prize for Urban Education. But it took even longer to craft the system that ultimately put the district over the top. Educators in Aldine district have been working for more than a decade to refine their "managed instruction" system. Reviewers examined how the school…

  16. In the winning mood: Affect in the Iowa gambling task

    NARCIS (Netherlands)

    Vries, M. de; Holland, R.W.; Witteman, C.L.M.

    2008-01-01

    The present research aimed to test the role of mood in the Iowa Gambling Task (IGT; Bechara et al., 1994). In the IGT, participants can win or lose money by picking cards from four different decks. They have to learn by experience that two decks are overall advantageous and two decks are overall

  17. Interior design students win two IDEC Student Design Competition awards

    OpenAIRE

    Watson-Bloch, Cathy

    2005-01-01

    Interior Design students in the School of Architecture + Design at Virginia Tech won two of the four awards presented in the 2004-2005 Interior Design Educators Council (IDEC) Student Design Competition. Winners were selected at the International IDEC Conference in Savannah, Ga. with Virginia Tech Interior Design students winning second place and honorable mention.

  18. Are we winning? Improving perinatal outcomes at a deeply rural ...

    African Journals Online (AJOL)

    Are we winning? Improving perinatal outcomes at a deeply rural district hospital in South Africa. CB Gaunt. Abstract. No Abstract. Full Text: EMAIL FREE FULL TEXT EMAIL FREE FULL TEXT · DOWNLOAD FULL TEXT DOWNLOAD FULL TEXT · http://dx.doi.org/10.7196/SAMJ.3699 · AJOL African Journals Online. HOW TO ...

  19. Winning in straight sets helps in Grand Slam tennis

    NARCIS (Netherlands)

    Goossens, Dries R.; Kempeneers, Jurgen; Koning, Ruud H.; Spieksma, Frits C. R.

    2015-01-01

    In this contribution, we study whether fatigue resulting from the previous match affects a player's chances of winning his (or her) next match in Grand Slum tennis. We measure relative fatigue levels of two opponents by looking at the difference in number of sets played in their previous match. We

  20. WinDAM C earthen embankment internal erosion analysis software

    Science.gov (United States)

    Two primary causes of dam failure are overtopping and internal erosion. For the purpose of evaluating dam safety for existing earthen embankment dams and proposed earthen embankment dams, Windows Dam Analysis Modules C (WinDAM C) software will simulate either internal erosion or erosion resulting f...

  1. Abstinence and Relapse Rates Following a College Campus-Based Quit & Win Contest

    Science.gov (United States)

    Thomas, Janet L.; An, Larry; Luo, Xianghua; Scherber, Robyn M.; Berg, Carla J.; Golden, Dave; Ehlinger, Edward P.; Murphy, Sharon E.; Hecht, Stephen S.; Ahluwalia, Jasjit S.

    2010-01-01

    Objective: To conduct and evaluate Quit & Win contests at 2 2-year college and 2 4-year university campuses. Participants: During Spring semester, 2006, undergraduates (N = 588) interested in quitting smoking signed up for a Quit & Win 30-day cessation contest for a chance to win a lottery prize. Methods: Participants (N = 588) completed a…

  2. Windows Calorimeter Control (WinCal) program computer software design description

    International Nuclear Information System (INIS)

    Pertzborn, N.F.

    1997-01-01

    The Windows Calorimeter Control (WinCal) Program System Design Description contains a discussion of the design details for the WinCal product. Information in this document will assist a developer in maintaining the WinCal system. The content of this document follows the guidance in WHC-CM-3-10, Software Engineering Standards, Standard for Software User Documentation

  3. Radiation protection concepts review with an adapted quiz commercial game

    International Nuclear Information System (INIS)

    Rodrigues Junior, Ary de Araujo

    2002-01-01

    Before a new employee starts working at EMBRARAD under a large irradiation operator supervision, he has to attend the first radiation protection training. After that all radiation protection subjects are revised every six months. In that half-yearly training the employees are chosen randomly to explain radiation protection subjects to other participants under an instructor supervision. After some years attending the same training, employees do not have motivation to participate in this kind of periodic event due to the same issues covered. Therefore something should be made to revival their interest and motivation to take part in this periodic training. The way chose was adapted a commercial game to revised radiation protection subjects and included it in the periodic training. The game was well accepted by the employees, it caused a competition among them because everybody wanted to win the game and consequently stimulated them to study. (author)

  4. Quiz commercial game adaptation to help in the radioprotection training

    International Nuclear Information System (INIS)

    Rodrigues Junior, Ary de Araujo

    2002-01-01

    An employee will be qualified to operate a gamma irradiation facility at EMBRARAD after doing a radiation protection training of at least 18 months. After that, the main radiation protection subjects are revised every six months. In that half-yearly training the operators become teachers and so they explain the radiation protection subjects, under the supervision of an instructor. After some years attending the same training, operators do not have motivation to participate in this kind of periodic event due to the same issues covered. Therefore something should be made to revival their interest and motivation to take part in this periodic training. The way chose was adapted a quiz commercial game to revised radiation protection subjects and included it in the periodic training. The game was well accepted by the operators, it caused a competition among them because everybody wanted to win the game and consequently stimulated them to study. (author)

  5. Earth Girl Volcano: An Interactive Game for Disaster Preparedness

    Science.gov (United States)

    Kerlow, Isaac

    2017-04-01

    Earth Girl Volcano is an interactive casual strategy game for disaster preparedness. The project is designed for mainstream audiences, particularly for children, as an engaging and fun way to learn about volcano hazards. Earth Girl is a friendly character that kids can easily connect with and she helps players understand how to best minimize volcanic risk. Our previous award-winning game, Earth Girl Tsunami, has seen success on social media, and is available as a free app for both Android and iOS tables and large phones in seven languages: Indonesian, Thai, Tamil, Japanese, Chinese, Spanish, French and English. This is the first public viewing of the Earth Girl Volcano new game prototype.

  6. Unreal game development

    CERN Document Server

    Amresh, Ashish

    2010-01-01

    AcknowledgmentsRequired ToolsIntroduction: So You Want To Make GamesDesign Coming Up with a PlanLevel DesignLeading the Player with LightingTerrainManaging LevelsEvents and Triggers: What's Kismet?User Interfaces and MenusRefining Your WorkSpecial Effects and CutscenesAnimated Characters in CutscenesArtArt, ""The Unreal Way""3D Design and Autodesk 3D Studio Max2D Images and GIMPUsing Max with GIMPProcess and MethodsMaking Better MaterialsProps and ObjectsWeapons<

  7. Efficient On-the-fly Algorithms for the Analysis of Timed Games

    DEFF Research Database (Denmark)

    Cassez, Franck; David, Alexandre; Fleury, Emmanuel

    2005-01-01

    In this paper, we propose the first efficient on-the-fly algorithm for solving games based on timed game automata with respect to reachability and safety properties The algorithm we propose is a symbolic extension of the on-the-fly algorithm suggested by Liu & Smolka [15] for linear-time model-ch...... symbolic algorithm are proposed as well as methods for obtaining time-optimal winning strategies (for reachability games). Extensive evaluation of an experimental implementation of the algorithm yields very encouraging performance results.......In this paper, we propose the first efficient on-the-fly algorithm for solving games based on timed game automata with respect to reachability and safety properties The algorithm we propose is a symbolic extension of the on-the-fly algorithm suggested by Liu & Smolka [15] for linear-time model...

  8. Authoring of digital games via card games

    DEFF Research Database (Denmark)

    Valente, Andrea; Marchetti, Emanuela

    2014-01-01

    Literature and previous studies show that creative play is easy to emerge when children interact with tangible, low-tech toys and games than with digital games. This paradoxical situation is linked to the long-standing problem of end-users (or players) authoring of digital contents and systems. We...... propose a new scenario in which trading card games help making sense and re-design computer games, to support players express themselves aesthetically and in a highly creative way. Our aim is to look for a middle ground between players becoming programmers and simply editing levels. The main contributions...... are to show how card games can represent digital games, how playful play can emerge in card games and digital games, and to begin defining a new way to express game behavior without the use of universal programming languages....

  9. Keeping the Game Alive: Evaluating Strategies for the Preservation of Console Video Games

    Directory of Open Access Journals (Sweden)

    Mark Guttenbrunner

    2010-07-01

    Full Text Available Interactive fiction and video games are part of our cultural heritage. As original systems cease to work because of hardware and media failures, methods to preserve obsolete video games for future generations have to be developed. The public interest in early video games is high, as exhibitions, regular magazines on the topic and newspaper articles demonstrate. Moreover, games considered to be classic are rereleased for new generations of gaming hardware. However, with the rapid development of new computer systems, the way games look and are played changes constantly. When trying to preserve console video games one faces problems of classified development documentation, legal aspects and extracting the contents from original media like cartridges with special hardware. Furthermore, special controllers and non-digital items are used to extend the gaming experience making it difficult to preserve the look and feel of console video games.This paper discusses strategies for the digital preservation of console video games. After a short overview of console video game systems, there follows an introduction to digital preservation and related work in common strategies for digital preservation and preserving interactive art. Then different preservation strategies are described with a specific focus on emulation. Finally a case study on console video game preservation is shown which uses the Planets preservation planning approach for evaluating preservation strategies in a documented decision-making process. Experiments are carried out to compare different emulators as well as other approaches, first for a single console video game system, then for different console systems of the same era and finally for systems of all eras. Comparison and discussion of results show that, while emulation works very well in principle for early console video games, various problems exist for the general use as a digital preservation alternative. We show what future work

  10. Understanding Video Games

    DEFF Research Database (Denmark)

    Heide Smith, Jonas; Tosca, Susana Pajares; Egenfeldt-Nielsen, Simon

    From Pong to PlayStation 3 and beyond, Understanding Video Games is the first general introduction to the exciting new field of video game studies. This textbook traces the history of video games, introduces the major theories used to analyze games such as ludology and narratology, reviews...... larger questions about the medium: * What defines a video game? * Who plays games? * Why do we play games? * How do games affect the player? Extensively illustrated, Understanding Video Games is an indispensable and comprehensive resource for those interested in the ways video games are reshaping...... entertainment and society. A companion website (www.routledge.com/textbooks/9780415977210) features student resources including discussion questions for each chapter, a glossary of key terms, a video game timeline, and links to other video game studies resources for further study....

  11. The Green Revolution Game.

    Science.gov (United States)

    Corbridge, Stuart

    1985-01-01

    The Green Revolution game helps college students learn about agrarian change in which people use science to transform nature. The rational and basic objectives of the game are discussed, and the game's strengths and weaknesses are examined. (RM)

  12. Teaching Original Games

    Science.gov (United States)

    Riley, Marie

    1977-01-01

    Original games, like traditional games, can be an integral part of the total games curriculum for children and are a continuation of the progression in skill development and conception of the rules governing formally organized sports. (JD)

  13. Flow Game

    DEFF Research Database (Denmark)

    Olsen, Jesper Lind

    2003-01-01

    Flow Game er et dialogspil, der kan bruges som ledelsesværktøj, ledertræning, samtaletræning, coachingtræning og ideudvikling m.m. Gennem dilemmakort provokeres en dialog og teori-U inspireret afklaring- og udviklingsproces, hvor der enten arbejdes på en gruppes eller et individs vision/innovatio......Flow Game er et dialogspil, der kan bruges som ledelsesværktøj, ledertræning, samtaletræning, coachingtræning og ideudvikling m.m. Gennem dilemmakort provokeres en dialog og teori-U inspireret afklaring- og udviklingsproces, hvor der enten arbejdes på en gruppes eller et individs vision...

  14. Three-Stage Dynamic Games of Government-Park-Visitor in Visitor Education Intervention

    Directory of Open Access Journals (Sweden)

    Dongping Wei

    2014-01-01

    Full Text Available The government-park-visitor three-stage multiplayers dynamic game G(S1m,S2n,S3k,RG,R,U is established to solve the significant problem regarding the investment in the visitor education. The game reveals that the visitor education intervention should form a positive interaction mechanism of government leading, tourism enterprise implementing, and tourist participating. The visitor education system in the tourism market has not been established at the initial stage. Stakeholders are hesitant to invest resources to push the establishment of visitor education system. The government should set up an induction fund which can encourage the parks and tourism companies to invest money on visitor education. When visitor education system develops to a certain stage with the help of government induction fund, it can run autonomously without the external factors. And the win-win-win situation of the government, parks, and visitors is obtained when the Nash equilibrium state of the game is reached. Furthermore, the game also reveals that visitor education mainly includes the behavior intervention and knowledge services which are important for the park’s visitor education.

  15. Sovereignty Games

    DEFF Research Database (Denmark)

    Gammeltoft-Hansen, Thomas

    This book offers an in-depth examination of the strategic use of State sovereignty in contemporary European and international affairs and the consequences of this for authority relations in Europe and beyond. It suggests a new approach to the study of State sovereignty, proposing to understand th...... the use of sovereignty as games where States are becoming more instrumental in their claims to sovereignty and skilled in adapting it to the challenges that they face....

  16. Board game

    International Nuclear Information System (INIS)

    Brennan, N.S.

    1982-01-01

    A board game comprises a board, a number of counters and two dice. The board is marked to provide a central area, representing the nucleus of an atom, and six or more annular rings extending concentrically around the central area, the rings being divided into 2,8,18,32,48 and 72 squares. Each ring represents an electron shell, and some of the squares are numbered, the number representing the atomic number of different elements. (author)

  17. Gaming Emotions

    OpenAIRE

    Andrade, Eduardo B.; Ho, Teck

    2008-01-01

    One's own emotions may influence others' behavior in a given social interaction. If one believes this, s/he has an incentive to game emotions - to strategically conceal a current emotion or display a non-experienced emotion - in an attempt to influence her/his counterpart. In a series of three experiments, we show that people deliberately conceal (experiment 1) or misrepresent (experiments 2 and 3) their emotional state in a negotiation setting. When given the opportunity to either hide or ex...

  18. Game server

    OpenAIRE

    Čermák, Miroslav

    2007-01-01

    Main goal of this work is to create new web application "game server" in PHP programming language. Server consists of Main module and extension modules: Chess module and Fun module. It also enables user to share pictures, videos and funny texts, chat and play chess. Part of the application is system of user roles that is used to manage and apply rights for common operations and administrative interface to manage server users and modules. Extension of server functionality can be done by adding...

  19. A game magically circling

    DEFF Research Database (Denmark)

    Ejsing-Duun, Stine

    2011-01-01

    This chapter analyses the relationship between players, the game world, and the ordinary world in alternative reality games (ARGs) and location-based games (LBGs). These games use technology to create a game world in the everyday scene. The topic of this chapter is the concept of the 'magic circle......', which defines the relationship between play and the ordinary world, and how this concept relates to a new kind of game....

  20. Energy parity games

    OpenAIRE

    Chatterjee, Krishnendu; Doyen, Laurent

    2012-01-01

    Energy parity games are infinite two-player turn-based games played on weighted graphs. The objective of the game combines a (qualitative) parity condition with the (quantitative) requirement that the sum of the weights (i.e., the level of energy in the game) must remain positive. Beside their own interest in the design and synthesis of resource-constrained omega-regular specifications, energy parity games provide one of the simplest model of games with combined qualitative and quantitative o...

  1. The mathematics of games

    CERN Document Server

    Beasley, John D

    2006-01-01

    ""Mind-exercising and thought-provoking.""-New ScientistIf playing games is natural for humans, analyzing games is equally natural for mathematicians. Even the simplest of games involves the fundamentals of mathematics, such as figuring out the best move or the odds of a certain chance event. This entertaining and wide-ranging guide demonstrates how simple mathematical analysis can throw unexpected light on games of every type-games of chance, games of skill, games of chance and skill, and automatic games.Just how random is a card shuffle or a throw of the dice? Is bluffing a valid poker strat

  2. Games, theory and applications

    CERN Document Server

    Thomas, L C

    2011-01-01

    Anyone with a knowledge of basic mathematics will find this an accessible and informative introduction to game theory. It opens with the theory of two-person zero-sum games, two-person non-zero sum games, and n-person games, at a level between nonmathematical introductory books and technical mathematical game theory books. Succeeding sections focus on a variety of applications - including introductory explanations of gaming and meta games - that offer nonspecialists information about new areas of game theory at a comprehensible level. Numerous exercises appear with full solutions, in addition

  3. Sparky's Firehouse (Games)

    Science.gov (United States)

    Parents Educators MENU Home Videos Games & Apps Activities Sparky Firetrucks Parents Educators Firetrucks Videos Games Sparky Apps Activities The name and image of Sparky are registered trademarks ...

  4. Game engines: a survey

    Directory of Open Access Journals (Sweden)

    A. Andrade

    2015-11-01

    Full Text Available Due to hardware limitations at the origin of the video game industry, each new game was generally coded from the ground up. Years later, from the evolution of hardware and the need for quick game development cycles, spawned the concept of game engine. A game engine is a reusable software layer allowing the separation of common game concepts from the game assets (levels, graphics, etc.. This paper surveys fourteen different game engines relevant today, ranging from the industry-level to the newcomer-friendlier ones.

  5. Alternatives for Making Language Learning Games More Appealing for Self-access Learning

    Directory of Open Access Journals (Sweden)

    Charatdao Intratat

    2011-09-01

    Full Text Available This investigation of popular computer games in comparison with language learning games was designed to offer an insight into the potential of games to the field of self-access. The study surveyed and analyzed common characteristics of popular computer games and then compared them with characteristics of several language learning games. It also investigated the participants’ recommended characteristics of computer games for learning English. The data were collected from undergraduate students at King Mongkut’s University of Technology Thonburi, Bangkok, Thailand. The results showed that the most conducive characteristics for attractive language learning games included animation, variety, planning strategy, virtual background, challenging action and accumulated reward.

  6. Strategic Information Processing from Behavioural Data in Iterated Games

    Directory of Open Access Journals (Sweden)

    Michael S. Harré

    2018-01-01

    Full Text Available Iterated games are an important framework of economic theory and application, at least since the original work of Axelrod’s computational tournaments of the early 80’s. Recent theoretical results have shown that games (the economic context and game theory (the decision-making process are both formally equivalent to computational logic gates. Here these results are extended to behavioural data obtained from an experiment in which rhesus monkeys sequentially played thousands of the “matching pennies” game, an empirical example similar to Axelrod’s tournaments in which algorithms played against one another. The results show that the monkeys exhibit a rich variety of behaviours, both between and within subjects when playing opponents of varying complexity. Despite earlier suggestions, there is no clear evidence that the win-stay, lose-switch strategy is used, however there is evidence of non-linear strategy-based interactions between the predictors of future choices. It is also shown that there is consistent evidence across protocols and across individuals that the monkeys extract non-markovian information, i.e., information from more than just the most recent state of the game. This work shows that the use of information theory in game theory can test important hypotheses that would otherwise be more difficult to extract using traditional statistical methods.

  7. Blue gum gaming machine: an evaluation of responsible gambling features.

    Science.gov (United States)

    Blaszczynski, Alexander; Gainsbury, Sally; Karlov, Lisa

    2014-09-01

    Structural characteristics of gaming machines contribute to persistence in play and excessive losses. The purpose of this study was to evaluate the effectiveness of five proposed responsible gaming features: responsible gaming messages; a bank meter quarantining winnings until termination of play; alarm clock facilitating setting time-reminders; demo mode allowing play without money; and a charity donation feature where residual amounts can be donated rather than played to zero credits. A series of ten modified gaming machines were located in five Australian gambling venues. The sample comprised 300 patrons attending the venue and who played the gaming machines. Participants completed a structured interview eliciting gambling and socio-demographic data and information on their perceptions and experience of play on the index machines. Results showed that one-quarter of participants considered that these features would contribute to preventing recreational gamblers from developing problems. Just under half of the participants rated these effects to be at least moderate or significant. The promising results suggest that further refinements to several of these features could represent a modest but effective approach to minimising excessive gambling on gaming machines.

  8. Industry wins, loses in House bill

    International Nuclear Information System (INIS)

    Anon.

    1992-01-01

    This paper reports that the House of Representatives has approved a plan to limit U.S. gas prorationing by the states but rejected a move to require petroleum refiners and importers to place 1% of their oil or products volumes into the Strategic Petroleum Reserve. The oil industry lobbied heavily against the SPR provision, which went down 263-135. The House then passed its omnibus energy bill 381-37. It is designed to facilitate all types of energy production while promoting conservation. The legislation also imposes bans on offshore leasing but gives independent producers limited relief from the alternative minimum tax (AMT) and does not include a mandate for use of ethanol in gasoline

  9. Safety and communication, a winning combination

    CERN Multimedia

    HSE Unit

    2014-01-01

    Since 2013, in line with its mission to support CERN’s proactive communication policy in matters of safety, the HSE unit has been following an annual plan for disseminating information on occupational health and safety and environmental protection.   Safety information designed to underline the importance of prevention is published through a variety of channels: Announcements in the CERN Bulletin, Safety bulletins, notably outlining lessons to be learned in the wake of accidents/incidents occuring at CERN, Safety alerts calling for immediate action, sent by e-mail to the services concerned, Prevention campaigns on the CERN site, Poster campaigns in well frequented public areas. Photo: Christoph Balle. Please heed all prevention messages and apply them in your everyday life. Also, we will be pleased to receive any information or suggestions you may have on safety matters. If you have questions about the HSE unit’s communication activities, please send us an e...

  10. GAME SCORING SUPPORTING OBJECTS MENGGUNAKAN AGEN CERDAS BERBASIS ARTIFICIAL INTELLIGENCE

    Directory of Open Access Journals (Sweden)

    Astrid Novita Putri

    2016-06-01

    Full Text Available Game are activity most structure, one that ordinary is done in fun and also education tool and help to develop practical skill, as training, education, simulation or psychological. On its developing current game have until 3D. In one game, include in First Person Shutter  necessary scoring  one that intent to motivate that player is more terpacu to solve game until all through,  on scoring  Super Mario's game Boss, Compass does count scoring haven't utilized Artifical Intelligent so so chanted, while player meet with supporting objects example ammor  ability really guns directly dead, so is so easy win. Therefore at needs a count scoring  interesting so more motivated in finishing problem Scoring accounting point for First Person Shutter's game .This modelling as interesting daring in one game, since model scoring  one that effective gets to motivate that player is more terpacu in plays and keep player for back plays. Besides model scoring  can assign value that bound up with game zoom.On Research hits scoring this game will make scoring bases some criterion which is health Point, Attack point, Defence point, And  Magic  what do at have  supporting objects ,then in this research do compare two method are methodic statistic and Fuzzy. Result of this research 83,4 % on testing's examination and on eventually gets to be concluded that fuzzy's method in trouble finish time more long time but will player more challenging to railroad.

  11. 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....

  12. Tit-for-tat or win-stay, lose-shift?

    Science.gov (United States)

    Imhof, Lorens A; Fudenberg, Drew; Nowak, Martin A

    2007-08-07

    The repeated Prisoner's Dilemma is usually known as a story of tit-for-tat (TFT). This remarkable strategy has won both of Robert Axelrod's tournaments. TFT does whatever the opponent has done in the previous round. It will cooperate if the opponent has cooperated, and it will defect if the opponent has defected. But TFT has two weaknesses: (i) it cannot correct mistakes (erroneous moves) and (ii) a population of TFT players is undermined by random drift when mutant strategies appear which play always-cooperate (ALLC). Another equally simple strategy called 'win-stay, lose-shift' (WSLS) has neither of these two disadvantages. WSLS repeats the previous move if the resulting payoff has met its aspiration level and changes otherwise. Here, we use a novel approach of stochastic evolutionary game dynamics in finite populations to study mutation-selection dynamics in the presence of erroneous moves. We compare four strategies: always-defect (ALLD), ALLC, TFT and WSLS. There are two possible outcomes: if the benefit of cooperation is below a critical value then ALLD is selected; if the benefit of cooperation is above this critical value then WSLS is selected. TFT is never selected in this evolutionary process, but lowers the selection threshold for WSLS.

  13. To Win the Game, Know the Rules and Legitimize the Players: Disciplinary Literacy and Multilingual Learners

    Science.gov (United States)

    Hickey, Pamela J.; Lewis, Tarie

    2015-01-01

    Effective disciplinary literacy instruction is an essential element in the education of multilingual learners. In this article, we provide an overview of disciplinary literacy as well as instructional approaches that support meaningful pedagogy for these students. We recognize that multilingual learners are already skilled at negotiating language…

  14. Winning the PhD Game: Evocative Playing of Snakes and Ladders

    Science.gov (United States)

    Dickie, Carolyn

    2011-01-01

    The purpose of this paper is to describe a qualitative approach to developing an understanding of the lived experiences of PhD students. Rather than relying on textbook reports and theories about studying a higher degree by research, by allowing the students' voices to be heard, explicit and conscious research can be used to generate appropriate…

  15. The relation between perception and behavior, or how to win a game of trivial pursuit.

    Science.gov (United States)

    Dijksterhuis, A; van Knippenberg, A

    1998-04-01

    The authors tested and confirmed the hypothesis that priming a stereotype or trait leads to complex overt behavior in line with this activated stereotype or trait. Specifically, 4 experiments established that priming the stereotype of professors or the trait intelligent enhanced participants' performance on a scale measuring general knowledge. Also, priming the stereotype of soccer hooligans or the trait stupid reduced participants' performance on a general knowledge scale. Results of the experiments revealed (a) that prolonged priming leads to more pronounced behavioral effects and (b) that there is no sign of decay of the effects for at least 15 min. The authors explain their results by claiming that perception had a direct and pervasive impact on overt behavior (cf. J.A. Bargh, M. Chen, & L. Burrows, 1996). Implications for human social behavior are discussed.

  16. The standard set game of a cooperative game

    NARCIS (Netherlands)

    Bumb, A.F.; Hoede, C.

    2003-01-01

    We show that for every cooperative game a corresponding set game can be defined, called the standard set game. Values for set games can be applied to this standard game and determine allocations for the cooperative game. On the other hand, notions for cooperative games, like the Shapley value, the

  17. Parity Games and Automata for Game Logic

    NARCIS (Netherlands)

    Hansen, H.H.; Kupke, C.; Marti, J.; Venema, Y.; Madeira, A.; Benevides, M.

    2018-01-01

    Parikh’s game logic is a PDL-like fixpoint logic interpreted on monotone neighbourhood frames that represent the strategic power of players in determined two-player games. Game logic translates into a fragment of the monotone μ-calculus, which in turn is expressively equivalent to monotone modal

  18. Optimizing Distribution Problems using WinQSB Software

    Directory of Open Access Journals (Sweden)

    Daniel Mihai Amariei

    2015-07-01

    Full Text Available In the present paper we are presenting a problem of distribution using the Network Modeling Module of the WinQSB software, were we have 5 athletes which we must assign the optimal sample, function of the obtained time, so as to obtain the maximum output of the athletes. Also we analyzed the case of an accident of 2 athletes, the coupling of 3 athletes with 5 various athletic events causing the maximum coupling, done using the Hungarian algorithm.

  19. Insurgent Safe Havens: Can We Win the Fight?

    Science.gov (United States)

    2011-03-08

    factory, a clothing factory, an arms factory, a ~ bakery , hospitals, possible a radio transmitter, a printing press, etc." 17 Che viewed sanctuary as...to beat and proved that an inferior force when properly hidden, striking the weak points of the enemy at the time and place of their choosing can...Record, Jeffery, Beating Goliath, Why Insurgencies Win, (Washington, DC: Potomac Books Inc.). Pg X 5 Clausewitz, Carl Von, On War, Edited by Michael

  20. An elementary introduction to Bayesian computing using WinBUGS.

    Science.gov (United States)

    Fryback, D G; Stout, N K; Rosenberg, M A

    2001-01-01

    Bayesian statistics provides effective techniques for analyzing data and translating the results to inform decision making. This paper provides an elementary tutorial overview of the WinBUGS software for performing Bayesian statistical analysis. Background information on the computational methods used by the software is provided. Two examples drawn from the field of medical decision making are presented to illustrate the features and functionality of the software.

  1. Arming USAF Senior Leaders With Words To Win

    Science.gov (United States)

    2016-03-01

    AU/ACSC/CORBIN, R/AY16 2 AIR COMMAND AND STAFF COLLEGE AIR UNIVERSITY ARMING USAF SENIOR LEADERS WITH WORDS TO WIN by...this toolset for leaders (or its viable utility as an option for implementation) this research looks at the current training provided to both senior ...accurately, as well as the current training provided to both senior leaders in the USAF and to the personnel that support them in their communication

  2. Laughter in popular games and in sport

    DEFF Research Database (Denmark)

    Eichberg, Henning

    2013-01-01

    Hurling in Cornwall, la soule in Britanny, Shrovetide football in England: Popular games have normally been treated as forerunners of modern sport, sport having regulated the space and the time of the game, the (non-) violence of behaviour, the control of results, the planning, strategy, tactics...... of modern sport, as it was established in the nineteenth century, a culture of laughter disappeared. This study tries to counter this mainstream by a phenomenology of laughter in popular games. A contrasting attention is turned towards the seriousness of sporting competition, the smile in modern sport...

  3. BOOK REVIEW: Minority Games

    Science.gov (United States)

    Metzler, R.

    2005-02-01

    New branches of scientific disciplines often have a few paradigmatic models that serve as a testing ground for theories and a starting point for new inquiries. In the late 1990s, one of these models found fertile ground in the growing field of econophysics: the Minority Game (MG), a model for speculative markets that combined conceptual simplicity with interesting emergent behaviour and challenging mathematics. The two basic ingredients were the minority mechanism (a large number of players have to choose one of two alternatives in each round, and the minority wins) and limited rationality (each player has a small set of decision rules, and chooses the more successful ones). Combining these, one observes a phase transition between a crowded and an inefficient market phase, fat-tailed price distributions at the transition, and many other nontrivial effects. Now, seven years after the first paper, three of the key players—Damien Challet, Matteo Marsili and Yi-Cheng Zhang—have published a monograph that summarizes the current state of the science. The book consists of two parts: a 100-page overview of the various aspects of the MG, and reprints of many essential papers. The first chapters of Part I give a well-written description of the motivation and the history behind the MG, and then go into the phenomenology and the mathematical treatment of the model. The authors emphasize the `physics' underlying the behaviour and give coherent, intuitive explanations that are difficult to extract from the original papers. The mathematics is outlined, but calculations are not carried out in great detail (maybe they could have been included in an appendix). Chapter 4 then discusses how and why the MG is a model for speculative markets, how it can be modified to give a closer fit to observed market statistics (in particular, reproducing the `stylized facts' of fat-tailed distributions and volatility clustering), and what conclusions one can draw from the behaviour of the MG

  4. Mobile Game for Learning Bacteriology

    Science.gov (United States)

    Sugimura, Ryo; Kawazu, Sotaro; Tamari, Hiroki; Watanabe, Kodai; Nishimura, Yohei; Oguma, Toshiki; Watanabe, Katsushiro; Kaneko, Kosuke; Okada, Yoshihiro; Yoshida, Motofumi; Takano, Shigeru; Inoue, Hitoshi

    2014-01-01

    This paper treats serious games. Recently, one of the game genres called serious game has become popular, which has other purposes besides enjoyments like education, training and so on. Especially, learning games of the serious games seem very attractive for the age of video games so that the authors developed a mobile game for learning…

  5. Patience of matrix games

    DEFF Research Database (Denmark)

    Hansen, Kristoffer Arnsfelt; Ibsen-Jensen, Rasmus; Podolskii, Vladimir V.

    2013-01-01

    For matrix games we study how small nonzero probability must be used in optimal strategies. We show that for image win–lose–draw games (i.e. image matrix games) nonzero probabilities smaller than image are never needed. We also construct an explicit image win–lose game such that the unique optimal...

  6. Games for Learning

    Science.gov (United States)

    Gee, James Paul

    2013-01-01

    Today there is a great deal of interest in and a lot of hype about using video games in schools. Video games are a new silver bullet. Games can create good learning because they teach in powerful ways. The theory behind game-based learning is not really new, but a traditional and well-tested approach to deep and effective learning, often…

  7. THE SEPARATION GAME

    OpenAIRE

    TRISTAN CAZENAVE

    2006-01-01

    The separation game is different from the connection game, but has some similarities. In the game of Go, it is often useful because it helps to enclose groups and areas. An evaluation function, moves generation functions and a search algorithm for the separation game are described in this paper.

  8. Learning with Calculator Games

    Science.gov (United States)

    Frahm, Bruce

    2013-01-01

    Educational games provide a fun introduction to new material and a review of mathematical algorithms. Specifically, games can be designed to assist students in developing mathematical skills as an incidental consequence of the game-playing process. The programs presented in this article are adaptations of board games or television shows that…

  9. 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....

  10. Computer Games and Art

    Directory of Open Access Journals (Sweden)

    Anton Sukhov

    2015-10-01

    Full Text Available This article devoted to the search of relevant sources (primary and secondary and characteristics of computer games that allow to include them in the field of art (such as the creation of artistic games, computer graphics, active interaction with other forms of art, signs of spiritual aesthetic act, own temporality of computer games, “aesthetic illusion”, interactivity. In general, modern computer games can be attributed to commercial art and popular culture (blockbuster games and to elite forms of contemporary media art (author’s games, visionary games.

  11. Substituting sugar confectionery with fruit and healthy snacks at checkout - a win-win strategy for consumers and food stores?

    DEFF Research Database (Denmark)

    Winkler, Lise L.; Christensen, Ulla; Glümer, Charlotte

    2016-01-01

    a 'responsible' branding opportunity for supermarkets, thus representing a win-win strategy for store managers and consumers in the short term. However, the intervention was too modest to draw conclusions on long-term sales and health implications of this initiative. More research is needed to assess whether......BACKGROUND: The widespread use of in-store marketing strategies to induce unhealthy impulsive purchases has implications for shopping experience, food choice and possibly adverse health outcomes. The aim of this study was to examine consumer attitudes and evaluate sales effects of a healthy...... in four stores for 4 weeks. The intervention was evaluated by 48 short exit interviews on consumer perceptions of the intervention and by linear mixed model analyses of supermarket sales data from the intervention area and a matched control area. RESULTS: The qualitative pre-intervention study identified...

  12. Understanding game-based literacy practices in a school context

    DEFF Research Database (Denmark)

    Bremholm, Jesper; Brok, Lene Storgaard

    to inform and direct the qualitative data collection and to guide the subsequent analytical process. We plan to develop a theoretical framework since we have not been able to find an existing framework that is fitting for our purpose, which is probable due to the fact that literacy research and gaming......In this paper, we propose to present a theoretical framework for understanding and describing literacy practices in classrooms that have adopted a game-based pedagogy. This framework, which is currently under development, is part of the qualitative strand of the research project Game-Based Learning......-based learning as relating to the process of designing games, exploring game worlds, and reflecting on game activities in an educational context. The purpose of the qualitative strand is to explore how the game-based learning activities influence the literacy practices in the different classrooms. This includes...

  13. Norm, gender, and bribe-giving: Insights from a behavioral game

    Science.gov (United States)

    Hong, Ying-yi

    2017-01-01

    Previous research has suggested that bribery is more normative in some countries than in others. To understand the underlying process, this paper examines the effects of social norm and gender on bribe-giving behavior. We argue that social norms provide information for strategic planning and impression management, and thus would impact participants’ bribe amount. Besides, males are more agentic and focus more on impression management than females. We predicted that males would defy the norm in order to win when the amount of their bribe was kept private, but would conform to the norm when it was made public. To test this hypothesis, we conducted two studies using a competitive game. In each game, we asked three participants to compete in five rounds of creative tasks, and the winner was determined by a referee’s subjective judgment of the participants’ performance on the tasks. Participants were allowed to give bribes to the referee. Bribe-giving norms were manipulated in two domains: norm level (high vs. low) and norm context (private vs. public), in order to investigate the influence of informational and affiliational needs. Studies 1 and 2 consistently showed that individuals conformed to the norm level of bribe-giving while maintaining a relative advantage for economic benefit. Study 2 found that males gave larger bribes in the private context than in the public, whereas females gave smaller bribes in both contexts. We used a latent growth curve model (LGCM) to depict the development of bribe-giving behaviors during five rounds of competition. The results showed that gender, creative performance, and norm level all influence the trajectory of bribe-giving behavior. PMID:29272291

  14. Norm, gender, and bribe-giving: Insights from a behavioral game.

    Directory of Open Access Journals (Sweden)

    Tian Lan

    Full Text Available Previous research has suggested that bribery is more normative in some countries than in others. To understand the underlying process, this paper examines the effects of social norm and gender on bribe-giving behavior. We argue that social norms provide information for strategic planning and impression management, and thus would impact participants' bribe amount. Besides, males are more agentic and focus more on impression management than females. We predicted that males would defy the norm in order to win when the amount of their bribe was kept private, but would conform to the norm when it was made public. To test this hypothesis, we conducted two studies using a competitive game. In each game, we asked three participants to compete in five rounds of creative tasks, and the winner was determined by a referee's subjective judgment of the participants' performance on the tasks. Participants were allowed to give bribes to the referee. Bribe-giving norms were manipulated in two domains: norm level (high vs. low and norm context (private vs. public, in order to investigate the influence of informational and affiliational needs. Studies 1 and 2 consistently showed that individuals conformed to the norm level of bribe-giving while maintaining a relative advantage for economic benefit. Study 2 found that males gave larger bribes in the private context than in the public, whereas females gave smaller bribes in both contexts. We used a latent growth curve model (LGCM to depict the development of bribe-giving behaviors during five rounds of competition. The results showed that gender, creative performance, and norm level all influence the trajectory of bribe-giving behavior.

  15. Norm, gender, and bribe-giving: Insights from a behavioral game.

    Science.gov (United States)

    Lan, Tian; Hong, Ying-Yi

    2017-01-01

    Previous research has suggested that bribery is more normative in some countries than in others. To understand the underlying process, this paper examines the effects of social norm and gender on bribe-giving behavior. We argue that social norms provide information for strategic planning and impression management, and thus would impact participants' bribe amount. Besides, males are more agentic and focus more on impression management than females. We predicted that males would defy the norm in order to win when the amount of their bribe was kept private, but would conform to the norm when it was made public. To test this hypothesis, we conducted two studies using a competitive game. In each game, we asked three participants to compete in five rounds of creative tasks, and the winner was determined by a referee's subjective judgment of the participants' performance on the tasks. Participants were allowed to give bribes to the referee. Bribe-giving norms were manipulated in two domains: norm level (high vs. low) and norm context (private vs. public), in order to investigate the influence of informational and affiliational needs. Studies 1 and 2 consistently showed that individuals conformed to the norm level of bribe-giving while maintaining a relative advantage for economic benefit. Study 2 found that males gave larger bribes in the private context than in the public, whereas females gave smaller bribes in both contexts. We used a latent growth curve model (LGCM) to depict the development of bribe-giving behaviors during five rounds of competition. The results showed that gender, creative performance, and norm level all influence the trajectory of bribe-giving behavior.

  16. A win-win marginal rent analysis for operator and consumer under battery leasing mode in China electric vehicle market

    International Nuclear Information System (INIS)

    Li Zhe; Ouyang Minggao

    2011-01-01

    Recently battery leasing has been introduced into the market by automobile manufacturers and power suppliers due to its potential to reduce the purchase cost of electric vehicles (EVs). However, the profit prospect of battery leasing is still uncertain. This paper takes the views of both the operators and consumers and calculates the 'win-win' marginal rent, which not only ensures the profitability of operators, but also allows consumers a lower expenditure than using Internal combustion engine vehicles (ICVs) and EVs with embedded batteries. Battery cost, vehicle weight, gasoline and electricity price, and the discount rate have impacts on the rent. Battery cost plays a dominant role and a battery cost >5 Yen /W h fails to enable the survival of battery leasing to all types of EVs. Battery leasing would be more competitive when focusing on heavier EVs. At least one of the three thresholds is required for the existence of rent pricing range for a 1000 kg EV: gasoline retail price >6 Yen /L, electricity price <0.6 Yen /kW h, or the discount rate <7%. Typically, the feasible battery rent range is 0.34-0.38 Yen /W h/year for a 1000 kg EV under the present battery cost 2 Yen /W h and China current gasoline and electricity prices. - Highlights: → Rent pricing for EV battery leasing must obey win-win rule for BLO and consumers. → Rent is affected by battery cost, vehicle weight, energy price and discount rate. → Battery cost plays dominant role for the BLO survival as described in '5-3-2' Law. → Heavier EVs are more suitable for battery leasing when battery cost is high. → The profitability of BLO is sensitive to the price of gasoline and electricity.

  17. The Uses of Teaching Games in Game Theory Classes and Some Experimental Games.

    Science.gov (United States)

    Shubik, Martin

    2002-01-01

    Discusses the use of lightly controlled games, primarily in classes in game theory. Considers the value of such games from the viewpoint of both teaching and experimentation and discusses context; control; pros and cons of games in teaching; experimental games; and games in class, including cooperative game theory. (Author/LRW)

  18. Cooperative interval games

    OpenAIRE

    Bok, Jan

    2014-01-01

    In this thesis, we study cooperative interval games, a generalized model of cooperative games in which worth of every coalition corresponds with a closed interval representing all possible outcomes of their cooperation. We give a brief introduction into classical cooperative games, interval analysis and finally introduction to cooperative interval games with focus on selections, that is on all possible outcomes of interval game with no additional uncertainty. We introduce new selection-based ...

  19. Deterministic Graphical Games Revisited

    DEFF Research Database (Denmark)

    Andersson, Daniel; Hansen, Kristoffer Arnsfelt; Miltersen, Peter Bro

    2008-01-01

    We revisit the deterministic graphical games of Washburn. A deterministic graphical game can be described as a simple stochastic game (a notion due to Anne Condon), except that we allow arbitrary real payoffs but disallow moves of chance. We study the complexity of solving deterministic graphical...... games and obtain an almost-linear time comparison-based algorithm for computing an equilibrium of such a game. The existence of a linear time comparison-based algorithm remains an open problem....

  20. In vivo labeling of cocaine receptors with 3H-(-) cocaine, 3H-WIN 35,065-2 and 3H-WIN 35,428

    International Nuclear Information System (INIS)

    Scheffel, U.; Boja, J.W.; Stathis, M.; Kuhar, M.J.

    1990-01-01

    11 C-(-)cocaine (-COC) has recently been employed to image -COC binding sites in vivo using PET. Two analogs of -COC, WIN 35,065-2 (WIN-2) and WIN 35,428 (CFT), have been shown in vitro to exhibit higher affinity for the -COC receptor than -COC. The present study evaluates 3 H-WIN-2 and 3 H-CFT as in vivo receptor labels in mice with a view towards the use of these compounds as PET ligands for -COC receptors in the living human brain. 3 H-labeled -COC, WIN-2 and CFT were injected i.v. into mice and their specific binding in the CNS determined. Peak striatal/cerebellar (S/C) ratios were reached at 5 minutes post injection with -COC (1.56), at 45 minutes with 3 H-WIN-2 (3.30) and 60 minutes with 3 H-CFT (4.0). The specificity of in vivo binding of 3 H-WIN-2 and 3 H-CFT was tested by pre-injection of various drugs. Binding of 3 H-WIN-2 and 3 H-CFT was dose-dependently blocked by cold WIN-2 and CFT, and by dopamine uptake site inhibitors (mazindol, GBR 12,909, nomifensine), but not by (+)COC, paroxetine and desipramine. The data indicate that 3 H-WIN-2 and 3 H-CFT exhibit improved in vivo binding (higher S/C ratios, longer retention time at the -COC receptor/dopamine transporter) compared to -COC and support their testing in PET studies

  1. FML-based Prediction Agent and Its Application to Game of Go

    OpenAIRE

    Lee, Chang-Shing; Wang, Mei-Hui; Kao, Chia-Hsiu; Yang, Sheng-Chi; Nojima, Yusuke; Saga, Ryosuke; Shuo, Nan; Kubota, Naoyuki

    2017-01-01

    In this paper, we present a robotic prediction agent including a darkforest Go engine, a fuzzy markup language (FML) assessment engine, an FML-based decision support engine, and a robot engine for game of Go application. The knowledge base and rule base of FML assessment engine are constructed by referring the information from the darkforest Go engine located in NUTN and OPU, for example, the number of MCTS simulations and winning rate prediction. The proposed robotic prediction agent first r...

  2. Network structures between strategies in iterated prisoners' dilemma games

    Science.gov (United States)

    Kim, Young Jin; Roh, Myungkyoon; Son, Seung-Woo

    2014-02-01

    We use replicator dynamics to study an iterated prisoners' dilemma game with memory. In this study, we investigate the characteristics of all 32 possible strategies with a single-step memory by observing the results when each strategy encounters another one. Based on these results, we define similarity measures between the 32 strategies and perform a network analysis of the relationship between the strategies by constructing a strategies network. Interestingly, we find that a win-lose circulation, like rock-paper-scissors, exists between strategies and that the circulation results from one unusual strategy.

  3. Random allocation of pies promotes the evolution of fairness in the Ultimatum Game.

    Science.gov (United States)

    Wang, Xiaofeng; Chen, Xiaojie; Wang, Long

    2014-04-01

    In the Ultimatum Game, two players are offered a chance to win a pie. The proposer suggests how to split the pie. The responder can either accept or reject the deal. If an agreement is not reached, neither player gets anything. Both game theory and evolutionary game theory predict the rational solution that the proposer offers the smallest possible share and the responder accepts it. Fairness thus requires additional mechanisms for natural selection to favor it. Studies to date assumed that individuals have competed for the fixed size of pies, in sharp contrast with real situations, where randomness is ubiquitous. Here we study the impact of random allocation of pies on the evolution of fairness in the Ultimatum Game. Interestingly, we find that the evolution of fairness can be promoted by the randomness associated with the size of pies, without the support of any additional evolutionary mechanisms.

  4. GAME THEORY: MINIMISING THE COST OF CAPITAL VS. MAXIMISING THE RETURN OF INVESTORS

    Directory of Open Access Journals (Sweden)

    Mihaela Brindusa Tudose

    2014-12-01

    Full Text Available The application of game theory to financial transactions focuses on two categories of stakeholders: users of financing (firms and providers of financing (investors. The core of game theory consists in the strategy that a partner is able to build starting from the possible decisions of the other partner (each party having opposing interests. In fact, we deal here with a cooperative game in which both opponents seek to maximise their own chances of winning. The article aims to highlight the manner in which mathematical game theory is transposed in the field of corporate finance by balancing the firm’s objectives (maximising market value by minimising the cost of raising capital and the investors’ objectives (maximising returns on investments. The intended novelty of this paper lies in developing a model for optimising a firm’s financial structure and assessing it in terms of investors’ interests.

  5. Expressing determination: From ENS programme 'Women and nuclear energy' to WIN

    International Nuclear Information System (INIS)

    Heininen-Ojanperae, Marke

    1993-01-01

    WIN is an international association of women working professionally in the fields of nuclear energy and radiation application and willing to devote time to public information. It is established as non-profit making. WIN'S working language is English. WIN aims to contribute to objectively informing the public, especially women, on nuclear energy and radiation, in particular by: meeting regularly to exchange ideas and experiences between countries' WIN information groups, establishing country WIN groups in nuclear countries as widely as practical, supporting each other across borders, working out shared information techniques and information materials for international use. WIN is open to female nuclear and radiation professionals and academics as well as communications specialists, from all over the world, pledged to adhere to the goals of this Charter. The first WINFO Quarterly Newsletter of Women in Nuclear has been published

  6. Quantum Game Beats Classical Odds—Thermodynamics Implications

    Directory of Open Access Journals (Sweden)

    George Levy

    2015-11-01

    Full Text Available A quantum game is described making use of coins embodied as entangled Fermions in a potential energy well. It is shown that the odds are affected by the Pauli Exclusion Principle. They depend on the elevation in the energy well where the coins are selected, ranging from being a certainty of winning at the bottom of the well to being near classical at the top. These odds differ markedly from those in a classical game in which they are independent of elevation. The thermodynamics counterpart of the quantum game is discussed. It is shown that the temperature of a Maxwellian gas column in a potential energy gradient is independent of elevation. However, the temperature of a Fermion gas is shown to drop with elevation. The game and the gas column utilize the same components. When Fermions are used, a shifting of odds is produced in the game and a shifting of kinetic energy is produced in the thermodynamic experiment, leading to a spontaneous temperature gradient.

  7. Alternate Reality Games

    DEFF Research Database (Denmark)

    Kristiansen, Erik

    2014-01-01

    What. Urban Games are games that take place in the real-world of the players, and which make use of the properties of the city. Alternate Reality Games (ARGs) are urban games that pretend to be conspiracy theories that really are happening in the life of the players. The games are experienced...... through events, challenges and collaborative puzzle solving and may evolve through the engagement of the players. This new design method, Aulaia, addresses the design of urban games in the form of ARGs. Along with the design method several examples from real world ARGs are given. Why. ARGs and other urban...... games are usually large and complicated undertakings, which require many coordinated activities in order to make successful games. This design method secures a structured approach, not only for the design of the game, but also for the launch and running. ARGs develop along with the players and require...

  8. The Air Campaign vs. Ballistic Missiles: Seeking the Strategic Win in the 21st Century

    Science.gov (United States)

    2017-06-01

    Adapted from the Robert A. Pape, Bombing to Win : Air Power and Coercion in War (Ithaca, NY: Cornell University Press, 1996), 357–58; Eliot...audible 4 Robert A. Pape, Bombing to Win : Air Power and Coercion in War (Ithaca, NY: Cornell University...Cass Series--Studies in Air Power 12. London ; Portland, OR: Frank Cass, 2003. Pape, Robert A. Bombing to Win : Air Power and Coercion in War

  9. Cyberspace Human Capital: Building a Cadre Today to Win Tomorrows War

    Science.gov (United States)

    2016-04-28

    James Kaplan, Naufal Khan and Roger Roberts . Winning the Battle for Technology Talent, Business Technology Office, 2012. 41 Recommendation R8...Building a Cadre Today to Win Tomorrow’s War by Erica Fountain, Brian Viola & Michael Williams, Major United States Air Force A...Schwartz, kick-started the transformation of the USAF’s foundational mission imperatives with a new mission statement: “to fly, fight and win in air

  10. Understanding a Complex World: Why an Emphasis on Empathy Could Better Enable Army Leaders to Win

    Science.gov (United States)

    2016-06-10

    the problem of how to win in a complex world. 1 Brig. Gen. Oscar W. Koch and Robert G. Hayes, G-2: Intelligence for Patton (Atglen, PA: Schiffer...UNDERSTANDING A COMPLEX WORLD: WHY AN EMPHASIS ON EMPATHY COULD BETTER ENABLE ARMY LEADERS TO WIN A thesis presented to the...Leaders to Win 5a. CONTRACT NUMBER 5b. GRANT NUMBER 5c. PROGRAM ELEMENT NUMBER 6. AUTHOR(S) Matthew J. Fontaine, MAJ 5d. PROJECT NUMBER

  11. Decomposition of Network Communication Games

    NARCIS (Netherlands)

    Dietzenbacher, Bas; Borm, Peter; Hendrickx, Ruud

    2015-01-01

    Using network control structures this paper introduces network communication games as a generalization of vertex games and edge games corresponding to communication situations and studies their decomposition into unanimity games. We obtain a relation between the dividends of the network

  12. Tackling sensitive issues using a game-based environment: serious game for relationships and sex education (RSE).

    Science.gov (United States)

    Brown, Katherine; Arnab, Sylvester; Bayley, Julie; Newby, Katie; Joshi, Puja; Judd, Becky; Baxter, Alison; Clarke, Samatha

    2012-01-01

    Experiencing sexual coercion during adolescence can lead to adverse psychological and physical health outcomes for those affected. Eliminating such experiences is important for enhancing adolescent wellbeing, and the provision of good quality relationships and sex education (RSE) is needed. Engaging young people in sensitive subject matters in RSE can be challenging, and using Serious Gaming technology may support young people and educators in this process. This paper describes the use of Intervention mapping (IM) in the development of a serious game on the topic of sexual coercion for use in RSE. IM is a process that draws on stakeholder engagement and the theory and evidence base to support health improvement intervention planning. Serious game developers transformed the game concept 'flat plan' into an interactive gameshow. The game is teacher led and aims to engage students in game play and discussion around the issue of sexual coercion. The final product known as PR:EPARe (Positive Relationships: Eliminating Coercion and Pressure in Adolescent Relationships) is the subject of an ongoing cluster Randomised Controlled Trial (RCT) in local schools. Early data analysis shows improvements in psychological preparedness for dealing with sexual coercion against some change objectives. This work represents the first attempt to use IM in the development of a Serious Game and the use of Serious Gaming for RSE delivery. RCT work is ongoing and PR:EPARe will become part of local RSE delivery in the new school year. Plans for ensuring broader impact of the game are in development.

  13. Home advantage in the Brazilian soccer championship: effect of game location and team quality

    Directory of Open Access Journals (Sweden)

    Cristiano Diniz da Silva

    2010-02-01

    Full Text Available The objective of the present study was to evaluate home advantage in Brazilian soccer considering the interference of and interaction between game location and team quality in the percentage of wins and draws. Data from the Brazilian first-division soccer championship comprising a period of 10 years (1998-2007 were analyzed, for a total of 3,836 games. For club qualification the first deviation of the curve of Gauss was used in relation to the punctuation obtained. Clubs presenting a punctuation higher than this deviation were classified as high quality (HQ, clubs with an intermediate punctuation as average quality (AQ, and clubs with a lower puncutation as low quality (LQ. There was an effect of game location (p< 0.001; η2=0.88, with clubs playing at home winninng on average 25% more games. This effect was less pronounced for LQ teams compared to AQ and HQ teams (p< 0.001, a find-ing indicating a significant effect of team quality (η2=0.89. A significant, although of medium strength, interaction was observed between team quality and game location for the percentage of wins at home (p=0.023; η2=0.13. There was also a significant relationship between game location and team quality for draws (p< 0.001; η2=0.39, with no important influence of the individual factors. HQ teams presented fewer draws at home than away, while the opposite was observed for LQ clubs (p< 0.05. No difference between draws at home and away was observed for AQ teams. In conclusion, game location is an advantageous factor in Brazilian first-division soccer championship games, with this factor being more pronounced in the case of high quality teams.

  14. Key performance indicators for government and non profit agencies: implementing winning KPIs

    National Research Council Canada - National Science Library

    Parmenter, David

    2012-01-01

    "Winning techniques and strategies for nonprofits and government agencies in creating successful and critical key performance indicatorsBy exploring measures that have transformed businesses, David...

  15. Maximum effort in the minimum-effort game

    Czech Academy of Sciences Publication Activity Database

    Engelmann, Dirk; Normann, H.-T.

    2010-01-01

    Roč. 13, č. 3 (2010), s. 249-259 ISSN 1386-4157 Institutional research plan: CEZ:AV0Z70850503 Keywords : minimum-effort game * coordination game * experiments * social capital Subject RIV: AH - Economics Impact factor: 1.868, year: 2010

  16. Feedback Nash Equilibria for Linear Quadratic Descriptor Differential Games

    NARCIS (Netherlands)

    Engwerda, J.C.; Salmah, Y.

    2010-01-01

    In this note we consider the non-cooperative linear feedback Nash quadratic differential game with an infinite planning horizon for descriptor systems of index one. The performance function is assumed to be indefinite. We derive both necessary and sufficient conditions under which this game has a

  17. Feedback nash equilibria for linear quadratic descriptor differential games

    NARCIS (Netherlands)

    Engwerda, J.C.; Salmah, S.

    2012-01-01

    In this paper, we consider the non-cooperative linear feedback Nash quadratic differential game with an infinite planning horizon for descriptor systems of index one. The performance function is assumed to be indefinite. We derive both necessary and sufficient conditions under which this game has a

  18. Using Communicative Games in Improving Students' Speaking Skills

    Science.gov (United States)

    Dewi, Ratna Sari; Kultsum, Ummi; Armadi, Ari

    2017-01-01

    The aims of the study are to know whether communicative games have an impact on teaching speaking skill and describe how communicative games give an influence on speaking skills of students at junior high schools in Jakarta, Indonesia. Classroom Action Research (CAR) was implemented based on Kurt. L model. The procedures used were planning,…

  19. Creative Design of Digital Cognitive Games: Application of Cognitive Toys and Isomorphism

    Science.gov (United States)

    Sedig, Kamran; Haworth, Robert

    2012-01-01

    Digital cognitive games (DCGs) are games whose primary purpose is to mediate (i.e., support, develop, and enhance) cognitive activities such as problem solving, decision making, planning, and critical reasoning. As these games increase in popularity and usage, more attention should be paid to their design. Currently, there is a lack of design…

  20. Quantum repeated games revisited

    International Nuclear Information System (INIS)

    Frąckiewicz, Piotr

    2012-01-01

    We present a scheme for playing quantum repeated 2 × 2 games based on Marinatto and Weber’s approach to quantum games. As a potential application, we study the twice repeated Prisoner’s Dilemma game. We show that results not available in the classical game can be obtained when the game is played in the quantum way. Before we present our idea, we comment on the previous scheme of playing quantum repeated games proposed by Iqbal and Toor. We point out the drawbacks that make their results unacceptable. (paper)

  1. Social Network Gaming Trends

    Directory of Open Access Journals (Sweden)

    Michael Gathwright

    2010-01-01

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

  2. What games do

    DEFF Research Database (Denmark)

    Jessen, Jari Due; Jessen, Carsten

    2014-01-01

    When interacting with computer games, users are forced to follow the rules of the game in return of the excitement, joy, fun, or other pursued experiences. In this paper, we investigate how games achieve these experiences in the perspective of Actor Network Theory (ANT). Based on a qualitative...... study we conclude that both board games and computer games are actors that produce experiences by exercising power over the user’s abilities, for example their cognitive functions. Games are designed to take advantage of the characteristics of the human players....

  3. Introduction: Changing the Game

    DEFF Research Database (Denmark)

    Drachen, Anders; Seif El-Nasr, M.; Canossa, Alessandro

    2013-01-01

    Game Analytics has gained a tremendous amount of attention in game development and game research in recent years. The widespread adoption of data-driven business intelligence practices at operational, tactical and strategic levels in the game industry, combined with the integration of quantitative...... measures in user-oriented game research, has caused a paradigm shift. Historically, game development has not been data-driven, but this is changing as the benefits of adopting and adapting analytics to inform decision making across all levels of the industry are becoming generally known and accepted....

  4. Games on Games. Game Design as Critical Reflexive Practice

    Directory of Open Access Journals (Sweden)

    Giovanni Caruso

    2016-11-01

    Full Text Available Can video game design be compared to more formalized practices of scientific research or speculation within game studies? And, by virtue of an intellectual leap that in itself calls for discussion, can video games be considered as an efficient vehicle for the presentation of certain kinds of knowledge, in the same way in which papers, conference presentations, and books are? What Ratto defines as critical making (2011, the practice of producing artifacts of different sorts in order to supplement and extend critical reflection, may apply to video games as well. Forms of research through design (Zimmerman, Forlizzi and Evenson, 2007, of carpentry (Bogost, 2012, and speculative design (Dunne and Raby, 2013 have been analyzed, discussed, and maybe most importantly, put into practice in different fields of cultural and scientific production. To address this gap and to map the current (and future state of self-reflexive games, we asked both researchers and designers to imagine an application of these concepts to video games. Paraphrasing Zimmerman, Forlizzi and Evenson, what does research through game design might mean? What epistemological insights can we derive from the act of designing, making and playing video games?

  5. Young People and Television; An International Study of Juries, Producers and Their Young Audiences Based on the Prize-Winning Programmes of Prix Jeunesse 1970: Man in Metropolis and Baff.

    Science.gov (United States)

    Emrich, Ernst

    Young people's reactions to two prize winning programs of the Prix Jeunesse 1970 were evaluated in seven different countries: Germany, France, Great Britain, Ireland, Norway, United States, and Yugoslavia. This report of the evaluations first overviews the plan of the research, discusses the juries which conferred the prizes, describes the two…

  6. Participation through Exploratory Design Games

    DEFF Research Database (Denmark)

    Brandt, Eva

    2011-01-01

    Exploratory Design Games (EDG) belong to a field of participatory design, where the direct involvement of users (the people who are supposed to use the design) is essential. Exploratory design games are a particular genre for formatting design dialogues that are engaging for all parties involved....... also been applied in architectural and urban planning approaches in order to gain new insights and develop a common strategy for the future. EDG are powerful, bacause they help to create an informal and playful atmosphere, which can be very productive in creative work.......Exploratory Design Games (EDG) belong to a field of participatory design, where the direct involvement of users (the people who are supposed to use the design) is essential. Exploratory design games are a particular genre for formatting design dialogues that are engaging for all parties involved....... They are a serious but playful way to work that opens up the design process for stakeholders outside the traditional design team. EDG set an agenda for collaborative inquiry and assist the players in creating for instance new services, material products or common visions for possible futures. The scope...

  7. Greater circadian disadvantage during evening games for the National Basketball Association (NBA), National Hockey League (NHL) and National Football League (NFL) teams travelling westward.

    Science.gov (United States)

    Roy, Jonathan; Forest, Geneviève

    2018-02-01

    We investigated the effects of a circadian disadvantage (i.e. playing in a different time zone) on the winning percentages in three major sport leagues in North America: the National Basketball Association, the National Hockey League and the National Football League. We reviewed 5 years of regular season games in the National Basketball Association, National Hockey League and National Football League, and noted the winning percentage of the visiting team depending on the direction of travel (west, east, and same time zone) and game time (day and evening games). T-tests and analysis of variance were performed to evaluate the effects of the circadian disadvantage, its direction, the number of time zones travelled, and the game time on winning percentages in each major league. The results showed an association between the winning percentages and the number of time zones traveled for the away evening games, with a clear disadvantage for the teams travelling westward. There was a significant difference in the teams' winning percentages depending on the travelling direction in the National Basketball Association (F 2,5908  = 16.12, P < 0.0001) and the National Hockey League (F 2,5639  = 4.48, P = 0.011), and a trend was found in the National Football League (F 2,1279  = 2.86, P = 0.058). The effect of the circadian disadvantage transcends the type of sport and needs to be addressed for greater equity among the western and eastern teams in professional sports. These results also highlight the importance of circadian rhythms in sport performance and athletic competitions. © 2017 European Sleep Research Society.

  8. Social Studies Games on Parade.

    Science.gov (United States)

    Bolger, Charlene

    Elementary school teachers are provided with materials and instructions for using a variety of social studies games. The 15 games described are: charades, checker states, hollywood squares, states guessing game, index relay, jeopardy, the match game, the money game, password, the states game, sequence, stump the students, track meet, famous person…

  9. Simulation Games in Moral Education

    Science.gov (United States)

    Boulogne, Jack

    1978-01-01

    Discusses the value of simulation games in moral education in four categories: fun and games; games as simulations of real life; games as motivators; and morality and game theory. Also examines the gaming aspects of morality, as well as the physical, psychological, precedent-setting, and internal consequences of an action. (Author/JK)

  10. Games of lives in surviving childhood brain tumors.

    Science.gov (United States)

    Chen, Chin-Mi; Chen, Yueh-Chih; Haase, Joan E

    2008-06-01

    The purpose of this phenomenological study was to describe the commonality of the lived experience of adolescent and young adult survivors (AYAS) of brain tumors in Taiwan from a sociocultural perspective. Seven AYAS aged 13 to 22 years, who had survived 5 to 10 years from the time of diagnosis, participated in this study. In consideration of their emotional duress, each participant was interviewed only once. The data revealed an essential structure: the game of life. The essential structure included six themes as follows: (a) no longer playing well, (b) wandering on the outer edges of social life, (c) helplessly struggling with role obligations, (d) rationally regulating the meaning of surviving, (e) winning a new social face, and (f) mastering the game of life. The findings suggest how nurses might help AYAS to succeed in psychosocial adjustment.

  11. Research on bidding quotation game of international project

    Science.gov (United States)

    Lin, Tao; Xu, Xin

    2017-04-01

    Bidding competition of international projects is more and more fierce currently. However, China started late relatively in the field, it is still lack of experience in the aspect of participation in bidding of international projects, and more effective bidding quotation system is not formed till present. Therefore, China can not win through systemic bidding quotation methods compared with many powerful bidding enterprises in the international field. Research on the field is also focused by many aspects as a result. It is urgent to solve related problems. Game theory is combined for analyzing the effectiveness and operability of bidding quotation models mainly based on current situation of bidding market in China international projects during research process in the paper. The research starts with the perspective of bidders for analyzing their game with tenderers and other bidders. The results have operational value aiming at bidders.

  12. Mischievous responding in Internet Gaming Disorder research.

    Science.gov (United States)

    Przybylski, Andrew K

    2016-01-01

    The most recent update to the American Psychiatric Association's (APA) Diagnostic and Statistical Manual of Mental Disorders (DSM-5) included Internet Gaming Disorder as a new potential psychiatric condition that merited further scientific study. The present research was conducted in response to the APA Substance-Related Disorders Working Group's research call to estimate the extent to which mischievous responding-a known problematic pattern of participant self-report responding in questionnaires-is relevant to Internet Gaming Disorder research. In line with a registered sampling and analysis plan, findings from two studies (n tot = 11,908) provide clear evidence that mischievous responding is positively associated with the number of Internet Gaming Disorder indicators participants report. Results are discussed in the context of ongoing problem gaming research and the discussion provides recommendations for improving the quality of scientific practice in this area.

  13. Mischievous responding in Internet Gaming Disorder research

    Directory of Open Access Journals (Sweden)

    Andrew K. Przybylski

    2016-09-01

    Full Text Available The most recent update to the American Psychiatric Association’s (APA Diagnostic and Statistical Manual of Mental Disorders (DSM-5 included Internet Gaming Disorder as a new potential psychiatric condition that merited further scientific study. The present research was conducted in response to the APA Substance-Related Disorders Working Group’s research call to estimate the extent to which mischievous responding—a known problematic pattern of participant self-report responding in questionnaires—is relevant to Internet Gaming Disorder research. In line with a registered sampling and analysis plan, findings from two studies (ntot = 11,908 provide clear evidence that mischievous responding is positively associated with the number of Internet Gaming Disorder indicators participants report. Results are discussed in the context of ongoing problem gaming research and the discussion provides recommendations for improving the quality of scientific practice in this area.

  14. Gaming Device Usage Patterns Predict Internet Gaming Disorder: Comparison across Different Gaming Device Usage Patterns

    OpenAIRE

    Paik, Soo-Hyun; Cho, Hyun; Chun, Ji-Won; Jeong, Jo-Eun; Kim, Dai-Jin

    2017-01-01

    Gaming behaviors have been significantly influenced by smartphones. This study was designed to explore gaming behaviors and clinical characteristics across different gaming device usage patterns and the role of the patterns on Internet gaming disorder (IGD). Responders of an online survey regarding smartphone and online game usage were classified by different gaming device usage patterns: (1) individuals who played only computer games; (2) individuals who played computer games more than smart...

  15. 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....

  16. Engaging Systems Understanding through Games (Invited)

    Science.gov (United States)

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

    2013-12-01

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

  17. The Molecular Model Game

    Science.gov (United States)

    Myers, Stephanie A.

    2003-04-01

    The Molecular Model Game is used to review Lewis structures and VSEPR theory. In this game, teams of students compete to complete problems quickly. Variations with other types of problems involving stoichiometry or equilibria are also possible.

  18. 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)

  19. Design Games to Learn

    DEFF Research Database (Denmark)

    Marchetti, Emanuela; Valente, Andrea

    2014-01-01

    In this paper we argue that there is a need for digital games that could be easy to alter by young learners. Unfortunately it was found 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 middle ground between digital and traditional table top games, so to grant children more freedom to express themselves, articulate their understanding and difficulties individually or socially; this approach is an alternative to the current trend of associating...... programming with digital creativity. In our preliminary study we transposed a digital game into a card game and observed students while shifting between playing and design thinking. Results from this study suggest that the notion of altering a digital game through a card-based transposition of the same game...

  20. Game development with Swift

    CERN Document Server

    Haney, Stephen

    2015-01-01

    If you wish to create and publish fun iOS games using Swift, then this book is for you. You should be familiar with basic programming concepts. However, no prior game development or Apple ecosystem experience is required.

  1. Big Game Reporting Stations

    Data.gov (United States)

    Vermont Center for Geographic Information — Point locations of big game reporting stations. Big game reporting stations are places where hunters can legally report harvested deer, bear, or turkey. These are...

  2. Games and Simulations.

    Science.gov (United States)

    Wardlaw, Heather

    1978-01-01

    Describes secondary school students making and playing games related to specific themes in their course work. Transcripts of student discussions are used to illustrate the language and social skills to which the gaming contributed. (AA)

  3. Olympic Games volunteering genesis

    Directory of Open Access Journals (Sweden)

    Oleksandr Tomenko

    2017-04-01

    Full Text Available Purpose: to consider the development of volunteer activity in relation to the Olympic Games. Material & Methods: theoretical scientific works of domestic and foreign scientists on the development of volunteer activities regarding their participation in the Olympic Games are analyzed, considered the main legal documents relating to the Olympic sport. Results: Statistical indicators of participation of volunteers in the Winter and Summer Olympics Games are analyzed and presented. The role and significance of volunteers' activity in the organization and holding of the Olympic Games are revealed. Conclusion: evolution of the volunteer movement, with reference to the Olympic Games, originates from the first games that took place in 1896 in Athens. To date, volunteers are an integral part of the organization and holding of the Olympic Games, their activities help to solve a number of organizational issues, the creation of a corresponding atmosphere and image at a sporting event, largely determine the success of games.

  4. Stinging Insect Matching Game

    Science.gov (United States)

    ... for Kids ▸ Stinging Insect Matching Game Share | Stinging Insect Matching Game Stinging insects can ruin summer fun for those who are ... the difference between the different kinds of stinging insects in order to keep your summer safe and ...

  5. Astronomers Win Protection for Key Part of Radio Spectrum

    Science.gov (United States)

    2000-06-01

    International Telecommunication Union meet to painstakingly parcel out the radio frequency spectrum between radio-based applications such as personal communications, satellite broadcasting, GPS and amateur radio, and the sciences of radio astronomy, earth exploration and deep space research. The WRC also coordinates sharing between services in the same radio bands. WRC decisions are incorporated into the Radio Regulations that govern radio services worldwide. The new spectrum allocations for radio astronomy are the first since 1979. Millimeter-wave astronomy was then in its infancy and many of its needs were not yet known. As astronomers began to explore this region of the spectrum they found spectral lines from many interesting molecules in space. Many of those lines had not fallen into the areas originally set aside for astronomy, but most will be under the new allocations. "It's a win for millimeter-wave science," said Dr. John Whiteoak of the Australia Telescope National Facility, Australian delegate to WRC-00. "This secures its future." The protection is a significant step for both existing millimeter-wave telescopes and new ones such as the Atacama Large Millimeter Array (ALMA) now being planned by a U.S.-European consortium. Even at its isolated site in Chile's Atacama desert, ALMA would be vulnerable to interference from satellite emissions. Sensitive radio astronomy receivers are blinded by these emissions, just as an optical telescope would be by a searchlight. "There is more energy at millimeter and sub-millimeter wavelengths washing through the Universe than there is of light or any other kind of radiation," said ALMA Project Scientist, Dr. Al Wootten of the National Radio Astronomy Observatory. "Imaging the sources of this energy can tell us a great deal about the formation of stars and galaxies, and even planets." "But the Earth's atmosphere isn't very kind to us - it has only a few windows at these frequencies, and not very transparent ones at that. They are

  6. Model-theoretic Optimization Approach to Triathlon Performance Under Comparative Static Conditions – Results Based on The Olympic Games 2012

    Directory of Open Access Journals (Sweden)

    Michael Fröhlich

    2013-10-01

    Full Text Available In Olympic-distance triathlon, time minimization is the goal in all three disciplines and the two transitions. Running is the key to winning, whereas swimming and cycling performance are less significantly associated with overall competition time. A comparative static simulation calculation based on the individual times of each discipline was done. Furthermore, the share of the discipline in the total time proved that increasing the scope of running training results in an additional performance development. Looking at the current development in triathlon and taking the Olympic Games in London 2012 as an initial basis for model-theoretic simulations of performance development, the first fact that attracts attention is that running becomes more and more the crucial variable in terms of winning a triathlon. Run times below 29:00 minutes in Olympic-distance triathlon will be decisive for winning. Currently, cycle training time is definitely overrepresented. The share of swimming is considered optimal.

  7. Social strategy games in communicating trade-offs between mitigation and adaptation in cities

    DEFF Research Database (Denmark)

    Juhola, Sirkku; Driscoll, Patrick Arthur; Suarez, Pablo

    2013-01-01

    and mitigation strategies and what kinds of negative and positive synergies can be identified between them. This paper explores how social games can help people to understand the trade-offs between mitigation and adaptation measures in an urban environment and examines the possibilities of using social gaming...... as a research method. Data was collected from Denmark, Finland and the US through organized gaming sessions. The conclusion of the study is that social games are a promising method to understand complex planning problems....

  8. COMPUTER GAMES AND EDUCATION

    OpenAIRE

    Sukhov, Anton

    2018-01-01

    This paper devoted to the research of educational resources and possibilities of modern computer games. The “internal” educational aspects of computer games include educational mechanism (a separate or integrated “tutorial”) and representation of a real or even fantastic educational process within virtual worlds. The “external” dimension represents educational opportunities of computer games for personal and professional development in different genres of computer games (various transport, so...

  9. Long Persuasion Games

    OpenAIRE

    Francoise Forges; Frédéric Koessler

    2006-01-01

    This paper characterizes geometrically the set of all Nash equilibrium payoffs achievable with unmediated communication in persuasion games, i.e., games with an informed expert and an uninformed decisionmaker in which the expert's information is certifiable. The first equilibrium characterization is provided for unilateral persuasion games, and the second for multistage, bilateral persuasion games. As in Aumann and Hart (2003), we use the concepts of diconvexification and dimartingale. A lead...

  10. Serious games in education

    OpenAIRE

    J. C. Read

    2015-01-01

    This paper describes some of the tensions around serious games in education by considering how serious games might be designed for learners who may not be especially motivated to play them. Beginning with a narrative that sets out where serious games position within educational settings, with a focus on high school and college, the paper describes two elements that are considered essential for serious games for this demographic – fun and cool.

  11. Graphical Potential Games

    OpenAIRE

    Ortiz, Luis E.

    2015-01-01

    Potential games, originally introduced in the early 1990's by Lloyd Shapley, the 2012 Nobel Laureate in Economics, and his colleague Dov Monderer, are a very important class of models in game theory. They have special properties such as the existence of Nash equilibria in pure strategies. This note introduces graphical versions of potential games. Special cases of graphical potential games have already found applicability in many areas of science and engineering beyond economics, including ar...

  12. Computer games addiction

    OpenAIRE

    Nejepínský, Adam

    2010-01-01

    This bachelor thesis deals with the problem of computer games addiction. The attention is paid mainly to on-line games for more players. The purpose of this thesis was to describe this problem and to check - through questionnaire investigation - if the addiction to computer games and the impacts connected with the games really deserve excessive experts and laics attention. The thesis has two parts -- theoretical and practical ones. The theoretical part describes the possibilities of diagnosin...

  13. Project Games

    NARCIS (Netherlands)

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

    2005-01-01

    This paper studies situations in which a project consisting of several activities is not executed as planned.It is divided into three parts.The first part analyzes the case where the activities may be delayed; this possibly induces a delay on the project as a whole with additional costs.Associated

  14. Games and Platform Decisions

    DEFF Research Database (Denmark)

    Hansen, Poul H. Kyvsgård; Mikkola, Juliana Hsuan

    2007-01-01

    is the application of on-line games in order to provide training for decision makers and in order to generate overview over the implications of platform decisions. However, games have to be placed in a context with other methods and we argue that a mixture of games, workshops, and simulations can provide improved...

  15. GameSalad essentials

    CERN Document Server

    DeQuadros, Miguel

    2015-01-01

    If you want to create your own game, but don't know where to start, this is the book for you. Whether you've used GameSalad before, or have prior game development experience or not you are sure to learn! Imaging software experience, such as Photoshop, is good to have, but art and assets are provided in the book's resources.

  16. Convex Interval Games

    NARCIS (Netherlands)

    Alparslan-Gok, S.Z.; Brânzei, R.; Tijs, S.H.

    2008-01-01

    In this paper, convex interval games are introduced and some characterizations are given. Some economic situations leading to convex interval games are discussed. The Weber set and the Shapley value are defined for a suitable class of interval games and their relations with the interval core for

  17. Video Design Games

    DEFF Research Database (Denmark)

    Smith, Rachel Charlotte; Christensen, Kasper Skov; Iversen, Ole Sejer

    We introduce Video Design Games to train educators in teaching design. The Video Design Game is a workshop format consisting of three rounds in which participants observe, reflect and generalize based on video snippets from their own practice. The paper reports on a Video Design Game workshop...

  18. Stay Teen: Games

    Science.gov (United States)

    ... by You are here Home » Games and Quizzes Games and Quizzes Facebook Twitter Tumblr Shares · 58 quiz ... Year’s Relationship Resolution Be? Shares · 6 Comments · 0 game Block Party Shares · 36 Comments · 0 quiz Should ...

  19. An Extended Duopoly Game.

    Science.gov (United States)

    Eckalbar, John C.

    2002-01-01

    Illustrates how principles and intermediate microeconomic students can gain an understanding for strategic price setting by playing a relatively large oligopoly game. Explains that the game extends to a continuous price space and outlines appropriate applications. Offers the Mathematica code to instructors so that the assumptions of the game can…

  20. Gaming Gains Respect

    Science.gov (United States)

    Richardson, Will

    2012-01-01

    The idea of learning through games isn't necessarily new. In fact, over the past decade, researchers have been espousing the use of games to help both children and adults learn. But it's only been recently that games have begun to make serious inroads into classrooms. As the world becomes more and more driven by mobile apps and tablet…