Academic literature on the topic 'Game coding'
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Journal articles on the topic "Game coding"
Scheepers, Marion. "Variations on a game of Gale (I): Coding strategies." Journal of Symbolic Logic 58, no. 3 (September 1993): 1035–43. http://dx.doi.org/10.2307/2275110.
Full textYun, Hyun-Jung. "Performative Writing of Coding Game." Journal of Korea Game Society 16, no. 1 (February 28, 2016): 51–62. http://dx.doi.org/10.7583/jkgs.2016.16.1.51.
Full textHawkes, N. "Patient coding and the ratings game." BMJ 340, apr23 2 (April 23, 2010): c2153. http://dx.doi.org/10.1136/bmj.c2153.
Full textGrünwald, Peter. "Entropy concentration and the empirical coding game." Statistica Neerlandica 62, no. 3 (July 22, 2008): 374–92. http://dx.doi.org/10.1111/j.1467-9574.2008.00401.x.
Full textZheng, Maliang, and Daniel Kudenko. "Automated Event Recognition for Football Commentary Generation." International Journal of Gaming and Computer-Mediated Simulations 2, no. 4 (October 2010): 67–84. http://dx.doi.org/10.4018/jgcms.2010100105.
Full textChandrasekharan, Sanjay, Alexandra Mazalek, Michael Nitsche, Yanfeng Chen, and Apara Ranjan. "Ideomotor design." Pragmatics and Cognition 18, no. 2 (August 13, 2010): 313–39. http://dx.doi.org/10.1075/pc.18.2.04cha.
Full textMemmert, Daniel, and Stephen Harvey. "The Game Performance Assessment Instrument (GPAI): Some Concerns and Solutions for Further Development." Journal of Teaching in Physical Education 27, no. 2 (April 2008): 220–40. http://dx.doi.org/10.1123/jtpe.27.2.220.
Full textBerland, Matthew, and Victor R. Lee. "Collaborative Strategic Board Games as a Site for Distributed Computational Thinking." International Journal of Game-Based Learning 1, no. 2 (April 2011): 65–81. http://dx.doi.org/10.4018/ijgbl.2011040105.
Full textPalaiyanur, Hari, Cheng Chang, and Anant Sahai. "The Source Coding Game With a Cheating Switcher." IEEE Transactions on Information Theory 57, no. 7 (July 2011): 4545–60. http://dx.doi.org/10.1109/tit.2011.2145730.
Full textYengulalp, Lynne. "Coding strategies, the Choquet game, and domain representability." Topology and its Applications 202 (April 2016): 384–96. http://dx.doi.org/10.1016/j.topol.2016.02.003.
Full textDissertations / Theses on the topic "Game coding"
Boodé, Philip. "GoDraw : Creative Coding i Godot Game Engine." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-166743.
Full textNivens, Ryan Andrew, and Rosemary Geiken. "Developing Preschoolers’ Coding Literacy Using a Computer Science-based Board Game." Digital Commons @ East Tennessee State University, 2017. https://dc.etsu.edu/etsu-works/2641.
Full textCockerham, Lucas. "POKERFACE: EMOTION BASED GAME-PLAY TECHNIQUES FOR COMPUTER POKER PLAYERS." UKnowledge, 2004. http://uknowledge.uky.edu/gradschool_theses/224.
Full textBaidas, Mohammed Wael. "Node Selection, Synchronization and Power Allocation in Cooperative Wireless Networks." Diss., Virginia Tech, 2012. http://hdl.handle.net/10919/26527.
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Gupta, Smrati. "Contributions on networking techniques for wireless relay channels." Doctoral thesis, Universitat Autònoma de Barcelona, 2014. http://hdl.handle.net/10803/283583.
Full textIn the recent years, relaying has emerged as a powerful technique to improve the coverage and throughput of wireless networks. Consequently, the growing demands of the wireless relay networks based services has led to the development of novel and efficient networking techniques. These techniques can be used at different layers of the protocol stack and can be optimized to meet different objectives like throughput maximization, improving coverage etc. within existent networking framework. This thesis presents a series of contributions towards the networking techniques using a variety of tools in order to maximize the throughput of the network and satisfy the user demands. To make effective and concrete contributions, we have selected challenging problems in various aspects of advanced wireless networking techniques and presented neat solutions to these problems. In particular, we make use of the different tools like network coding, cognitive transmission techniques and game theory in order to design networking solutions for modern wireless relay networks. The main contributions of this thesis towards networking techniques at different layers of the protocol stack are as follows. Firstly, at the physical layer, we maximize the throughput of the network using the tool of physical layer network coding (PNC) based on compute and forward (CF) in relay networks. It is known that the maximum achievable rates in CF-based transmission are limited due to the channel approximations at the relay. We propose the integer forcing precoder (IFP), which bypasses this maximum rate achievability limitation. With the help of IFP, we demonstrate a possible implementation of the promising scheme of CF thereby paving the way for an advanced precoder design to maximize network throughput. Secondly, at the link-network layer, we maximize throughput with the use of two different tools: (a) network coding along with Quality of Experience (QoE) driven cross-layer optimization and (b) cognitive transmission techniques. For (a), we use network coding at link layer in coherence with cross-layer optimization and prove the existence of crucial trade-offs between throughput and achievable QoE. Moreover, it is proposed to use the realistic factors such as positioning of the end users in the relay network to optimize the service obtained in presence of such trade-offs. For (b), we use the cognitive transmission techniques to analyze the improvement in throughput of a particular wireless network, namely Dual Satellite systems (DSS). Moreover, an exhaustive taxonomic analysis of the different cognitive techniques in DSS is presented. With the help of this work, the possible designs for 'intelligent' networking techniques are proposed, which form a platform for maximizing the throughput performance of future wireless, relay networks. Thirdly, at the transport-application layer, we maximize not only the throughput but a joint utility comprised of throughput, QoE and cost of service, with the use of game theoretical tools. We consider a video application relayed over a wireless network and competing users trying to maximize their utilities. We model and predict the equilibriums achieved using repeated game formulations taking into account the realistic factors such as tolerance of the users and pareto optimality. With the help of this work, the potential of use of repeated game theoretical tools in wireless networks is proved which also promises to improve the existing system performance categorically. Overall, this thesis presents effective and practical propositions along with holistic analysis towards different aspects of development of modern networking techniques for wireless relay networks.
Larrousse, Benjamin. "Structure d’information, stratégies de communication et application aux réseaux distribués." Thesis, Paris 11, 2014. http://www.theses.fr/2014PA112373/document.
Full textThis thesis studies distributed optimization problems with different observation structuresand application to wireless network and Smart Grids problems. Specifically, an asymmetricobservation structure between two agents is considered, where a first agent has full knowledgeabout the realization of a random state, and the other agent does not know anything about thisstate. In this context, the question is how to transmit information from the first agent to thesecond agent in order to use in an optimal way the communication resources. Several modelsare studied in this thesis. For all of them, a common element is that the information source hasto be encoded in an appropriate manner to optimize the use of the system’s configuration. Afirst model is studied where no dedicated channel for communication is available between agentsand they have the same objective function. Therefore, the only way communication is possible isthrough the actions chosen by agents. As actions are payoff relevant, the first agent has to findthe optimal tradeoff between transmission of information and payoff maximization. The informedagent encodes his knowledge about the state into his actions, which will be imperfectly observedby the second agent. The latter will decode the information and choose his actions in order tomaximize the common objective function. We use tools from information theory to characterizethis optimal tradeoff by an information constraint, and apply this scenario to a power controlproblem in an interference channel setting. Our new strategy (the coded power control ) givessome promising gains compare to classical approaches.In a second part, we consider that there exists a dedicated channel for communication, that isto say the actions of the informed agent are not payoff relevant and are only useful for transmissionof information. Furthermore, agents are supposed to have diverging interests, so that the informedagent does not necessarily have an incentive to send all his knowledge to the uninformed agent.Game theory and Cheap talk game in particular appears to be the right framework to analyzethis problem. We characterize the signal scheme that agents will agree on. This scheme willlead to a Nash Equilibrium, thus will optimize the way communication is done. This model is ofparticular interest for electrical vehicles networks where an electrical vehicle has to send his needin term of power to an aggregator which will choose an effective charging level for the electricalvehicle. The latter only cares about his need in term of power whereas the aggregator also takesinto account the network status. The considered model help to optimize the way the network isused.We finally consider a model with more than two agents, where the main goal is for all agentsto retrieve perfect observations of all past actions of all agents. This is of particular interest ina game theory point of view to characterize the long term expected utilities of the agents. Inthis model, we add an encoder who perfectly oberves all past actions and will help agents tohave perfect monitoring. In fact, this is possible if the right information constraint is satisfied.We thus characterized the latter, using a hybrid coding scheme combining classical informationtheoretic scheme and tools from graph theory
Esposito, Robert Anthony. "TURBO CODING IMPLEMENTED IN A FINE GRAINED PROGRAMABLE GATE ARRAY ARCHITECTURE." Diss., Temple University Libraries, 2009. http://cdm16002.contentdm.oclc.org/cdm/ref/collection/p245801coll10/id/26071.
Full textPh.D.
One recent method to approach the capacity of a channel is Turbo Coding. However, a major concern with the implementation of a Turbo Code is the overall complexity and real-time throughput of the digital hardware system. The salient design problem of Turbo Coding is the iterative decoder, which must perform calculations over all possible states of the trellis. Complex computations such as exponentiations, logarithms and division are explored as part of this research to compare the complexity of the traditionally avoided maximum a-posteriori probability (MAP) decoder to that of the more widely accepted and simplified Logarithm based MAP decoder (LOG-MAP). This research considers the fine grained implementation and processing of MAP, LOG-MAP and a hybrid LOG-MAP-Log Likelihood Ratio (LLR) based Turbo Codes on a Xilinx Virtex 4 PGA. Verification of the Turbo Coding system performance is demonstrated on a Xilinx Virtex 4 ML402SX evaluation board with the EDA of the Xilinx System Generator utilizing hardware co-simulation. System throughput and bit error rate (BER) are the performance metrics that are evaluated as part of this research. An efficient system throughput is predicated by the parallel design of the decoder and BER is determined by data frame size, data word length and the number of decoding iterations. Furthermore, traditional and innovative stopping rules are evaluated as part of this research to facilitate the number of iterations required during decoding.
Temple University--Theses
Shumba, Angela-Tafadzwa. "Channel coding on a nano-satellite platform." Thesis, Cape Peninsula University of Technology, 2018. http://hdl.handle.net/20.500.11838/2768.
Full textThe concept of forward error correction (FEC) coding introduced the capability of achieving near Shannon limit digital transmission with bit error rates (BER) approaching 10-9 for signal to noise power (Eb/No) values as low as 0.7. This brought about the ability to transmit large amounts of data at fast rates on bad/noisy communication channels. In nano-satellites, however, the constraints on power that limit the energy that can be allocated for data transmission result in significantly reduced communication system performance. One of the effects of these constraints is the limitation on the type of channel coding technique that can be implemented in these communication systems. Another limiting factor on nano-satellite communication systems is the limited space available due to the compact nature of these satellites, where numerous complex systems are tightly packed into a space as small as 10x10x10cm. With the miniaturisation of Integrated-Circuit (IC) technology and the affordability of Field-Programmable-Gate-Arrays (FPGAs) with reduced power consumption, complex circuits can now be implemented within small form factors and at low cost. This thesis describes the design, implementation and cost evaluation of a ½-rate convolutional encoder and the corresponding Viterbi decoder on an FPGA for nano-satellites applications. The code for the FPGA implementation is described in VHDL and implemented on devices from the Artix7 (Xilinx), Cyclone V (Intel-fpga), and Igloo2 (Microsemi) families. The implemented channel code has a coding gain of ~3dB at a BER of 10-3. It can be noted that the implementation of the encoder is quite straightforward and that the main challenge is in the implementation of the decoder.
Zayene, Mariem. "Cooperative data exchange for wireless networks : Delay-aware and energy-efficient approaches." Thesis, Limoges, 2019. http://www.theses.fr/2019LIMO0033/document.
Full textWith significantly growing number of smart low-power devices during recent years, the issue of energy efficiency has taken an increasingly essential role in the communication systems’ design. This thesis aims at designing distributed and energy efficient transmission schemes for wireless networks using game theory and instantly decodable network coding (IDNC) which is a promising network coding subclass. We study the cooperative data exchange (CDE) scenario in which all devices cooperate with each other by exchanging network coded packets until all of them receive all the required information. In fact, enabling the IDNC-based CDE setting brings several challenges such us how to extend the network lifetime and how to reduce the number of transmissions in order to satisfy urgent delay requirements. Therefore, unlike most of existing works concerning IDNC, we focus not only on the decoding delay, but also the consumed energy. First, we investigate the IDNC-based CDE problem within small fully connected networks across energy-constrained devices and model the problem using the cooperative game theory in partition form. We propose a distributed merge-and-split algorithm to allow the wireless nodes to self-organize into independent disjoint coalitions in a distributed manner. The proposed algorithm guarantees reduced energy consumption and minimizes the delay in the resulting clustered network structure. We do not only consider the transmission energy, but also the computational energy consumption. Furthermore, we focus on the mobility issue and we analyse how, in the proposed framework, nodes can adapt to the dynamic topology of the network. Thereafter, we study the IDNC-based CDE problem within large-scale partially connected networks. We considerate that each player uses no longer his maximum transmission power, rather, he controls his transmission range dynamically. In fact, we investigate multi-hop CDE using the IDNC at decentralized wireless nodes. In such model, we focus on how these wireless nodes can cooperate in limited transmission ranges without increasing the IDNC delay nor their energy consumption. For that purpose, we model the problem using a two-stage game theoretical framework. We first model the power control problem using non-cooperative game theory where users jointly choose their desired transmission power selfishly in order to reduce their energy consumption and their IDNC delay. The optimal solution of this game allows the players at the next stage to cooperate with each other through limited transmission ranges using cooperative game theory in partition form. Thereafter, a distributed multihop merge-and-split algorithm is defined to form coalitions where players maximize their utilities in terms of decoding delays and energy consumption. The solution of the proposed framework determines a stable feasible partition for the wireless nodes with reduced interference and reasonable complexity. We demonstrate that the co-operation between nodes in the multihop cooperative scheme achieves a significant minimization of the energy consumption with respect to the most stable cooperative scheme in maximum transmission range without hurting the IDNC delay
Peng, Liz Shihching. "p5.Polar - Programming For Geometric Patterns." Digital WPI, 2020. https://digitalcommons.wpi.edu/etd-theses/1353.
Full textBooks on the topic "Game coding"
Game coding complete. 4th ed. Boston, MA: Course Technology, Cengage Learning, 2013.
Find full textGame coding complete. 3rd ed. Australia: Charles River Media/Course Technology Cengage Learning, 2009.
Find full textUnderstanding coding with Minecraft. New York: PowerKids Press, 2016.
Find full textMultiplayer gaming and engine coding for the Torque Game Engine. Wellesley, Mass: A K Peters, Ltd., 2008.
Find full textservice), SpringerLink (Online, ed. Game Start!: Strumenti per comprendere i videogiochi. Milano: Springer Milan, 2011.
Find full textHolmes, Robyn. Content Coding and Analyzing Open-Ended Survey Questions: Young Adults’ Board Game Playing Habits, Preferences, and Perceptions. 1 Oliver's Yard, 55 City Road, London EC1Y 1SP United Kingdom: SAGE Publications Ltd., 2019. http://dx.doi.org/10.4135/9781526489333.
Full textHaskins, Heath. Advanced Roblox Coding Book : an Unofficial Guide: Learn How to Script Games, Code Objects and Settings, and Create Your Own World! New York: Adams Media Corporation, 2019.
Find full textSlingerland, Janet. Video Game Coding. North Star Editions, 2019.
Find full textGame Coding Complete. Paraglyph, 2003.
Find full textVideo Game Coding. North Star Editions, 2019.
Find full textBook chapters on the topic "Game coding"
Goodwin, Steven. "Coding Practices." In Polished Game Development, 171–98. Berkeley, CA: Apress, 2016. http://dx.doi.org/10.1007/978-1-4842-2122-8_9.
Full textSinclair, Jean-Luc. "Coding for Game Audio." In Principles of Game Audio and Sound Design, 147–72. New York, NY : Routledge, 2020.: Focal Press, 2020. http://dx.doi.org/10.4324/9781315184432-7.
Full textMaskrey, Ken. "Coding a Pong Game." In Building iPhone OS Accessories, 119–39. Berkeley, CA: Apress, 2010. http://dx.doi.org/10.1007/978-1-4302-2932-2_6.
Full textNandy, Abhishek, and Debashree Chanda. "Creative Coding and Processing." In Beginning Platino Game Engine, 69–106. Berkeley, CA: Apress, 2016. http://dx.doi.org/10.1007/978-1-4842-2484-7_5.
Full textDukish, Bob. "More Game Programming, with a Detailed Explanation." In Coding the Arduino, 143–56. Berkeley, CA: Apress, 2018. http://dx.doi.org/10.1007/978-1-4842-3510-2_7.
Full textLeonard, Jacqueline. "Coding, Game Design, and Computational Thinking." In Fostering Computational Thinking among Underrepresented Students in STEM, 43–62. New York: Routledge, 2021. http://dx.doi.org/10.4324/9781003024552-3.
Full textSinicki, Adam. "Adding Physics and Getting Started With Coding." In Learn Unity for Android Game Development, 59–74. Berkeley, CA: Apress, 2017. http://dx.doi.org/10.1007/978-1-4842-2704-6_4.
Full textBarbosa, Isabel, João Magalhães, Vasilis Manassakis, Giorgos Panselinas, Castália Almeida, Ermelinda Alves, Loredana Mataresse, et al. "Computer Coding at School and Game Creation." In Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, 458–68. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-76908-0_44.
Full textGoto, Shota, and Junji Shikata. "A Compiler of Two-Party Protocols for Composable and Game-Theoretic Security, and Its Application to Oblivious Transfer." In Cryptography and Coding, 133–51. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-27239-9_8.
Full textPetrovskiy, Mikhail. "Probability Estimation in Error Correcting Output Coding Framework Using Game Theory." In AI 2005: Advances in Artificial Intelligence, 186–96. Berlin, Heidelberg: Springer Berlin Heidelberg, 2005. http://dx.doi.org/10.1007/11589990_21.
Full textConference papers on the topic "Game coding"
Nagmoti, Rinkesh, Sam Chung, and Barbara Endicott-Popovsky. "Game Programmers with Secure Coding." In Annual International Conferences on Computer Games, Multimedia and Allied Technology. Global Science & Technology Forum (GSTF), 2010. http://dx.doi.org/10.5176/978-981-08-5480-5_043.
Full textForquesato, Luís E. T., and Juliana F. Borin. "Kids Block Coding Game: A game to introduce programming to kids." In XXVI Workshop sobre Educação em Computação. Sociedade Brasileira de Computação - SBC, 2018. http://dx.doi.org/10.5753/wei.2018.3502.
Full textMarden, Jason R., and Michelle Effros. "A game theoretic approach to network coding." In 2009 IEEE Information Theory Workshop on Networking and Information Theory (ITW). IEEE, 2009. http://dx.doi.org/10.1109/itwnit.2009.5158560.
Full textAgalbato, Filippo, and Daniele Loiacono. "Robo3: A Puzzle Game to Learn Coding." In 2018 IEEE Games, Entertainment, Media Conference (GEM). IEEE, 2018. http://dx.doi.org/10.1109/gem.2018.8516515.
Full textHsu, Yu-Pin, I.-Hong Hou, and Alex Sprintson. "The Index Coding problem: A game-theoretical perspective." In 2013 IEEE International Symposium on Information Theory (ISIT). IEEE, 2013. http://dx.doi.org/10.1109/isit.2013.6620372.
Full textReddy, Vinith, Srinivas Shakkottai, Alex Sprintson, and Natarajan Gautam. "Multipath Wireless Network Coding: A Population Game Perspective." In IEEE INFOCOM 2010 - IEEE Conference on Computer Communications. IEEE, 2010. http://dx.doi.org/10.1109/infcom.2010.5462015.
Full textPalaiyanur, Hari, Cheng Chang, and Anant Sahai. "The source coding game with a cheating switcher." In 2007 IEEE International Symposium on Information Theory. IEEE, 2007. http://dx.doi.org/10.1109/isit.2007.4557509.
Full textPieters, Bart, Charles Hollemeersch, Jan De Cock, Peter Lambert, Rik Van de Walle, Patrice Rondao Alface, and Christoph Stevens. "Multiview Video Coding Using Video Game Context Information." In 2012 IEEE International Conference on Multimedia & Expo Workshops (ICMEW). IEEE, 2012. http://dx.doi.org/10.1109/icmew.2012.8.
Full textPrice, Jennifer, and Tara Javidi. "A game-theoretic approach to coding for information networks." In 2008 46th Annual Allerton Conference on Communication, Control, and Computing. IEEE, 2008. http://dx.doi.org/10.1109/allerton.2008.4797724.
Full textMohsenian-Rad, A. H., J. Huang, V. W. S. Wong, S. Jaggi, and R. Schober. "A Game-Theoretic Analysis of Inter-Session Network Coding." In ICC 2009 - 2009 IEEE International Conference on Communications. IEEE, 2009. http://dx.doi.org/10.1109/icc.2009.5198609.
Full textReports on the topic "Game coding"
Bolstad, Rachel. Game-coding workshops in New Zealand public libraries: Evaluation of a pilot project. New Zealand Council for Educational Research, May 2016. http://dx.doi.org/10.18296/rep.0002.
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