Academic literature on the topic 'State space exercises][Game theory'

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Journal articles on the topic "State space exercises][Game theory"

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Abalo, Kokou Y., and Michael M. Kostreva. "Existence theory for games of pricing and technology." ANZIAM Journal 43, no. 4 (April 2002): 575–85. http://dx.doi.org/10.1017/s1446181100012165.

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AbstractA differential game model of a technological service industry is reformulated as an equivalent game over a function space by direct substitution of the solutions of the state equations. For this game, Nash equilibria are shown to exist under certain mild assumptions. A generalization is considered in which each firm has a choice of three different objective functions, which may reflect distinct management options in a technological service industry. Nash equilibria for the generalized version exist under similar mild assumptions.
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Viktor A., Sidorov. "Games as a Cultural Institute of the “Digital” Space." Humanitarian Vector 15, no. 5 (May 2020): 176–85. http://dx.doi.org/10.21209/1996-7853-2020-15-5-176-185.

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The article examines the problem of modernization and the formation of new cultural institutions of the 21st century on the materials of the formation of media games on the Internet. The actual practice of expanding the game fields deserves attention from researchers for various reasons. First, the game is interesting in itself as a cultural phenomenon that had arisen in the history of humanity before culture itself, then entered into it and became an integral part of social practices. Second, during revolutionary technological changes in the field of the information interaction of people and the emergence of the so-called digital environment, games known to humanity turn from a class of physical and mental exercises into imagination games based on the technical power of computer devices and network communications. The nomenclature of games is expanding, their genre diversity is growing, the design is being fortified; games content is differentiated and deepened, their mythology is being formed. Thus, the “digital” space of our time is in the stage of continuous shaping. Its architectonics predetermines the formation on the Internet of the institution of the game as a newly-formed one, among the formation factors of which the decisive ones stand out – media and mythogenesis. Media determines a qualitatively different state of historically known game formats, while mythogenesis contributes to the accelerated institutionalization of the media games in the social practices. The study of the problems is based on the results of the work of the researchers on the social significance of the game in the “digital” space of the 21st century and the content analysis of the media games by their types. In this study, the formation of media games as the cultural intitution of the “digital” sphere is established. The functioning of the new formation takes place in the conditions and conventions of unlimited time and space. Keywords: cultural institute, media, digital space, games, mythogenesis
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Khan, Faisal Shah, and Simon J. D. Phoenix. "Gaming the quantum." Quantum Information and Computation 13, no. 3&4 (March 2013): 231–44. http://dx.doi.org/10.26421/qic13.3-4-5.

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In the time since the merger of quantum mechanics and game theory was proposed formally in 1999, the two distinct perspectives apparent in this merger of applying quantum mechanics to game theory, referred to henceforth as the theory of ``quantized games'', and of applying game theory to quantum mechanics, referred to henceforth as ``gaming the quantum'', have become synonymous under the single ill-defined term ``quantum game''. Here, these two perspectives are delineated and a game-theoretically proper description of what makes a multiplayer, non-cooperative game quantum mechanical, is given. Within the context of this description, finding Nash equilibrium in a zero-sum quantum game is exhibited to be equivalent to finding a solution to a simultaneous distance minimization problem in the state space of quantum objects, thus setting up a framework for a game theory inspired study of ``equilibrium'' behavior of quantum physical systems such as those utilized in quantum information processing and computation.
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Wang, Ziwen, Baichun Gong, Yanhua Yuan, and Xin Ding. "Incomplete Information Pursuit-Evasion Game Control for a Space Non-Cooperative Target." Aerospace 8, no. 8 (August 3, 2021): 211. http://dx.doi.org/10.3390/aerospace8080211.

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Aiming to solve the optimal control problem for the pursuit-evasion game with a space non-cooperative target under the condition of incomplete information, a new method degenerating the game into a strong tracking problem is proposed, where the unknown target maneuver is processed as colored noise. First, the relative motion is modeled in the rotating local vertical local horizontal (LVLH) frame originated at a virtual Chief based on the Hill-Clohessy-Wiltshire relative dynamics, while the measurement models for three different sensor schemes (i.e., single LOS (line-of-sight) sensor, LOS range sensor and double LOS sensor) are established and an extended Kalman Filter (EKF) is used to obtain the relative state of target. Next, under the assumption that the unknown maneuver of the target is colored noise, the game control law of chaser is derived based on the linear quadratic differential game theory. Furthermore, the optimal control law considering the thrust limitation is obtained. After that, the observability of the relative orbit state is analyzed, where the relative orbit is weakly observable in a short period of time in the case of only LOS angle measurements, fully observable in the cases of LOS range and double LOS measurement schemes. Finally, numerical simulations are conducted to verify the proposed method. The results show that by using the single LOS scheme, the chaser would firstly approach the target but then would lose the game because of the existence of the target’s unknown maneuver. Conversely, the chaser can successfully win the game in the cases of LOS range and double LOS sensor schemes.
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Zhang, Yuchen, and Jing Liu. "Optimal Decision-Making Approach for Cyber Security Defense Using Game Theory and Intelligent Learning." Security and Communication Networks 2019 (December 23, 2019): 1–16. http://dx.doi.org/10.1155/2019/3038586.

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Existing approaches of cyber attack-defense analysis based on stochastic game adopts the assumption of complete rationality, but in the actual cyber attack-defense, it is difficult for both sides of attacker and defender to meet the high requirement of complete rationality. For this aim, the influence of bounded rationality on attack-defense stochastic game is analyzed. We construct a stochastic game model. Aiming at the problem of state explosion when the number of network nodes increases, we design the attack-defense graph to compress the state space and extract network states and defense strategies. On this basis, the intelligent learning algorithm WoLF-PHC is introduced to carry out strategy learning and improvement. Then, the defense decision-making algorithm with online learning ability is designed, which helps to select the optimal defense strategy with the maximum payoff from the candidate strategy set. The obtained strategy is superior to previous evolutionary equilibrium strategy because it does not rely on prior data. By introducing eligibility trace to improve WoLF-PHC, the learning speed is further improved and the defense timeliness is significantly promoted.
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Regev, Oded. "Bell violations through independent bases games." Quantum Information and Computation 12, no. 1&2 (January 2012): 9–20. http://dx.doi.org/10.26421/qic12.1-2-2.

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In a recent paper, Junge and Palazuelos presented two two-player games exhibiting interesting properties. In their first game, entangled players can perform notably better than classical players. The quantitative gap between the two cases is remarkably large, especially as a function of the number of inputs to the players. In their second game, entangled players can perform notably better than players that are restricted to using a maximally entangled state (of arbitrary dimension). This was the first game exhibiting such a behavior. The analysis of both games is heavily based on non-trivial results from Banach space theory and operator space theory. Here we provide alternative proofs of these two results. Our proofs are arguably simpler, use elementary probabilistic techniques and standard quantum information arguments, and also give better quantitative bounds.
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Peeperkorn, Jacques. "A Proposed Model to Behaviourally Pricing Risk." Journal of Economics and Behavioral Studies 6, no. 6 (June 30, 2014): 477–87. http://dx.doi.org/10.22610/jebs.v6i6.509.

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To imagine that asset pricing is not dependant on behavioural heuristics and game theory, we are required to reduce the definition of the participants to that of utility maximising, risk-averse, uniform automata. This study examines this statement through an application of behavioural theory that speaks to the ability of investors to perceive risk, as well as the interactive effects of game theory to distort the perception of risk from exogenous variables to that of endogenous probability beliefs. We present a foundation for a state-space model, such as a Kalman filter, to be used in pricing risk.
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Inoue, Roberto S., Adriano A. G. Siqueira, and Marco H. Terra. "Experimental results on the nonlinear∞control via quasi-LPV representation and game theory for wheeled mobile robots." Robotica 27, no. 4 (July 2009): 547–53. http://dx.doi.org/10.1017/s0263574708004931.

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SUMMARYIn this paper, nonlinear dynamic equations of a wheeled mobile robot are described in the state-space form where the parameters are part of the state (angular velocities of the wheels). This representation, known as quasi-linear parameter varying, is useful for control designs based on nonlinear∞approaches. Two nonlinear∞controllers that guarantee induced2-norm, between input (disturbances) and output signals, bounded by an attenuation level γ, are used to control a wheeled mobile robot. These controllers are solved via linear matrix inequalities and algebraic Riccati equation. Experimental results are presented, with a comparative study among these robust control strategies and the standard computed torque, plus proportional-derivative, controller.
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Araki, Shuto, Juan Pablo Arenas Uribe, Zach Wilkerson, Steven Bogaerts, and Chad Byers. "Determining Solvability in the Birds of a Feather Card Game." Proceedings of the AAAI Conference on Artificial Intelligence 33 (July 17, 2019): 9627–34. http://dx.doi.org/10.1609/aaai.v33i01.33019627.

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Birds of a Feather is a single-player card game in which cards are arranged in a grid. The player attempts to combine stacks of cards under certain rules, with the goal being to combine all cards into a single stack. This paper highlights several approaches for efficiently classifying whether a randomlychosen state has a single-stack solution. These approaches use graph theory and machine learning concepts to prune a state’s search space, resulting in significant reductions in runtime relative to a baseline search.
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Akberdina, Victoria, Grigoriy Korovin, and Aleksandra Ponomareva. "A game-theoretical model of multisubject industrial policy." SHS Web of Conferences 55 (2018): 01019. http://dx.doi.org/10.1051/shsconf/20185501019.

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The vector of industrial policy developmen aimed at the transition from the domination of the state to the involvement in its development of all stakeholders is relevant in developed countries. Such an approach requires an additional scientific justification, confirming its feasibility. The purpose and objectives of the paper is the development within the framework of game theory a model of relationships of subjects interested in the industrial policy based on their interests, strategies, areas of conflict and areas of consensus. The study used a multi-subject approach, which implies the existence of a number of independent stakeholders with their own goals and strategies. The methodology of evolutionary game theory (EGT) was used to analyze the interests of the stakeholders of their coincidences and conflicts. The process of formation of industrial policy identified three possible points of equilibrium. The interaction between the state and enterprises is formalized as a game in a normal form, the functions of utility of the players and the equation of replication dynamics are presented. To formalize the problem and finding the equations of the replicative dynamics, we have considered the problem in a general form for the continuous asymmetric games. In terms of content, the results and decisions can be used as a characteristic of the space for the creation of multiple mutually acceptable agreements between real and potential participants in the process of industrial policy formation. It is possible to further analyze the model to obtain a quantitative assessment of the factors that have the greatest impact on the motivation of the interaction participants.
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Dissertations / Theses on the topic "State space exercises][Game theory"

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Shin, Hyun Song. "A study of information and common knowledge when states are maximal descriptions, with an application to games." Thesis, University of Oxford, 1988. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.253967.

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Cornell, Michael. "Simplifying an Infinitely Complex State-Space: Real-Time Strategy Optimization in Supreme Commander: Forged Alliance." Scholarship @ Claremont, 2015. http://scholarship.claremont.edu/cmc_theses/1123.

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Supreme Commander: Forged Alliance is considered to be among the most complex real-time strategy games that exist today. I am testing whether or not players can gain meaningful strategic value through statistical analysis. In particular, I have focused my analysis on how players can redefine their path from their initial-state to their goal-state in one versus one games, how players can optimize their chance of winning through faction selection, and how players ought to evaluate balance in team games. Through regression analysis, I have concluded that there is potential for statistics to inform player behavior when it comes to each of these strategies.
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Ismaïli, Anisse. "Algorithms for Nash-equilibria in Agent Networks and for Pareto-efficiency in State Space Search : Generalizations to Pareto-Nash in Multiple Objective Games." Thesis, Paris 6, 2016. http://www.theses.fr/2016PA066148.

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Un agent est un élément qui décide une action. Par ce formalisme très général on peut aussi bien désigner deux enfants jouant à pierre-papier-ciseaux, des êtres humains choisissant des produits sur un marché, un logiciel de routage calculant un plus court chemin sur Internet pour transporter des informations sur des routes numériques encombrées, qu’une enchère combinatoire automatique pour vendre des liens commerciaux et rapportant des milliards à google. Les chercheurs en théorie de la décision algorithmique et en théorie des jeux algorithmique – des mathématiciens et informaticiens – aiment à penser que ces exemples concrets peuvent être modélisés au moyen de systèmes décisionnels rationnels, aussi complexe la réalité soit-elle. Les systèmes décisionnels modernes trouvent leur complexité dans plusieurs dimensions. D’une part, les préférences d’un agent peuvent être complexes à représenter avec de simples nombres réels, alors que de multiples objectifs conflictuels interviennent dans chaque décision. D’une autre part, les interactions entre agents font que les récompenses de chacun dépendent des actions de tous, rendant difficile la prédiction des actions individualistes résultantes. L’objet de cette thèse en théorie algorithmique des systèmes décisionnels interactifs (jeux) est de poursuivre des efforts de recherche menés sur ces deux sources de complexité, et in fine, de considérer les deux complexités dans un même modèle
An agent is an entity that decides an action. By using this abstraction, it is possible to model two children playing rock-paper-scissors, a software computing a shortest path on the internet for packet-routing on congest numerical networks, as well as an automatic combinatorial auction that sells commercial links in order to make google earn billions. The researchers in algorithmic decision theory and algorithmic game theory (mathematicians and computer scientists) like to think that these real-life examples can be modelled by mean of agents in an interaction decision system, no matter how complex is reality. The modern interactive decision systems find their complexity in multiple aspects. Firstly, the preferences of an agent can be complex to model with real numbers when there are multiple conflicting objectives resulting from every decision. Secondly, the interactions between agents are such that the payoff of every individual depends of the actions of all, making difficult the prediction of the resulting action-profile. This thesis aims at pursuing research efforts lead on these two sources of complexity, in order to consider ultimately both aspects in the same model
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Books on the topic "State space exercises][Game theory"

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Hollenstein, Tom. State Space Grids: Depicting Dynamics Across Development. Boston, MA: Springer US, 2013.

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Hollenstein, Tom. State Space Grids: Depicting Dynamics Across Development. Springer, 2012.

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Book chapters on the topic "State space exercises][Game theory"

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Hespanha, João P. "State-Feedback Zero-Sum Dynamic Games." In Noncooperative Game Theory. Princeton University Press, 2017. http://dx.doi.org/10.23943/princeton/9780691175218.003.0017.

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This chapter focuses on the computation of the saddle-point equilibrium of a zero-sum discrete time dynamic game in a state-feedback policy. It begins by considering solution methods for two-player zero sum dynamic games in discrete time, assuming a finite horizon stage-additive cost that Player 1 wants to minimize and Player 2 wants to maximize, and taking into account a state feedback information structure. The discussion then turns to discrete time dynamic programming, the use of MATLAB to solve zero-sum games with finite state spaces and finite action spaces, and discrete time linear quadratic dynamic games. The chapter concludes with a practice exercise that requires computing the cost-to-go for each state of the tic-tac-toe game, and the corresponding solution.
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NOWAK, ANDRZEJ S. "Zero-Sum Nonstationary Stochastic Games with General State Space." In Game Theory and Applications, 393–97. Elsevier, 1990. http://dx.doi.org/10.1016/b978-0-12-370182-4.50036-2.

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Baggott, Jim. "Epilogue A Game of Theories." In The Quantum Cookbook, 265–68. Oxford University Press, 2020. http://dx.doi.org/10.1093/oso/9780198827856.003.0014.

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The Quantum Cookbook shows that whilst quantum mechanics is mathematically challenging, some basic knowledge and a bit of effort will carry you a long way. It also explains how quantum mechanics was derived from the physics. The abstract formalism based on state vectors in Hilbert space was introduced only when it was deemed desirable to lend the theory greater mathematical consistency, and to reject some of its historical baggage. The best way to come to terms with this formalism is to understand how and why it came about. Debates about interpretation continue to this day and, by providing some historical context, you should get the impression that any lack of comprehension of its meaning on your part is absolutely not your fault. Quantum mechanics challenges our comprehension of what any (and all) scientific theories are meant to be telling us about the nature of reality. It’s okay to have doubts.
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Koch, Natalia, and Natalia Vasylkova. "THE TEXT CONCEPT OF UKRAINE IN A METAPHORICAL VIEW (BASED ON THE MATERIALS OF THE NOVEL BY L. KOSTENKO “THE NOTES OF UKRAINIAN SAMASHEDSHYI (MADMAN)”." In Trends of philological education development in the context of European integration. Publishing House “Baltija Publishing”, 2021. http://dx.doi.org/10.30525/978-9934-26-069-8-7.

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The article is devoted to the study of cognitive mechanisms of actualization of the discursive topic UKRAINE in L. Kostenko 's fiction novel “The Notes of Ukrainian samashedshyi (madman)”. The interaction of conceptual metaphors, which represent the basic textual concept at a deep level, forms the original conceptual space of the work. The purpose of scientific research is to establish connections between structural, orientations and ontological metaphors of the novel, as well as to describe their semantic content, verbalized at the linguistic level. According to the topic, the object of research is a discursive topic (text concept), the subject – the means of verbalization of conceptual metaphors as its expression. The relevance of the publication theme is determined by the general tendency of linguoconceptology, aimed to the study of conceptual space of the author's literary text. The main method of research is a conceptual analysis applying of methodologies of interpretive, contextual and other types of analysis. In-text and out-of-text level connections, which are viewed by involving background contexts (historical-cultural, socio-cultural, situational, etc.), determine the discursive character of the literary text, in which the key text concept functions as a discursive topic. The metaphorical projection of the text concept UKRAINE is carried out in the context of the political picture of Ukrainian world during the “Orange” revolution. The concept UKRAINE is a structurally and contently complex mental unit of individual consciousness that represents interdependent components due to the author's choice of conceptual metaphor. Keeping the established meanings (state; country where Ukrainians live), the concept acquires specificity due to its rethinking in the mind of the writer, who has an original worldview of modern life in the context of globalization. In interpretation of the conceptual content of analyzed topic, it is important the authors’ assume about the theory of conceptual metaphor that a metaphor affects on the decision-making process of problem situation, in particular on the stage of identifying alternatives to solve the problem. The author's vision of such alternatives is manifested in the systematic use of certain types of metaphors. The emotional and pragmatic potentials of conceptual metaphors have a powerful influence on the reader’s mind. In the process of conceptual analysis the basic spheres of experience, related to the representation of the discursive topic UKRAINE were distinguished. Such spheres are represented by structural metaphors of war, morbid metaphor, game metaphor, etc. Productive metaphorical models of the novel are orientation metaphors, which are based on universal empirical experience and individual experience of the the mental language of ontological metaphors supplements the artistic and journalistic discourse. The author’s created a metaphorical model of Ukrainian reality at the beginning of the XXI century is a diffuse system of intersecting metaphorical projections, updated by the discursive topic. The perspectives for further study of metaphorical models of the Ukrainian writers’ works we see in the possibility of describing the specifics of the individual author's worldview in particular and the national picture of the world in general.
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