Academic literature on the topic 'Game coding'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the lists of relevant articles, books, theses, conference reports, and other scholarly sources on the topic 'Game coding.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Journal articles on the topic "Game coding"

1

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 text
Abstract:
AbstractWe consider an infinite two-person game. The second player has a winning perfect information strategy; we show that this player has a winning strategy which depends on substantially less information. The game studied here is a variation on a game of Gale.
APA, Harvard, Vancouver, ISO, and other styles
2

Yun, 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 text
APA, Harvard, Vancouver, ISO, and other styles
3

Hawkes, N. "Patient coding and the ratings game." BMJ 340, apr23 2 (April 23, 2010): c2153. http://dx.doi.org/10.1136/bmj.c2153.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Grünwald, 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 text
APA, Harvard, Vancouver, ISO, and other styles
5

Zheng, 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 text
Abstract:
The enjoyment of many games can be enhanced by in-game commentaries. In this paper, the authors focus on the automatic generation of commentaries for football games, using Championship Manager as a case study. The basis of this approach is a real-time mapping of game states to commentary concepts, such as “dangerous situation for team A”. While in some cases it is feasible to provide such a mapping by hand-coding, in some cases it is not straight-forward because the meaning of the concepts cannot be easily formalized. In these cases, the authors propose to use inductive learning techniques that learn such a mapping from annotated game traces.
APA, Harvard, Vancouver, ISO, and other styles
6

Chandrasekharan, 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 text
Abstract:
Recent experiments show video games have a range of positive cognitive effects, such as improvement in attention, spatial cognition and mental rotation, and also overcoming of cognitive disabilities such as fear of flying. Further, game environments are now being used to generate scientific discoveries, and bring about novel phenomenological effects, such as out-of-body experiences. These advances provide interesting interaction design possibilities for video games. However, since the cognitive mechanisms underlying these experimental effects are unknown, it is difficult to systematically derive novel systems and interaction designs based on these results. We review the emerging cognitive mechanism known as common coding (which proposes a common neural representation connecting execution, perception and imagination of movements), and outline how this mechanism could provide an integrated account of the cognitive effects of video games. We then illustrate, using two ongoing projects, how novel video game interaction designs could be derived by extending common coding theory.
APA, Harvard, Vancouver, ISO, and other styles
7

Memmert, 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 text
Abstract:
The purpose of this article is to discuss some concerns with the Game Performance Assessment Instrument (GPAI). This review of the GPAI includes five perceived problems with the GPAI scoring and coding system: (1) calculation of individual and overall game performance indices, (2) use of game involvement versus game performance index to analyze game performance, (3) observer reliability, (4) nonlinearity, and (5) usefulness of action. In this article, we suggest a reexamination of the GPAI scoring and coding system that will lead to more efficient use of this game performance instrument. Some of the suggested modifications can be implemented quickly, whereas others need further research.
APA, Harvard, Vancouver, ISO, and other styles
8

Berland, 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 text
Abstract:
This paper examines the idea that contemporary strategic board games represent an informal, interactional context in which complex computational thinking takes place. When games are collaborative – that is, a game requires that players work in joint pursuit of a shared goal -- the computational thinking is easily observed as distributed across several participants. This raises the possibility that a focus on such board games are profitable for those who wish to understand computational thinking and learning in situ. This paper introduces a coding scheme, applies it to the recorded discourse of three groups of game players, and provides qualitative examples of computational thinking that are observed and documented in Pandemic. The primary contributions of this work are the description of and evidence that complex computational thinking can develop spontaneously during board game play.
APA, Harvard, Vancouver, ISO, and other styles
9

Palaiyanur, 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 text
APA, Harvard, Vancouver, ISO, and other styles
10

Yengulalp, 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 text
APA, Harvard, Vancouver, ISO, and other styles

Dissertations / Theses on the topic "Game coding"

1

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 text
Abstract:
Creative Coding är en form av kreativt lärande genom programmering, men det är idag fortfarande inte väl använt som arbetssätt för att lära ut programmering. Idag finns Processing, som är både ett verktyg och ett eget språk, som aktivt jobbar för att göra Creative Coding lättillgängligt och enkelt. Det har använts vid universitet och visat goda resultat, men idag finns inte många alternativ när det kommer till Creative Coding. Godot är en grafikmotor med stor kapacitet och möjligheten att kunna tillhandahålla samma funktion som Processing gör, men få studier av detta har tidigare genomförts.  För att undersöka om Godot kan vara ett alternativ till Processing så har denna studie byggt en prototyp för att utvärdera rimligheten att använda Godot för Creative Coding genom prestanda tester och hur mycket som svår kod kan abstraheras för en lättare användning. Resultaten visar att Godot kan prestera på god nivå vid generering av höga antal partiklar och har större möjlighet att simulera gravitation och mindre partiklar för att skapa mer spännande organiska bilder än Processing. Däremot är Processing fortfarande bättre när det gäller responstider och fluiditet i de tester som har utförts. Stöd för Creative Coding kan byggas in i en Godot applikation, men med större svårigheter och med en stor tidsåtgång.
APA, Harvard, Vancouver, ISO, and other styles
2

Nivens, 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 text
APA, Harvard, Vancouver, ISO, and other styles
3

Cockerham, Lucas. "POKERFACE: EMOTION BASED GAME-PLAY TECHNIQUES FOR COMPUTER POKER PLAYERS." UKnowledge, 2004. http://uknowledge.uky.edu/gradschool_theses/224.

Full text
Abstract:
Numerous algorithms/methods exist for creating computer poker players. This thesis comparesand contrasts them. A set of poker agents for the system PokerFace are then introduced. A surveyof the problem of facial expression recognition is included in the hopes it may be used to build abetter computer poker player.
APA, Harvard, Vancouver, ISO, and other styles
4

Baidas, Mohammed Wael. "Node Selection, Synchronization and Power Allocation in Cooperative Wireless Networks." Diss., Virginia Tech, 2012. http://hdl.handle.net/10919/26527.

Full text
Abstract:
Recently, there has been an increasing demand for reliable, robust and high data rate communication systems that can counteract the limitations imposed by the scarcity of two fundamental resources for communications: bandwidth and power. In turn, cooperative communications has emerged as a new communication paradigm in which network nodes share their antennas and transmission resources for distributed data exchange and processing. Recent studies have shown that cooperative communications can achieve significant performance gains in terms of signal reliability, coverage area, and power savings when compared with conventional communication schemes. However, the merits of cooperative communications can only be exploited with efficient resource allocation in terms of bandwidth utilization and power control. Additionally, the limited network resources in wireless environments can lead rational network nodes to be selfish and aim at maximizing their own benefits. Therefore, assuming fully cooperative behaviors such as unconditionally sharing of one's resources to relay for other nodes is unjustified. On the other hand, a particular network node may try to utilize resources from other nodes and also share its own resources so as to improve its own performance, which in turn may prompt other nodes to behave similarly and thus promote cooperation. This dissertation aims to answer the following three questions: ``How can bandwidth-efficient multinode cooperative communications be achieved?'', ``How can optimal power allocation be achieved in a distributed fashion?'', and finally, ``How can network nodes dynamically interact with each other so as to promote cooperation?''. In turn, this dissertation focuses on three main problems of cooperation in ad-hoc wireless networks: (i) optimal node selection in network-coded cooperative communications, (ii) auction-based distributed power allocation in single- and multi-relay cooperative networks, and finally (iii) coalitional game-theoretic analysis and modeling of the dynamic interactions among the network nodes and their coalition formations. Bi-directional relay networks are first studied in a scenario where two source nodes are communicating with each other via a set of intermediate relay nodes. The symbol error rate performance and achievable cooperative diversity orders are studied. Additionally, the effect of timing synchronization errors on the symbol error rate performance is investigated. Moreover, a sum-of-rates maximizing optimal power allocation is proposed. Relay selection is also proposed to improve the total achievable rate and mitigate the effect of timing synchronization errors. Multinode cooperative communications are then studied through the novel concept of many-to-many space-time network coding. The symbol error rate performance under perfect and imperfect timing synchronization and channel state information is theoretically analyzed and the optimal power allocation that maximizes the total network rate is derived. Optimal node selection is also proposed to fully exploit cooperative diversity and mitigate timing offsets and channel estimation errors. Further, this dissertation investigates distributed power allocation for single-relay cooperative networks. The distributed power allocation algorithm is conceived as an ascending-clock auction where multiple source nodes submit their power demands based on an announced relay price and are efficiently allocated cooperative transmit power. It is analytically and numerically shown that the proposed ascending-clock auction-based distributed algorithm leads to efficient power allocation, enforces truth-telling, and maximizes the social welfare. A distributed ascending-clock auction-based power allocation algorithm is also proposed for multi-relay cooperative networks. The proposed algorithm is shown to converge to the unique Walrasian Equilibrium allocation which maximizes the social welfare when source nodes truthfully report their cooperative power demands. The proposed algorithm achieves the same performance as could be achieved by centralized control while eliminating the need for complete channel state information and signaling overheads. Finally, the last part of the dissertation studies altruistic coalition formation and stability in cooperative wireless networks. Specifically, the aim is to study the interaction between network nodes and design a distributed coalition formation algorithm so as to promote cooperation while accounting for cooperation costs. This involves an analysis of coalitions' merge-and-split processes as well as the impact of different cooperative power allocation criteria and mobility on coalition formation and stability. A comparison with centralized power allocation and coalition formation is also considered, where the proposed distributed algorithm is shown to provide reasonable tradeoff between network sum-rate and computational complexity.
Ph. D.
APA, Harvard, Vancouver, ISO, and other styles
5

Gupta, Smrati. "Contributions on networking techniques for wireless relay channels." Doctoral thesis, Universitat Autònoma de Barcelona, 2014. http://hdl.handle.net/10803/283583.

Full text
Abstract:
En los últimos años, el relaying ha surgido como una poderosa técnica para mejorar la cobertura y el rendimiento de las redes inalámbricas. En consecuencia, la creciente demanda de servicios basados en redes inalámbricas con relays, ha conducido al desarrollo de técnicas de networking nuevas y eficientes. Estas técnicas pueden ser utilizadas en diferentes capas de la pila de protocolos y pueden ser optimizadas para cumplir diversos objetivos, como la maximización del rendimiento, mejora de cobertura, etc. en el marco de las redes existentes. En esta tesis se presenta una serie de contribuciones para las técnicas de networking, utilizando una variedad de herramientas a fin de maximizar el rendimiento de la red y satisfacer las demandas de los usuarios. Para hacer contribuciones efectivas y concretas, hemos seleccionado problemas exigentes en varios aspectos de las técnicas avanzadas de networking en redes inalámbricas y presentamos soluciones hábiles a éstos. En particular, hacemos uso de diferentes herramientas como network coding, técnicas de transmisión cognitiva y teoría de juegos, con el fin de diseñar soluciones para las redes inalámbricas modernas con relays. Las principales técnicas de networking, para diferentes capas de la pila de protocolos, presentadas en esta tesis son las siguientes. En primer lugar, a nivel de capa física, maximizamos el rendimiento de la red mediante la herramienta de network coding en la capa física (PNC) basada en el método compute and forward (CF) en redes con relays. Se sabe que las tasas máximas alcanzables en la transmisión basada en CF están limitadas debido a las aproximaciones de los canales en el relay. Proponemos el Integer Forcing Precoder (IFP), para superar esta limitación. Con la ayuda del IFP, demostramos una posible implementación de la prometedora técnica de CF, que allanaría el camino para un diseño avanzado del precodificador para maximizar el rendimiento de la red. En segundo lugar, en la capa de enlace de la red, maximizamos el rendimiento con el uso de dos herramientas diferentes: (a) network coding junto con una optimización cross-layer condicionada a la calidad de experiencia (QoE), (b) técnicas de transmisión cognitiva. En (a), utilizamos el network coding en la capa de enlace, en coherencia con la optimización cross-layer y demostramos la existencia de compromisos importantes entre rendimiento y QoE alcanzable. Por otra parte, proponemos utilizar factores realistas como la ubicación de los usuarios finales en la red de relays para optimizar el servicio obtenido en presencia de tales compromisos. En (b), utilizamos las técnicas de transmisión cognitiva para analizar la mejora en el rendimiento de una red inalámbrica particular, el sistema de satélites duales (DSS). Además, presentamos un análisis taxonómico exhaustivo de las diferentes técnicas cognitivas en DSS. Con la ayuda de este trabajo, proponemos posibles diseños para las técnicas "inteligentes" de networking, las cuales constituyen una plataforma para maximizar el rendimiento de futuras redes inalámbricas con relays. En tercer lugar, en la capa de transporte-aplicación, maximizamos no sólo el rendimiento, si no también una utilidad conjunta compuesta de rendimiento, QoE y coste del servicio, utilizando herramientas de la teoría de juegos. Consideramos una aplicación de video transmitida por una red inalámbrica en la que las usuarios que compiten tratan de maximizar sus utilidades. Modelamos y predecimos los puntos de equilibrio alcanzados usando repetidas formulaciones del juego, teniendo en cuenta factores reales como la tolerancia de los usuarios y el criterio óptimo de Pareto. Con la ayuda de este trabajo, se demuestra el potencial del uso de técnicas repetidas de teoría de juegos en redes inalámbricas, prometiendo así mejorar el rendimiento del sistema existente de manera categórica. En general, esta tesis presenta propuestas prácticas y efectivas junto con un análisis holístico para diferentes aspectos en el desarrollo de técnicas modernas de networking para redes inalámbricas con relays.
In 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.
APA, Harvard, Vancouver, ISO, and other styles
6

Larrousse, Benjamin. "Structure d’information, stratégies de communication et application aux réseaux distribués." Thesis, Paris 11, 2014. http://www.theses.fr/2014PA112373/document.

Full text
Abstract:
Cette thèse étudie des problèmes d’optimisation distribuée avec différentes structures d’observationset leurs applications aux réseaux sans fil et aux problèmes de Smart Grids. Spécifiquement,une structure d’observation asymétrique entre deux agents est considérée, où un premieragent a connaissance complète à propos de la réalisation d’un état aléatoire, et l’autre agent neconnaît rien à propos de cet état. Dans ce contexte, la question est de savoir comment transmettrede l’information depuis le premier agent vers le second agent dans le but d’utiliser de manièreoptimale les ressources de communication. Plusieurs modèles sont étudiés dans cette thèse. Pourtous, un élément commun est le fait que la source d’information doit être encodée de manièreappropriée pour optimiser l’utilisation de la configuration du système. Un premier modèle estétudié où aucun canal de communication n’est disponible entre les agents et ils ont une fonctiond’utilité commune. Cependant, le seul moyen de communiquer est via les actions choisiespar les agents. Comme les actions ont une influence sur le paiement, l’agent informé encode saconnaissance à propos de l’état dans ses actions, qui seront observées de manière imparfaite parle second agent. Ce dernier décodera l’information et choisira ses actions dans le but de maximiserla fonction objectif commune. Nous utilisons des outils de théorie de l’information pourcaractériser ce compromis optimal par une contrainte d’information, et appliquons ce scénario àun problème de contrôle de puissance pour un canal à interférence. Notre nouvelle stratégie (lecontrôle de puissance codé) donne des gains très prometteurs comparés aux approches classiques.Dans une seconde partie, nous considérons qu’il existe un canal dédié de communication, c’està-dire que les actions de l’agent informé n’ont pas d’influence sur le paiement et sont seulementutiles pour la transmission d’information. De plus, les agents sont supposés avoir des intérêtsdivergents, si bien que l’agent informé n’a pas nécessairement d’incitation à envoyer tout sonsavoir à l’agent non informé. La théorie des jeux et les jeux de « Cheap talk » en particulier sontle bon cadre pour analyser ce genre de problème. Nous caractérisons le schéma de signal sur lequelles agents se seront mis d’accord. Ce schéma amènera à un équilibre de Nash, est donc optimiserala façon dont la communication est faite. Ce modèle est d’un intérêt particulier pour les réseauxde véhicules électriques où un véhicule électrique doit envoyer son besoin en terme de puissancede charge à un aggrégateur qui choisira un niveau de charge effectif pour le véhicule électrique.Ce dernier ne se souciera que de son besoin, alors que l’aggrégateur se soucie également de l’étatdu réseau. Ce modèle aide à optimiser la façon dont le réseau est utilisé.Enfin, nous considérons un modèle avec plus de deux agents, où le but principal est pourtous les agents de retrouver l’observation parfaite des actions passées de tous les agents. Ceci estd’un intérêt très particulier d’un point de vue de la théorie des jeux pour caractériser les utilitésespérées de long terme des agents. Dans ce modèle, nous ajoutons un encodeur qui observeparfaitement toutes les actions passées et aidera les agents à obtenir l’observation parfaite. Enfait, ceci sera possible si la bonne contrainte d’information est satisfaite. Nous caractérisonsdonc cette dernière, en utilisant un schéma de codage hybride combinant des outils classiques dethéorie de l’information ainsi que des outils de la théorie des graphes
This 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
APA, Harvard, Vancouver, ISO, and other styles
7

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 text
Abstract:
Engineering
Ph.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
APA, Harvard, Vancouver, ISO, and other styles
8

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 text
Abstract:
Thesis (Master of Engineering in Electrical Engineering)--Cape Peninsula University of Technology, 2017.
The 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.
APA, Harvard, Vancouver, ISO, and other styles
9

Zayene, Mariem. "Cooperative data exchange for wireless networks : Delay-aware and energy-efficient approaches." Thesis, Limoges, 2019. http://www.theses.fr/2019LIMO0033/document.

Full text
Abstract:
Avec le nombre croissant d’appareils intelligents à faible puissance, au cours ces dernières années, la question de l’efficacité énergétique a joué un rôle de plus en plus indispensable dans la conception des systèmes de communication. Cette thèse vise à concevoir des schémas de transmission distribués à faible consommation d’énergie pour les réseaux sans fil, utilisant la théorie des jeux et le codage réseau instantanément décodable (IDNC), qui est une sous-classe prometteuse du codage réseau. En outre, nous étudions le modèle de l'échange coopératif de donnée (CDE) dans lequel tous les périphériques coopèrent en échangeant des paquets codés dans le réseau, jusqu’à ce qu’ils récupèrent tous l’ensemble des informations requises. En effet, la mise en œuvre du CDE basé sur l’IDNC soulève plusieurs défis intéressants, notamment la prolongation de la durée de vie du réseau et la réduction du nombre de transmissions afin de répondre aux besoins des applications temps réel. Par conséquent, contrairement à la plupart des travaux existants concernant l’IDNC, nous nous concentrons non seulement sur le délai, mais également sur l’énergie consommée. En premier lieu, nous étudions le problème de minimisation de l’énergie consommée et du délai au sein d’un petit réseau IDNC coopératif, entièrement connecté et à faible puissance. Nous modélisons le problème en utilisant la théorie des jeux coopératifs de formation de coalitions. Nous proposons un algorithme distribué (appelé “merge and split“) permettant aux nœuds sans fil de s’auto-organiser, de manière distribuée, en coalitions disjointes et indépendantes. L’algorithme proposé garantit une consommation d’énergie réduite et minimise le délai de complétion dans le réseau clustérisé résultant. Par ailleurs, nous ne considérons pas seulement l'énergie de transmission, mais aussi la consommation de l'énergie de calcul des nœuds. De plus, nous nous concentrons sur la question de la mobilité et nous analysons comment, à travers la solution proposée, les nœuds peuvent s’adapter à la topologie dynamique du réseau. Par la suite, nous étudions le même problème au sein d’un réseau large et partiellement connecté. En effet, nous examinons le modèle de CDE multi-sauts. Dans un tel modèle, nous considérons que les nœuds peuvent choisir la puissance d’émission et change ainsi de rayon de transmission et le nombre de voisin avec lesquels il peut entrer en coalition. Pour ce faire, nous modélisons le problème avec un jeu à deux étages; un jeu non-coopératif de contrôle de puissance et un jeu coopératif de formation de coalitions. La solution optimale du premier jeu permet aux joueurs de coopérer à travers des rayons de transmission limités en utilisant la théorie des jeux coopérative. En outre, nous proposons un algorithme distribué “merge and split“ afin de former des coalitions dans lesquelles les joueurs maximisent leurs utilités en termes de délai et de consommation d’énergie. La solution proposée permet la création d’une partition stable avec une interférence réduite et une complexité raisonnable. Nous démontrons que la coopération entre les nœuds au sein du réseau résultant, permet de réduire considérablement la consommation d’énergie par rapport au modèle coopératif optimal qui maintient le rayon de transmission maximal
With 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
APA, Harvard, Vancouver, ISO, and other styles
10

Peng, Liz Shihching. "p5.Polar - Programming For Geometric Patterns." Digital WPI, 2020. https://digitalcommons.wpi.edu/etd-theses/1353.

Full text
Abstract:
Traditional teaching methods are often passive and do not interactively engage students, and this is even more challenging when teaching programming to beginners. In recent years, tech companies such as Google, and academic institutions like MIT, have introduced online learning environments to schools for teaching programming. Most of these learning environments are web-based, interactive, and provide visual feedback. Our project follows these trends and builds on p5.js, a JavaScript library that provides software sketching features and rapid visual feedback to reduce the barrier for learning programming languages. We designed and implemented a new library for drawing geometric patterns using polar coordinate systems, p5.Polar. We then developed a game that incrementally teaches our library to players, and evaluated it with an online user study.
APA, Harvard, Vancouver, ISO, and other styles

Books on the topic "Game coding"

1

Game coding complete. 4th ed. Boston, MA: Course Technology, Cengage Learning, 2013.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
2

Game coding complete. 3rd ed. Australia: Charles River Media/Course Technology Cengage Learning, 2009.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
3

Understanding coding with Minecraft. New York: PowerKids Press, 2016.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
4

Multiplayer gaming and engine coding for the Torque Game Engine. Wellesley, Mass: A K Peters, Ltd., 2008.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
5

service), SpringerLink (Online, ed. Game Start!: Strumenti per comprendere i videogiochi. Milano: Springer Milan, 2011.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
6

Holmes, 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 text
APA, Harvard, Vancouver, ISO, and other styles
7

Haskins, 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 text
APA, Harvard, Vancouver, ISO, and other styles
8

Slingerland, Janet. Video Game Coding. North Star Editions, 2019.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
9

Game Coding Complete. Paraglyph, 2003.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
10

Video Game Coding. North Star Editions, 2019.

Find full text
APA, Harvard, Vancouver, ISO, and other styles

Book chapters on the topic "Game coding"

1

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 text
APA, Harvard, Vancouver, ISO, and other styles
2

Sinclair, 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 text
APA, Harvard, Vancouver, ISO, and other styles
3

Maskrey, 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 text
APA, Harvard, Vancouver, ISO, and other styles
4

Nandy, 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 text
APA, Harvard, Vancouver, ISO, and other styles
5

Dukish, 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 text
APA, Harvard, Vancouver, ISO, and other styles
6

Leonard, 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 text
APA, Harvard, Vancouver, ISO, and other styles
7

Sinicki, 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 text
APA, Harvard, Vancouver, ISO, and other styles
8

Barbosa, 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 text
APA, Harvard, Vancouver, ISO, and other styles
9

Goto, 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 text
APA, Harvard, Vancouver, ISO, and other styles
10

Petrovskiy, 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 text
APA, Harvard, Vancouver, ISO, and other styles

Conference papers on the topic "Game coding"

1

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 text
APA, Harvard, Vancouver, ISO, and other styles
2

Forquesato, 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 text
Abstract:
Teaching programming is a common choice to introduce computational thinking concepts. When learning programming, students face several challenges, problem solving and debugging among them. These activities are central to the concept of computational thinking [Fl​ó​rez, Casallas, Hern​á​ndez, Reyes, Restrepo and Danies 2017]. Previous research shows that teaching logic and programming to undergraduates is a hard task [Bromwich, Masoodian and Rogers 2012] [Liu, Cheng and Huang 2011]. This finding lead us to believe that the earlier a person is accustomed with those abstract concepts, the easier it will be for her to learn and use that knowledge when necessary. According to Piaget, kids of age approximately seven to eleven are on the concrete operational stage [Piaget and Cook 1952], in which they already can construct abstract ideas and logical structures on their mind. Children are spending more time than ever1 using mobile devices. At the same time, it is becoming common practice to teach children a very basic form of 1 The Common Sense Census: Media use by kids age zero to eigth 2017 https://www.commonsensemedia.org/research/the-common-sense-census-media-use-by-kids-age-zero -to-eight-2017
APA, Harvard, Vancouver, ISO, and other styles
3

Marden, 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 text
APA, Harvard, Vancouver, ISO, and other styles
4

Agalbato, 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 text
APA, Harvard, Vancouver, ISO, and other styles
5

Hsu, 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 text
APA, Harvard, Vancouver, ISO, and other styles
6

Reddy, 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 text
APA, Harvard, Vancouver, ISO, and other styles
7

Palaiyanur, 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 text
APA, Harvard, Vancouver, ISO, and other styles
8

Pieters, 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 text
APA, Harvard, Vancouver, ISO, and other styles
9

Price, 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 text
APA, Harvard, Vancouver, ISO, and other styles
10

Mohsenian-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 text
APA, Harvard, Vancouver, ISO, and other styles

Reports on the topic "Game coding"

1

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.

Full text
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!

To the bibliography