Academic literature on the topic 'Simulation game'

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Journal articles on the topic "Simulation game"

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Parker, J. R., and Katrin Becker. "The Simulation-Game Controversy." International Journal of Gaming and Computer-Mediated Simulations 5, no. 1 (January 2013): 1–12. http://dx.doi.org/10.4018/jgcms.2013010101.

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Games use the same base technology and design strategy as do simulations, but add a few items to the mixture. Understanding this gives ‘new’ (read borrowed) tools for game creation and testing. The idea that simulations are implementations of a model, for instance, leads to a focus on the model rather than the code when designing a game. Similarly, the verification/validation pair used in simulations can be extended by adding playtesting for games, thus giving an educational game (for example) viable, demonstrable educational characteristics as well as playable (and thus engaging and motivating) characteristics. Productive work on improving games for specific purposes (serious games) can be advanced if the authors can agree on a common terminology and concept set (Shaw & Gaines, 1989), and if games can be seen as a valuable extension of a simulation that has specific characteristics that make them useful in specific circumstances. The idea of ‘fun’ is often thought of as the enemy of ‘learning’ in educational literature, and this needs to change if progress on serious and educational games is to be made. This paper will describe the hierarchy of computer simulation objects within which ludic simulations can be understood.
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Hu, Ji Wen, Chao Feng, Yi Liu, and Ri Yi Zhu. "UTSE: A Game Engine-Based Simulation Environemnt for Agent." Applied Mechanics and Materials 496-500 (January 2014): 2142–45. http://dx.doi.org/10.4028/www.scientific.net/amm.496-500.2142.

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The development of realistic simulation environments is an expensive and time-consuming enterprise. Game Engine is the core component of modern computer games and it provides fundamental functions for games. In this paper, in order to save time and money, game engine is used as platform to develop simulation environment for agents. An Unreal Tournament-Based Simulation Environment (UTSE) for agent simulation is proposed. The reasons for selecting Unreal Engine as the start point of developing our simulation environment are presented. The implementation details of UTSE are also expatiated. And finally, a simple case is given to demonstrate the effectiveness of UTSE to rapidly produce game engine-based high fidelity simulations.
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Danilovic, Mirceta. "Possibilities and importance of using computer games and simulations in educational process." Zbornik Instituta za pedagoska istrazivanja, no. 35 (2003): 180–92. http://dx.doi.org/10.2298/zipi0335180d.

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The paper discusses if it is possible and appropriate to use simulations (simulation games) and traditional games in the process of education. It is stressed that the terms "game" and "simulation" can and should be taken in a broader sense, although they are chiefly investigated herein as video-computer games and simulations. Any activity combining the properties of game (competition, rules, players) and the properties of simulation (i.e. operational presentation of reality) should be understood as simulation games, where role-play constitutes their essence and basis. In those games the student assumes a new identity, identifies himself with another personality and responds similarly. Game rules are basic and most important conditions for its existence, accomplishment and goal achievement. Games and simulations make possible for a student to acquire experience and practice i.e. to do exercises in nearly similar or identical life situations, to develop cognitive and psycho-motor abilities and skills, to acquire knowledge, to develop, create and change attitudes and value criteria, and to develop perception of other people?s feelings and attitudes. It is obligatory for the teacher to conduct preparations to use and apply simulation games in the process of teaching.
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Faizan, Niluefer Deniz, Alexander Löffler, Robert Heininger, Matthias Utesch, and Helmut Krcmar. "Classification of Evaluation Methods for the Effective Assessment of Simulation Games: Results from a Literature Review." International Journal of Engineering Pedagogy (iJEP) 9, no. 1 (February 22, 2019): 19. http://dx.doi.org/10.3991/ijep.v9i1.9948.

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As a current trend in teaching, simulation games play an active and important role in the area of technology-based education. Simulation games create an envi-ronment for scholars to solve real-world problems in a risk-free environment. Therefore, they aim to increase the knowledge base as well as learning experienc-es for students. However, assessing the effectiveness of a simulation game is necessary to optimize elements of the game and increase their learning effect. In order to achieve this aim, different evaluation methods exist, which do not always involve all phases when running a simulation game. In this study, we conduct a literature review to analyze evaluation methods for three phases of simulation games: pre-game, in-game, and post-game. Thirty-one peer-reviewed research papers met specified selection criteria and we classified them according to a di-dactic framework that illustrates four phases of running simulation games: Prepa-ration, Introduction, Interaction and Conclusion phase. Based on the results, we provide a concrete evaluation strategy that will be a guide to assess simulation games during all phases. This study contributes to theory by providing an over-view of evaluation methods for the assessment of simulation games within the different game phases. It contributes to practice by providing a concrete evalua-tion strategy that can be adapted and used to assess simulation games.
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Aarseth, Espen. "Doors and Perception: Fiction vs. Simulation in Games." Jouer, no. 9 (August 10, 2011): 35–44. http://dx.doi.org/10.7202/1005528ar.

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In this paper, the author outlines a theory of the relationship of fictional, virtual and real elements in games. Not much critical attention has been paid to the concept of fiction when applied to games and game worlds, despite many books, articles and papers using the term, often in the title. Here, it is argued that game worlds and their objects are ontologically different from fictional worlds; they are empirically upheld by the game engine, rather than by our mind stimulated by verbal information. Game phenomena such as labyrinths, moreover, are evidence that games contain elements that are just as real as their equivalents outside the game, and far from equal to the fictional counterparts.
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Riel, Jeremy, and Kimberly A. Lawless. "Enhancing Student Affect From Multi-Classroom Simulation Games via Teacher Professional Development." International Journal of Gaming and Computer-Mediated Simulations 13, no. 1 (January 2021): 34–54. http://dx.doi.org/10.4018/ijgcms.20210101.oa3.

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Educational simulations often require players to maintain a high degree of engagement for play in the simulation to continue. Student motivation and engagement is tied to affective factors, such as interest and self-efficacy. As such, game designs and teachers who implement them should promote student interest and self-efficacy in play. In this study, a responsive online professional development (ROPD) program was provided to teachers as they implemented a multi-classroom socio-scientific simulation game for middle school social studies classrooms called GlobalEd 2. A series of ANOVAs revealed that student affect toward the game and its content, including student interest and self-efficacy, was highest when their teachers likewise had a high degree of participation in the ROPD program. This evidence demonstrates the importance that ongoing implementation supports can have in classroom-based simulations and serious games and the benefits of ROPD in furthering the impact of simulation games.
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Maggiorini, Dario, Laura Anna Ripamonti, and Federico Sauro. "Unifying Rigid and Soft Bodies Representation: The Sulfur Physics Engine." International Journal of Computer Games Technology 2014 (2014): 1–12. http://dx.doi.org/10.1155/2014/485019.

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Video games are (also) real-time interactive graphic simulations: hence, providing a convincing physics simulation for each specific game environment is of paramount importance in the process of achieving a satisfying player experience. While the existing game engines appropriately address many aspects of physics simulation, some others are still in need of improvements. In particular, several specific physics properties of bodies not usually involved in the main game mechanics (e.g., properties useful to represent systems composed by soft bodies), are often poorly rendered by general-purpose engines. This issue may limit game designers when imagining innovative and compelling video games and game mechanics. For this reason, we dug into the problem of appropriately representing soft bodies. Subsequently, we have extended the approach developed for soft bodies to rigid ones, proposing and developing a unified approach in a game engine: Sulfur. To test the engine, we have also designed and developed “Escape from Quaoar,” a prototypal video game whose main game mechanic exploits an elastic rope, and a level editor for the game.
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Alonso-Sanz, Ramón, and Haozhen Situ. "Quantum Fuzzy Game Simulation." Parallel Processing Letters 29, no. 03 (September 2019): 1950010. http://dx.doi.org/10.1142/s0129626419500105.

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This article studies quantum games with imprecise payoffs simulated by means of fuzzy numbers. Three two-person game-types are scrutinized via the iterated confronting of a large number of players laying in a two-dimensional lattice. In every iteration, every player interacts with his nearest neighbours and adopts the strategy of his best paid mate. Variable degree of quantum entanglement and of optimism in the fuzzy payoffs are taken into consideration in the study.
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Beuk, Frederik. "Sales Simulation Games." Journal of Marketing Education 38, no. 3 (July 26, 2016): 170–82. http://dx.doi.org/10.1177/0273475315604686.

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This study combines the perspective of students ( n = 137) and sales instructors ( n = 248). It compares how well selling and sales management simulation games, case discussions, and traditional lectures are perceived to conform to the seven principles for good practice in undergraduate education. The study further compares each method’s performance on perceived learning outcomes. Differences between instructors who adopted a simulation game and nonadopters are investigated. Finally, we investigate the reasons why some instructors adopt and others choose not to adopt simulation games for their selling and sales management classes. We find that students consider simulation games more fun, but less useful than lectures, and about equally useful as case discussion. Computerized simulation games are less frequently used in sales education than in other business disciplines. The perceived lack of suitable games is the main reason why instructors do not adopt simulation games for sales education. Contrary to earlier speculation, prior professional work experience of the instructor is unrelated to simulation game adoption, and years of teaching experience is positively related to the use of simulation games.
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Corbeil, Pierre. "Simulation/Game Reviews." Simulation & Gaming 21, no. 1 (March 1990): 93–96. http://dx.doi.org/10.1177/1046878190211014.

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Dissertations / Theses on the topic "Simulation game"

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Fernandez, Vara Clara. "The tribulations of adventure games integrating story into simulation through performance/." Diss., Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/31756.

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Thesis (Ph.D)--Literature, Communication, and Culture, Georgia Institute of Technology, 2010.
Committee Chair: Murray, Janet H.; Committee Member: Bolter, Jay; Committee Member: Montfort, Nick; Committee Member: Nitsche, Michael; Committee Member: Pearce, Celia. Part of the SMARTech Electronic Thesis and Dissertation Collection.
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Jintanawan, Jaturon. "The development of situational simulation game programming." Online version, 2001. http://www.uwstout.edu/lib/thesis/2001/2001jintanawanj.pdf.

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Dominguez, Angel E. "The hotel management simulation/game : an evaluation of game mechanics and learning outcomes /." Online version of thesis, 1993. http://hdl.handle.net/1850/11572.

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Eliasson, Daniel. "Game contingent claims." Thesis, KTH, Matematisk statistik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-103080.

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Abstract Game contingent claims (GCCs), as introduced by Kifer (2000), are a generalization of American contingent claims where the writer has the opportunity to terminate the contract, and must then pay the intrinsic option value plus a penalty. In complete markets, GCCs are priced using no-arbitrage arguments as the value of a zero-sum stochastic game of the type described in Dynkin (1969). In incomplete markets, the neutral pricing approach of Kallsen and Kühn (2004) can be used. In Part I of this thesis, we introduce GCCs and their pricing, and also cover some basics of mathematical finance. In Part II, we present a new algorithm for valuing game contingent claims. This algorithm generalises the least-squares Monte-Carlo method for pricing American options of Longstaff and Schwartz (2001). Convergence proofs are obtained, and the algorithm is tested against certain GCCs. A more efficient algorithm is derived from the first one using the computational complexity analysis technique of Chen and Shen (2003). The algorithms were found to give good results with reasonable time requirements. Reference implementations of both algorithms are available for download from the author’s Github page https://github.com/del/ Game-option-valuation-library
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Hood, Linda Christine. "The formative evaluation of a retirement simulation game." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2000. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape3/PQDD_0015/MQ47755.pdf.

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Rojas, Vanessa. "Real time wind simulation in a 3D game." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-176704.

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While many games incorporate physics to simulate different aspects of gameplay, this is uncommon when it comes to fluid flows like wind, due to the complexity of the associated equations. The challenge increases in 3-dimensional worlds with large world maps and a real-time simulation. It is however possible to simplify a simulation by prioritizing visual and gameplay effects rather than physical accuracy, while still using a physically-sound system as a base. What this means for each game will differ depending on the architecture of the game, the desired outcome and acceptable performance costs. This paper addresses the implementation of a real-time, grid-based wind simulation in Rust for the game Veloren. A preliminary implementation with a simple graphical output was used before the simulation was integrated with the game. In Veloren, the resulting implementation is primarily server-based with a windsim system that runs the simulation itself, while the client side receives updates for the player's position, allowing the player to fly with a handglider using the wind currents created by the simulation. The performance cost of the implementation was measured for both the server and the client, using frames per second according to the grid size (space resolution) and how often the simulation is run (time resolution). When compared to the baseline before the implementation, it showed a performance cost for the server that increased with the time and space resolution. For the client side, no detectable performance cost was observed, but a lower simulation frequency resulted in sharp changes in wind direction from the player's perspective. Given that many options for optimization exist which were not systematically explored, the results show promise for the feasibility of this type of simulation in Veloren by expanding the current implementation.
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Elnourani, Mohamed. "COGNITIVE RADIO AND GAME THEORY : OVERVIEW AND SIMULATION." Thesis, Blekinge Tekniska Högskola, Avdelningen för signalbehandling, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-5646.

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This thesis aims to clearly describe the cognitive radio and its components and operations. Moreover, it aims on describing the expected outcome from the most common techniques that are proposed for use in cognitive radios. In addition, it describes the basic principles of game theory and some simple game models that can be used to analyze the efficiency of the optimization algorithms. Furthermore, it investigates the use of load balancing algorithm and genetic algorithm in optimizing the decision making operation in cognitive radios. Matlab software simulations were carried out and the results show the promising benefit of using those two algorithms along with game theory in optimizing the dynamic spectrum allocation process.
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Gustafsson, Christoffer, and Filip Björklund. "Wind Simulation in Networked Games." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-420299.

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Wind is a natural phenomenon that interacts with the majority of physical objects to some extent. Yet, in games this is often neglected. This is largely due to the complexity of the physics behind wind, in relation to the impact that it may have on the game experience. Adding to the complexity of wind is the fact that many modern games are networked, meaning multiple players need to share a consistent world view. Wind is inherently chaotic in nature, which is a problem for networked games that heavily favors deterministic behavior. In this thesis we will summarize the current state of the art, in games and briefly other areas. With this knowledge we push forward to improve on the existing solutions. Due to computational limitations of a real time game, we have divided up the problem into two steps. First, we run the complex computational calculations of the wind in a certain scenario in an offline setting, storing the result. Next, when running the game, we utilize the pre-computed wind scenario to let the players experience realistic wind at a low computational cost. We also investigate how to network the wind in a feasible way. The result of the project shows that doing offline computation of wind, by running physical simulations is a feasible solution for adding wind in a game setting.
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Fraenkel, Linda Anne. "Learning about water through the African catchment game : the refinement of a role playing simulation game." Thesis, Rhodes University, 2010. http://hdl.handle.net/10962/d1005518.

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This research has undertaken two key mandates. One was to develop modifications to the African Catchment Game (ACG), a role playing simulation game, in order to simulate rainfall and water management processes representative of the southern African context. The other was to understand what, if any, learning associated with water management issues had taken place as a result of playing the ACG. The modification process took the form of an action research process. The initial modifications were trialed with South African students as part of their undergraduate Geography course offered at Rhodes University, South Africa. Subsequent modifications were implemented over a five month period with three diverse participant groups, namely Finnish, American and South African participants. An interpretive research orientation was employed in order to analyse both the qualitative and quantitative data that was generated. Pre- and Post-Game Questionnaires were used in order to identify the learning and understanding which the participants constructed as a result of playing the ACG. The Chi-Square Test was also applied to each of the pre- and post- questions to establish statistical significance. Subsequent analysis of these questions identified and traced patters and trends associated with learning and understanding across the three game runs. This research study draws on social constructivism and experiential learning as the dominant education theory that underpins it. Results revealed that for all three game runs learning took place. Participants identified dominant themes and environmental dimensions both before and after playing the ACG. The analysis of these responses indicated a deeper awareness of water as a contributing factor for sustainable economic development while the game runs enabled the researcher to adjust the water availability within each game run until rainfall and water management processes representative of a southern African context were successfully simulated in the last game run.
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Leemkuil, Hendrik Harmanus. "Is it all in the game? learner support in an educational knowledge management simulation game /." Enschede : University of Twente [Host], 2006. http://doc.utwente.nl/56172.

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Books on the topic "Simulation game"

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Thomas, Graham. AIDS simulation game. Cambridge: Cambridge Medical, 1991.

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Alonso-Sanz, Ramón. Quantum Game Simulation. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-19634-9.

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1966-, Novak Jeannie, ed. Game development essentials: Game simulation development. Clifton Park, NY: Thomson / Delmar Learning, 2008.

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Humphrey, Bill. Crisis: A simulation game. Coventry: SCIP/MESP, 1991.

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Walford, Rex. Caribbean fisherman: A simulation game. Cambridge: Cambridge Publishing Services, 1986.

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Walford, Rex. Caribbean fisherman: A simulation game. Cambridge, [England]: Cambridge Publishing Services, 1986.

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Martin, Lis. Market trading: A simulation game. London: Christian Aid, 1992.

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Dinkele, Geoff. Weather forecasting: A simulation game. Cambridge: Cambridge Publishing Services, 1987.

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Dinwoodie, John. Transgame: A transport management simulation game. (Plymouth): Department of Shipping and Transport, Plymouth Polytechnic., 1987.

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Knight, David. SimCity: Official game guide. Roseville, CA: Prima Games, 2013.

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Book chapters on the topic "Simulation game"

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Alonso-Sanz, Ramón. "Classical Game Theory." In Quantum Game Simulation, 1–9. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-19634-9_1.

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Pászto, Vít, and Jiří Pánek. "Spationomy Simulation Game." In Spationomy, 305–25. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-26626-4_16.

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Alonso-Sanz, Ramón. "Games with Werner-Like States." In Quantum Game Simulation, 193–207. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-19634-9_10.

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Alonso-Sanz, Ramón. "Imperfect Information and Imprecise Payoffs." In Quantum Game Simulation, 209–30. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-19634-9_11.

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Alonso-Sanz, Ramón. "Classical Correlated Games." In Quantum Game Simulation, 231–50. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-19634-9_12.

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Alonso-Sanz, Ramón. "Quantum Approach to Game Theory." In Quantum Game Simulation, 11–19. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-19634-9_2.

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Alonso-Sanz, Ramón. "Spatial Quantum Game Simulation." In Quantum Game Simulation, 21–49. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-19634-9_3.

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Alonso-Sanz, Ramón. "Unfair Contests." In Quantum Game Simulation, 51–72. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-19634-9_4.

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Alonso-Sanz, Ramón. "Games on Networks." In Quantum Game Simulation, 73–89. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-19634-9_5.

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Alonso-Sanz, Ramón. "Probabilistic Updating." In Quantum Game Simulation, 91–115. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-19634-9_6.

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Conference papers on the topic "Simulation game"

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Smith III, James F., and Robert D. Rhyne. "Knowledge discovery through games and game theory." In Aerospace/Defense Sensing, Simulation, and Controls, edited by Belur V. Dasarathy. SPIE, 2001. http://dx.doi.org/10.1117/12.421063.

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Scrapper, Christopher J., Frederick M. Proctor, and Stephen Balakirsky. "A Simulation Interface for Integrating Real-Time Vehicle Control With Game Engines." In ASME 2007 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2007. http://dx.doi.org/10.1115/detc2007-34495.

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This paper describes the use of video game engines as simulation environments that aid the development and testing of real-time vehicle controllers. The use of game engines for simulation is surveyed, with relevant technologies noted. The need to switch between different vehicle controllers, game engines and real vehicles gave rise to an integration architecture. The features of the architecture are described, including the execution model, message set and knowledge base. Adaptation of existing controllers, simulations and vehicles to this architecture is discussed. Issues of performance and scalability are addressed. An example is provided to illustrate the concepts.
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Critelli, Matt, David I. Schwartz, and Steven Gold. "Serious social games: Designing a business simulation game." In 2012 IEEE International Games Innovation Conference (IGIC). IEEE, 2012. http://dx.doi.org/10.1109/igic.2012.6329843.

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Pandey, Himani, Vandana Shukla, and Charu Gupta. "Aerial War Game Simulation." In 2020 8th International Conference on Reliability, Infocom Technologies and Optimization (Trends and Future Directions) (ICRITO). IEEE, 2020. http://dx.doi.org/10.1109/icrito48877.2020.9197912.

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An, Brian, Inki Kim, Erfan Pakdamanian, and Donald E. Brown. "EXPLORING GAZE BEHAVIOR TO ASSESS PERFORMANCE IN DIGITAL GAME-BASED LEARNING SYSTEMS." In 2018 Winter Simulation Conference (WSC). IEEE, 2018. http://dx.doi.org/10.1109/wsc.2018.8632230.

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Cicirelli, Franco, Angelo Furfaro, Libero Nigro, and Francesco Pupo. "Dynamic Sociality Minority Game." In 25th Conference on Modelling and Simulation. ECMS, 2011. http://dx.doi.org/10.7148/2011-0027-0033.

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Mustafee, Navonil, and Korina Katsaliaki. "The blood supply game." In 2010 Winter Simulation Conference - (WSC 2010). IEEE, 2010. http://dx.doi.org/10.1109/wsc.2010.5679151.

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Shafer, Glenn. "Game-theoretic probability and defensive forecasting." In 2007 Winter Simulation Conference. IEEE, 2007. http://dx.doi.org/10.1109/wsc.2007.4419612.

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Backe, Hans-Joachim. "Metareferentiality through in-game images in immersive simulation game." In FDG '18: Foundations of Digital Games 2018. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3235765.3235799.

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Rendell, Paul. "A Universal Turing Machine in Conway's Game of Life." In Simulation (HPCS). IEEE, 2011. http://dx.doi.org/10.1109/hpcsim.2011.5999906.

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Reports on the topic "Simulation game"

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Singer, Michael J., and Bruce W. Knerr. Evaluation of a Game-Based Simulation During Distributed Exercises. Fort Belvoir, VA: Defense Technical Information Center, September 2010. http://dx.doi.org/10.21236/ada531579.

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Irvine, Cynthia E., and Michael Thompson. Teaching Objectives of a Simulation Game for Computer Security. Fort Belvoir, VA: Defense Technical Information Center, June 2003. http://dx.doi.org/10.21236/ada435221.

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Irvine, Cynthia E., and Michael F. Thompson. Expressing an Information Security Policy Within A Security Simulation Game. Fort Belvoir, VA: Defense Technical Information Center, July 2004. http://dx.doi.org/10.21236/ada435316.

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Jerome, Christian J., Amanda M. Howey, and Deborah R. Billings. Heuristic Evaluation of a User Interface for a Game-Based Simulation. Fort Belvoir, VA: Defense Technical Information Center, September 2007. http://dx.doi.org/10.21236/ada475444.

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Lee, Jordan D. The Comparison of Strategies Used in the Game of RISK via Markovian Analysis and Monte-Carlo Simulation. Fort Belvoir, VA: Defense Technical Information Center, June 2012. http://dx.doi.org/10.21236/ada564006.

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Kushner, Harold, and Paul Dupuis. Stochastic Control and Numerical Methods with Applications to Communications. Game Theoretic/Subsolution to Importance Sampling for Rare Event Simulation. Fort Belvoir, VA: Defense Technical Information Center, November 2008. http://dx.doi.org/10.21236/ada499989.

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Ringhand, Madlen, Maximilian Bäumler, Christian Siebke, Marcus Mai, and Felix Elrod. Report on validation of the stochastic traffic simulation (Part A). Technische Universität Dresden, 2021. http://dx.doi.org/10.26128/2021.242.

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This document is intended to give an overview of the human subject study in a driving simulator that was conducted by the Chair of Traffic and Transportation Psychology (Verkehrspsychologie – VPSY) of the Technische Universität Dresden (TUD) to provide the Chair of Automotive Engineering (Lehrstuhl Kraftfahrzeugtechnik – LKT) of TUD with the necessary input for the validation of a stochastic traffic simulation, especially for the parameterization, consolidation, and validation of driver behaviour models. VPSY planned, conducted, and analysed a driving simulator study. The main purpose of the study was to analyse driving behaviour and gaze data at intersections in urban areas. Based on relevant literature, a simulated driving environment was created, in which a sample of drivers passed a variety of intersections. Considering different driver states, driving tasks, and traffic situations, the collected data provide detailed information about human gaze and driving behaviour when approaching and crossing intersections. The collected data was transferred to LKT for the development of the stochastic traffic simulation.
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Evans, Richard, Laurence Kotlikoff, and Kerk Phillips. Game Over: Simulating Unsustainable Fiscal Policy. Cambridge, MA: National Bureau of Economic Research, March 2012. http://dx.doi.org/10.3386/w17917.

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9

Tritten, James J. Scenarios, Simulations, and Games. Fort Belvoir, VA: Defense Technical Information Center, October 1988. http://dx.doi.org/10.21236/ada201633.

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10

Sutcliffe, Mark. Simulations, games and role-play. The Economics Network, September 2002. http://dx.doi.org/10.53593/n2913a.

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