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Статті в журналах з теми "Antagonistic games with full information"

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Mathis, Jérôme. "Full revelation of information in Sender–Receiver games of persuasion." Journal of Economic Theory 143, no. 1 (November 2008): 571–84. http://dx.doi.org/10.1016/j.jet.2007.12.002.

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McCusker, Guy. "Games and Full Abstraction for FPC." Information and Computation 160, no. 1-2 (July 2000): 1–61. http://dx.doi.org/10.1006/inco.1999.2845.

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Bilò, Vittorio, Michele Flammini, Vasco Gallotti, and Cosimo Vinci. "On Multidimensional Congestion Games." Algorithms 13, no. 10 (October 15, 2020): 261. http://dx.doi.org/10.3390/a13100261.

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We introduce multidimensional congestion games, that is, congestion games whose set of players is partitioned into d+1 clusters C0,C1,…,Cd. Players in C0 have full information about all the other participants in the game, while players in Ci, for any 1≤i≤d, have full information only about the members of C0∪Ci and are unaware of all the others. This model has at least two interesting applications: (i) it is a special case of graphical congestion games induced by an undirected social knowledge graph with independence number equal to d, and (ii) it represents scenarios in which players have a type and the level of competition they experience on a resource depends on their type and on the types of the other players using it. We focus on the case in which the cost function associated with each resource is affine and bound the price of anarchy and stability as a function of d with respect to two meaningful social cost functions and for both weighted and unweighted players. We also provide refined bounds for the special case of d=2 in presence of unweighted players.
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Swait, Joffre, Monica Popa, and Luming Wang. "Capturing Context-Sensitive Information Usage in Choice Models via Mixtures of Information Archetypes." Journal of Marketing Research 53, no. 5 (October 2016): 646–64. http://dx.doi.org/10.1509/jmr.12.0518.

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The authors offer a new conceptualization and operational model of consumer choice that allows context-sensitive information usage and preference heterogeneity to be separately and simultaneously captured, thus transforming the axiom of full information use into a testable hypothesis. A key contribution of the proposed framework is the integration of two previously disjointed and often antagonistic research paradigms: (1) the economic rationality perspective, which assumes stable preferences and full information usage, and (2) the psychological bounded-rationality perspective, which allows context-sensitive preferences and information selectivity. The authors demonstrate that the two paradigms can and do coexist in the same decision-making space, even at the level of individual consumer choices. The proposed information archetype mixture model is tested in four studies that span different product categories and levels of task complexity. The findings have ramifications for choice modeling theory and implementation, beyond the disciplinary boundaries of marketing to applied economics and choice-focused social sciences.
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Huang, Jianhui, Shujun Wang, and Zhen Wu. "Backward Mean-Field Linear-Quadratic-Gaussian (LQG) Games: Full and Partial Information." IEEE Transactions on Automatic Control 61, no. 12 (December 2016): 3784–96. http://dx.doi.org/10.1109/tac.2016.2519501.

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Holt, Charles A., and Roger Sherman. "Classroom Games: A Market for Lemons." Journal of Economic Perspectives 13, no. 1 (February 1, 1999): 205–14. http://dx.doi.org/10.1257/jep.13.1.205.

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The incentives that arise in markets with asymmetric information are illustrated in the classroom exercise presented here. Student sellers choose both a quality ‘grade’ and a price for their products. Initially, both prices and grades for all sellers are posted, and buyers select from these offerings. In this full-information setup, the market prices and grades quickly reach efficient levels that maximize total surplus. Next, although sellers continue to choose grades and prices, only prices (not grades) are posted for buyers to see when they shop. The grades and prices then fall to inefficiently low levels. The observed market outcomes in this exercise can stimulate useful discussion of asymmetric information, market failure, and remedies such as quality standards and warranties.
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Liu, Yan. "Design and Implementation of the Solution of Venue Result System for the Comprehensive Games." Advanced Materials Research 926-930 (May 2014): 3782–85. http://dx.doi.org/10.4028/www.scientific.net/amr.926-930.3782.

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With more and more public attention and rapid development of computer and information technology, it is necessary for comprehensive games being equipped with information system. Venue Result System (VRS) is the core system in communication and information system of the Comprehensive games. In this paper, the existing problem and deficiencies in current information systems used in important games which are held in China or other countries are analyzed. According to the building and developing experience of information systems used in comprehensive games in many years into full consideration, the system is analyzed and designed by means of software engineering and then there are the overall technology framework of the system, different functional subsystems and the mechanism and flow of data interaction.
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Serfes, Konstantinos, and Nicholas C. Yannelis. "LEARNING IN BAYESIAN GAMES BY BOUNDED RATIONAL PLAYERS II: NONMYOPIA." Macroeconomic Dynamics 2, no. 2 (June 1998): 141–55. http://dx.doi.org/10.1017/s1365100598007019.

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We generalize results of earlier work on learning in Bayesian games by allowing players to make decisions in a nonmyopic fashion. In particular, we address the issue of nonmyopic Bayesian learning with an arbitrary number of bounded rational players, i.e., players who choose approximate best-response strategies for the entire horizon (rather than the current period). We show that, by repetition, nonmyopic bounded rational players can reach a limit full-information nonmyopic Bayesian Nash equilibrium (NBNE) strategy. The converse is also proved: Given a limit full-information NBNE strategy, one can find a sequence of nonmyopic bounded rational plays that converges to that strategy.
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Tatarenko, Tatiana, and Jan Zimmermann. "Distributed optimization methods for N-cluster games." at - Automatisierungstechnik 70, no. 3 (March 1, 2022): 237–47. http://dx.doi.org/10.1515/auto-2021-0137.

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Abstract This work provides methodological approaches to solve convex optimization problems arising in multi-agent systems which can be reformulated in terms of a so called N-cluster game. We consider different settings of information available to each agent in the system. First, we present a centralized algorithm, which requires a central coordinator having full access to information about agents’ actions and gradients of their cost functions, to demonstrate how the standard gradient descent method can be applied to achieve an optimal output in N-cluster games. After that we relax the full information setting and assume that only partial information is available to each agent. Focus lies on the following two cases. In the first case, the agents have access to their gradient functions and are allowed to exchange information with their local neighbors over a communication graph that connects the whole system. In the second case, the agents do not know the functional form of their objectives/gradients and can only access the current values of their objective functions at some query point. Moreover, the agents are allowed to communicate only with their local neighbors within the cluster to which they belong. For both settings we present the convergent optimization procedures and analyse their efficiency in simulations.
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Mitra, Siddharth, and Aditya Gopalan. "On Adaptivity in Information-Constrained Online Learning." Proceedings of the AAAI Conference on Artificial Intelligence 34, no. 04 (April 3, 2020): 5199–206. http://dx.doi.org/10.1609/aaai.v34i04.5964.

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We study how to adapt to smoothly-varying (‘easy’) environments in well-known online learning problems where acquiring information is expensive. For the problem of label efficient prediction, which is a budgeted version of prediction with expert advice, we present an online algorithm whose regret depends optimally on the number of labels allowed and Q* (the quadratic variation of the losses of the best action in hindsight), along with a parameter-free counterpart whose regret depends optimally on Q (the quadratic variation of the losses of all the actions). These quantities can be significantly smaller than T (the total time horizon), yielding an improvement over existing, variation-independent results for the problem. We then extend our analysis to handle label efficient prediction with bandit (partial) feedback, i.e., label efficient bandits. Our work builds upon the framework of optimistic online mirror descent, and leverages second order corrections along with a carefully designed hybrid regularizer that encodes the constrained information structure of the problem. We then consider revealing action-partial monitoring games – a version of label efficient prediction with additive information costs – which in general are known to lie in the hard class of games having minimax regret of order T2/3. We provide a strategy with an O((Q*T)1/3 bound for revealing action games, along with one with a O((QT)1/3) bound for the full class of hard partial monitoring games, both being strict improvements over current bounds.
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Дисертації з теми "Antagonistic games with full information"

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Соболь, Надія Олександрівна. "Задача про знаходження ймовірності виграшу в антагоністичній грі з повною інформацією, у якій гравці можуть відхилятись від оптимальних стратегій під впливом випадкових факторів". Bachelor's thesis, КПІ ім. Ігоря Сікорського, 2021. https://ela.kpi.ua/handle/123456789/45276.

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Дипломна робота: 82 с., 7 рис., 6 табл., 2 дод., 23 джерела. Тема: Задача про знаходження ймовірності виграшу в антагоністичній грі з повною інформацією, у якій гравці можуть відхилятись від оптимальних стратегій під впливом випадкових факторів Об’єкт дослідження – антагоністичні ігри з повною інформацією. Предметом дослідження є антагоністична гра з повною інформацією, у якій гравці можуть відхилятись від оптимальних стратегій під впливом випадкових факторів. Мета роботи – знайти ймовірність виграшу в антагоністичній грі з повною інформацією, у якій гравці можуть відхилятись від оптимальних стратегій під впливом випадкових факторів. Для досягнення поставленої мети у роботі використовуються методи теорії ігор та ланцюгів Маркова. Отримані результати – знайдено ймовірність виграшу в антагоністичній грі з повною інформацією, у якій гравці можуть відхилятись від оптимальних стратегій під впливом випадкових факторів, та проведено порівняльній аналіз в залежності від зміни початкових параметрів. Результати роботи були представлені на X Всеукраїнській науковій конференції молодих математиків, що відбулася 18 квітня 2021 року. У рамках подальшого дослідження пропонується перетворити цю задачу на більш прикладну для застосування в повсякденному житті. Також цікаво дослідити нашу задачу за додаткових умов, а саме, якщо можна брати не від 1 до m сірників, а, наприклад, тільки: 1, 3, 7,…, m.
Bachelor thesis: 82 p., 7 fig., 6 tabl., 2 append., 23 sources. Theme: The problem of finding the probability of winning in an antagonistic game with complete information in which players can deviate from optimal strategies under the influence of random factors. The object of research is an antagonistic game with incomplete information. The subject of research is an antagonistic game with complete information in which players can deviate from optimal strategies under the influence of random factors. The aim of this work is to find the probability of winning in an antagonistic game with complete information, in which players can deviate from optimal strategies under the influence of random factors. To achieve this goal, we use the methods of the theory of games and Markov chains. Results – the probability of winning in an antagonistic game with complete information in which players can deviate from the optimal strategies under the influence of random factors was found and a comparative analysis was performed depending on initial parameters. The results were presented at the X Ukrainian Scientific Conference of Young Mathematicians, held on April 18, 2021. For further research, it is proposed to turn this task into a more applied problem in order to use in everyday life. It is also interesting to investigate our problem under additional conditions, namely, if one can take not from 1 to m matches, but, for example, only 1, 3, 7, …, m.
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Частини книг з теми "Antagonistic games with full information"

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"Non-cooperative, full-information dynamic games." In Optimal Control, Expectations and Uncertainty, 169–96. Cambridge University Press, 1989. http://dx.doi.org/10.1017/cbo9780511521973.010.

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Reis, Gorete Mendonça, Luís Manuel Mota Sousa, Paulo Silva, Patricia Pereira, and Margarida Sim-Sim. "Frailty in the Elderly and Interventions Supported by Information and Communication Technologies." In Exploring the Role of ICTs in Healthy Aging, 120–37. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-1937-0.ch007.

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Fragility affects the ability to recover from stress conditions as the use of information and communication technologies in health care grows. The objective of this chapter is to identify evidence on interventions using ICT technology to prevent or delay frailty. A systematic review of the literature was used. Search was performed in April 2019 through B-on and EBSCO host, in databases Academic Search Complet, with Full Test in MEDLINE, CINAHL Plus®, and MedicLatina. Boolean equation ((Telemedicine) OR (mobile health) OR (computer reality) OR (virtual reality)) AND (Frail Elderly) AND (randomized controlled trial), from 2013 to 2017. Articles followed PRISMA flowchart. Results show that 2946 articles were selected, and 17 met the criteria. The used ICT were virtual-augmented reality, multidisciplinary home-telehealth and telemonitoring, nurse home visits, Wii Fit, and other interactive video games. The chapter conclude that the implementation of ICT to manage self-care at home requires an interdisciplinary, collaborative, and user-centered approach to improve the viability, acceptability, and usability of innovations.
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Reis, Gorete Mendonça, Luís Manuel Mota Sousa, Paulo Silva, Patricia Pereira, and Margarida Sim-Sim. "Frailty in the Elderly and Interventions Supported by Information and Communication Technologies." In Research Anthology on Supporting Healthy Aging in a Digital Society, 1750–64. IGI Global, 2022. http://dx.doi.org/10.4018/978-1-6684-5295-0.ch100.

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Анотація:
Fragility affects the ability to recover from stress conditions as the use of information and communication technologies in health care grows. The objective of this chapter is to identify evidence on interventions using ICT technology to prevent or delay frailty. A systematic review of the literature was used. Search was performed in April 2019 through B-on and EBSCO host, in databases Academic Search Complet, with Full Test in MEDLINE, CINAHL Plus®, and MedicLatina. Boolean equation ((Telemedicine) OR (mobile health) OR (computer reality) OR (virtual reality)) AND (Frail Elderly) AND (randomized controlled trial), from 2013 to 2017. Articles followed PRISMA flowchart. Results show that 2946 articles were selected, and 17 met the criteria. The used ICT were virtual-augmented reality, multidisciplinary home-telehealth and telemonitoring, nurse home visits, Wii Fit, and other interactive video games. The chapter conclude that the implementation of ICT to manage self-care at home requires an interdisciplinary, collaborative, and user-centered approach to improve the viability, acceptability, and usability of innovations.
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Houmb, Siv Hilde, Indrajit Ray, and Indrakshi Ray. "SecInvest." In Dependability and Computer Engineering, 306–28. IGI Global, 2012. http://dx.doi.org/10.4018/978-1-60960-747-0.ch014.

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Today, millions of users rely on the Internet to do business and to access a wide variety of services. Examples include e-commerce, banking transactions, B2B interactions, multi-player games, blogs, and social networks. Trust in these services is a prerequisite to achieve the full economic potential of information communications technology (ICT). Security economics explore the opportunities of security investments by transforming security from a cost to an asset. This chapter describes SecInvest, a security investment support framework that helps security economists explore such opportunities. SecInvest derives a security solution fitness score that can be used to compare alternative solutions and decide whether to invest in security or take the associated risk. The framework considers various cost variables, investment budget and priorities, laws and regulations, risk level, a priori security status, and other decision variables when deriving the fitness score.
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Tjondronegoro, D. "Mobile Sports Video with Total Users Control." In Encyclopedia of Mobile Computing and Commerce, 596–604. IGI Global, 2007. http://dx.doi.org/10.4018/978-1-59904-002-8.ch099.

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Sports video is very popular thanks to its in-progress (live) information and entertainment values. Many users are motivated to access sports video using mobile devices, since they often cannot watch the game on their sofa due to a busy life and inability to cope with lengthy games. The current generation of mobile video services has only focused on supporting the when and where consumers can watch their favorite sports matches. Since total control over playback and content is neglected, users often have to settle with low-quality videos and static content, which have been pre-processed. This limitation slows down the progress towards an era in which users are comfortable using their mobile devices to enjoy sports broadcasts while gaining total control over what they can watch at their most convenient time and place. In this article, we will describe a mobile video system which offers users full support over the when, where and how they want to watch sports video. The main new features offered are: (1) non-linear navigation within single and/or multiple documents; (2) customizable and personalized summaries; (3) multimodal access and video representation.
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Guo, Huaqun, Lek-Heng Ngoh, and Wai-Choong Wong. "Optimizing Inter-Domain Internet Multicast." In Encyclopedia of Internet Technologies and Applications, 391–97. IGI Global, 2008. http://dx.doi.org/10.4018/978-1-59140-993-9.ch055.

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In the age of multimedia and high-speed networks, there are many applications that involve sending information to a selective, usually large, number of clients. Common examples of such applications include audio/video conferencing, distance learning, video-on-demand, distributed interactive games, data distribution, service location/discovery, collaborative computing, collaborative visualization, distributed simulation, communicating to dynamic group, and so on. To support such applications, multicast is considered a very efficient mechanism (Lao 2005) since it uses some delivery structures to forward data from senders to receivers, with the aim that the overall utilization of resources in the underlying network is minimized in some sense (Oliveira 2005). For example, multicast is heavily used for mass media TV distribution which can be seen from a survey conducted by NAB Research and Planning (NAB 2005). NAB Research and Planning conducted this survey in July 2005 of all U.S. full-power commercial television stations on their plans for DTV (Digital TV) multicast services. Among the 450 response stations, 50% of stations are currently multicasting, and 79% among non-multicasting stations are considering multicasting at some point in the future.
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Graesser, Arthur C., Vasile Rus, Zhiqiang Cai, and Xiangen Hu. "Question Answering and Generation." In Applied Natural Language Processing, 1–16. IGI Global, 2012. http://dx.doi.org/10.4018/978-1-60960-741-8.ch001.

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Automated Question Answering and Asking are two active areas of Natural Language Processing with the former dominating the past decade and the latter most likely to dominate the next one. Due to the vast amounts of information available electronically in the Internet era, automated Question Answering is needed to fulfill information needs in an efficient and effective manner. Automated Question Answering is the task of providing answers automatically to questions asked in natural language. Typically, the answers are retrieved from large collections of documents. While answering any question is difficult, successful automated solutions to answer some type of questions, so-called factoid questions, have been developed recently, culminating with the just announced Watson Question Answering system developed by I.B.M. to compete in Jeopardy-like games. The flip process, automated Question Asking or Generation, is about generating questions from some form of input such as a text, meaning representation, or database. Question Asking/Generation is an important component in the full gamut of learning technologies, from conventional computer-based training to tutoring systems. Advances in Question Asking/Generation are projected to revolutionize learning and dialogue systems. This chapter presents an overview of recent developments in Question Answering and Generation starting with the landscape of questions that people ask.
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Paschou, Mersini, Evangelos Sakkopoulos, Athanasios Tsakalidis, Giannis Tzimas, and Emmanouil Viennas. "An XML-Based Customizable Model for Multimedia Applications for Museums and Exhibitions." In Intelligent Multimedia Technologies for Networking Applications, 348–63. IGI Global, 2013. http://dx.doi.org/10.4018/978-1-4666-2833-5.ch014.

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Inclusion of Information and Communication Technologies (ICTs) and multimedia in a museum can result in a functional upgrade of the visitor experience in an exhibition. The added value of ICTs includes promoting the enhancement of educational, research, and entertainment purposes towards which a museum has already been designed. To better understand the potential role of ICTs in museums, the authors introduce an XML-based customizable system. In this chapter, they present an XML-based customizable multimedia solution for museums and exhibitions. The proposed approach serves multimedia content solutions for the assistance of visitors and researchers. A modular approach is adopted in order to provide a User Interface abstraction and operation-business logic isolation from the data. The key advantage of the proposed solution is the separation of concerns for User Interface, business logic, and data retrieval. The proposed solution allows the dynamic XML-based customization of museum multimedia applications to support additional data from new seasonal or one-time exhibitions at the same museum, re-arrangement of the exhibits in the museum halls, addition of new digitized halls with the respective multimedia data and any additional documentation or multimedia extras for existing exhibits. The authors present a case study at the digital exhibition for the history of the ancient Olympic Games at the Older Olympia Museum. Several hundreds of exhibits have been included and the dynamic management was successful after a careful digitization procedure. The results have been encouraging, the users and administrators’ feedback was positive, and the full-scale deployment was successful.
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Martos, Svitlana, Svitlana Klymovych, and Olena Karabuta. "AltspaceVR IN DISTANCE EDUCATION OF PHILOLOGY STUDENTS." In Development of scientific, technological and innovation space in Ukraine and EU countries. Publishing House “Baltija Publishing”, 2021. http://dx.doi.org/10.30525/978-9934-26-151-0-10.

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Today, virtual and augmented reality is being introduced into various professional fields, including the educational process. Virtual reality technology makes it possible to immerse people in a simulated virtual world and makes communication much easier, because it is a spatially entertaining form in which each user-visitor can create not only their own image, shape or choose the environment and so forth. The study demonstrates with concrete examples the possibilities of using the AltspaceVR platform in teaching educational disciplines, turning an ordinary educational process into a fascinating journey. The authors of the publication (Associate Professors of the Department of Ukrainian Philology and Journalism of Kherson State University) shared their experience in the pilot mentoring programme for teachers of higher education institutions «New Tool ‒ New Opportunities: AltspaceVR» initiated by the «Learn and Differentiate: Infomedia Literacy» project team, which is implemented by the International Research and Exchanges board (IREX) and supported by the US and UK Embassies in partnership with the Ukrainian Ministry of Education and Science and the Academy of Ukrainian Press. Using the example of the information zone «Gender Stereotypes» of the educational discipline «Gender Linguistics», presentation of the educational discipline «Language Self-Branding of Modern Specialist», announcement of the educational discipline «Language Portrait of the City», the teachers demonstrate the possibilities of using AltspaceVR platform as an informational and educational environment. The authors argumentally prove that in distance learning mode, working in a virtual reality game environment today becomes not only a reality but also a necessity. The use of AltspaceVR as one of the latest technologies in teaching is quite reasonable. The AltspaceVR platform allows participants of the educational process to realize the same opportunities and get the same impressions as when participating in a real (traditional) event without leaving home. The main advantage of using the AltspaceVR platform in distance learning is its interactivity, which prevents the learning process from becoming boring. In contrast to Zoom and other platforms, there is an opportunity to involve participants as much as possible, for instance through role playing, games, etc. The effective implementation of virtual reality technologies, in particular the use of the AltspaceVR platform in the educational process, has a powerful potential to form an individual with a high level of digital literacy, capable of learning, communication and collaboration. The academic freedom of the teacher allows to define the tool of digital learning and part of its implementation in the educational process. A relevant issue today is the teacher’s workload, since modelling the artificially created world on the AltspaceVR platform for classes is quite time-consuming. And, of course, mastering the latest information and communication technologies requires new competencies and a high level of teacher’s digital literacy. Consequently, the question of training teaching staff to realize distance learning, who would be able to support the full cycle of organizing the educational process, needs to be solved.
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Тези доповідей конференцій з теми "Antagonistic games with full information"

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Sheremet, I. A. "Resource-based games." In The International Workshop on Information, Computation, and Control Systems for Distributed Environments. Crossref, 2020. http://dx.doi.org/10.47350/iccs-de.2020.22.

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Article is dedicated to the multigrammatical modelling of games. Basic notions and definitions, concerning multisets and multiset grammars, are considered. So called resource-based games are introduced, and representation of their simplest class – antagonistic resource-based games – by filtering multiset grammars is considered in details. More sophisticated cooperative and coalitional resource-based games are proposed. Directions of further development of resource-based games by application of multigrammatical framework are discussed.
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Bi, Tingyan. "Making Full Use of Education Games' Role in Promoting Learning." In 2013 International Conference on Information Technology and Applications (ITA). IEEE, 2013. http://dx.doi.org/10.1109/ita.2013.46.

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Fioretto, Ferdinando, Lesia Mitridati, and Pascal Van Hentenryck. "Differential Privacy for Stackelberg Games." In Twenty-Ninth International Joint Conference on Artificial Intelligence and Seventeenth Pacific Rim International Conference on Artificial Intelligence {IJCAI-PRICAI-20}. California: International Joint Conferences on Artificial Intelligence Organization, 2020. http://dx.doi.org/10.24963/ijcai.2020/481.

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Анотація:
This paper introduces a differentially private (DP) mechanism to protect the information exchanged during the coordination of sequential and interdependent markets. This coordination represents a classic Stackelberg game and relies on the exchange of sensitive information between the system agents. The paper is motivated by the observation that the perturbation introduced by traditional DP mechanisms fundamentally changes the underlying optimization problem and even leads to unsatisfiable instances. To remedy such limitation, the paper introduces the Privacy-Preserving Stackelberg Mechanism (PPSM), a framework that enforces the notions of feasibility and fidelity (i.e. near-optimality) of the privacy-preserving information to the original problem objective. PPSM complies with the notion of differential privacy and ensures that the outcomes of the privacy-preserving coordination mechanism are close-to-optimality for each agent. Experimental results on several gas and electricity market benchmarks based on a real case study demonstrate the effectiveness of the proposed approach. A full version of this paper [Fioretto et al., 2020b] contains complete proofs and additional discussion on the motivating application.
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Che, Yuhang, Zhuohua Shen, and Justin Seipel. "A Simple Model for Body Pitching Stabilization." In ASME 2013 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2013. http://dx.doi.org/10.1115/detc2013-13525.

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Анотація:
Pitching dynamics are an important component of the dynamics of legged locomotion. We develop an energy-open pitching stabilization model to achieve full asymptotic stability of locomotion. This model is called the pitched-actuated Spring-Loaded Inverted Pendulum (pitched-actuated SLIP) model. It extends the conservative SLIP model to include a trunk as well as net nonzero hip torque and leg damping. The hip torque is governed by a proportional and derivative controller which uses only the angle between body and leg as feedback during stance. During the swing phase of the leg, inertial frame feedback is used to reset the leg to a fixed angle in space. The use of body-frame feedback in stance is thought to be relevant to biology and robotic control, as time delays and uncertainty in inertial frame feedback could be challenging in stance. Further, this method of control during stance could be implemented in a neural feedforward manner using antagonistic pairs of muscle or muscle-like actuators around the hip joint. This model of pitching dynamics exhibits full asymptotic stability over a range of model parameters. Further, derivative control significantly impacts disturbance mitigation. Periodic locomotion solutions of the model with large energy cost tend to be unstable. Whereas, the most energy efficient locomotion solutions found tend to be within the stable region of the parameter space. The correlation between energy efficiency and stability found in this model may have significant implications for locomotion with pitching.
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Waxman, Naftali, Sarit Kraus, and Noam Hazon. "Manipulation of k-Coalitional Games on Social Networks." In Thirtieth International Joint Conference on Artificial Intelligence {IJCAI-21}. California: International Joint Conferences on Artificial Intelligence Organization, 2021. http://dx.doi.org/10.24963/ijcai.2021/63.

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In many coalition formation games the utility of the agents depends on a social network. In such scenarios there might be a manipulative agent that would like to manipulate his connections in the social network in order to increase his utility. We study a model of coalition formation in which a central organizer, who needs to form k coalitions, obtains information about the social network from the agents. The central organizer has her own objective: she might want to maximize the utilitarian social welfare, maximize the egalitarian social welfare, or only guarantee that every agent will have at least one connection within her coalition. In this paper we study the susceptibility for manipulation of these objectives, given the abilities and information that the manipulator has. Specifically, we show that if the manipulator has very limited information, namely he is only familiar with his immediate neighbours in the network, then a manipulation is almost always impossible. Moreover, if the manipulator is only able to add connections to the social network, then a manipulation is still impossible for some objectives, even if the manipulator has full information on the structure of the network. On the other hand, if the manipulator is able to hide some of his connections, then all objectives are susceptible to manipulation, even if the manipulator has limited information, i.e., when he is familiar with his immediate neighbours and with their neighbours.
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"Increasing Intrinsic Motivation of Programming Students: Towards Fix and Play Educational Games." In InSITE 2018: Informing Science + IT Education Conferences: La Verne California. Informing Science Institute, 2018. http://dx.doi.org/10.28945/3996.

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Aim/Purpose: [This Proceedings paper was revised and published in the 2018 issue of the journal Issues in Informing Science and Information Technology, Volume 15] The objective of this research is to investigate the effectiveness of educational games on learning computer programming. In particular, we are focusing on examining whether allowing the players to manipulate the underlying code of the educational game will increase the intrinsic motivation of the programming students. Background: Traditionally, learning computer programming is considered challenging. Educational games can be used as a tool to motivate students to learn challenging subjects such as programming. Young students are fond of playing digital games. Moreover, they are also interested in creating game applications. Methodology: We created a prototype for a casual game to teach the fundamentals of conditional structures. Casual games, compared to other genres, are easy to learn and play. A number of errors were intentionally included in the game at different stages. Whenever an error is encountered, students have to stop the game and fix the bug before proceeding. In order to fix a bug, a student should understand the underlying program of the game. In this strategy, we believe that the self-esteem of the students will be built as they fix the bugs. This in turn will intrinsically motivate the students to actively engage in learning while playing. Contribution: Learning first programming language is considered very challenging. This research, investigates a novel approach to teach programming using educational games. Findings: A pilot study was conducted using the prototype to evaluate our claim. The outcome of the evaluation is encouraging. Allowing the gamers, who use educational games for learning programming, to manipulate the underlying code of the educational game will increase the intrinsic motivation of the programming students. This paper will describe the problem statement, research methodologies, preliminary results, and future directions of the research. Recommendations for Practitioners: Creating industry level educational games to teach programming will be beneficial to the society. Recommendation for Researchers: Learning first computer programming language is considered challenging. This research investigates a novel approach to teach programming. we focused on examining whether allowing the players to manipulate the underlying code of the educational game will increase the intrinsic motivation of the programming students. We used casual games for investigation. This research may be extended for other genres. Comparing this approach with other approaches such as Algorithm Animation techniques will be another potential research topic. Impact on Society: Today, digital technology plays a key role in our daily lives. Even the kids’ toys are becoming more and more digital and some of which are programmable. The future generations of students should be able to use digital technologies proficiently. In addition, they should also be able to understand and modify the underlying computer programs. Nevertheless, learning computer programming is considered challenging, and beginning students are easily frustrated and become bored. This research investigate a novel approach to alleviate this disenchantment. Future Research: In future, different types of casual games will be developed to learn different topics in computer programming, and a full scale evaluation (including objective evaluation using game scores) will be conducted. This research will follow the principles outlined in the US Department of Education’s Common Guidelines for Education and Research The reliability of the questionnaire will be measured using Cronbach’s alpha. One-way MANOVA will analyze the efficacy of the proposed intervention on the students’ performance, and their intrinsic motivation and flow experience. The sample sizes may be different. A priori analysis will be conducted to verify existence of multivariate outliers, normality condition, and homogeneity of covariance. Power and Effect size analysis will be reported
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Baalsrud Hauge, Jannicke M., Ioana Andreea Stănescu, Maira B. Carvalho, Antoniu Stefan, Marian Banica, and Theodore Lim. "Integrating Gamification in Mechanical Engineering Systems to Support Knowledge Processes." In ASME 2015 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2015. http://dx.doi.org/10.1115/detc2015-47695.

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Анотація:
Rapid technological changes have a large influence in the field of engineering systems. However, just being fast is not sufficient; additionally, the system has to be user-friendly, flexible and cost effective. Serious Games (SG), as fast-paced, immersive, interactive media, have not only become popular in various learning and training environments, including engineering, but there are also several examples on how game-based mechanisms can be used to enhance User Experience (UX) and performance. So far, gamification of Mechanical Engineering Systems (MES) have not reached their full potential, due to the fact that gamification efforts are costly, time consuming to develop, and require the constant involvement of MES developers even for small changes. Furthermore, its adaption to MES requires specific knowledge in game design and development. Thus, as demand for user friendlier, intuitive interfaces increases, there is also a need for support tools that enable access to design and development of gamification mechanisms for non-SG professionals. In this context, the authors discuss the creation of a library of User Interface (UI) automation tools that enables gamification and through which tutors can create interactive learning scenarios to guide users through the functionalities of engineering systems. Such tools have the potential to support knowledge processes, respectively knowledge experiencing, conceptualizing, analyzing and applying, in engineering environments.
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