Добірка наукової літератури з теми "Static game"

Оформте джерело за APA, MLA, Chicago, Harvard та іншими стилями

Оберіть тип джерела:

Ознайомтеся зі списками актуальних статей, книг, дисертацій, тез та інших наукових джерел на тему "Static game".

Біля кожної праці в переліку літератури доступна кнопка «Додати до бібліографії». Скористайтеся нею – і ми автоматично оформимо бібліографічне посилання на обрану працю в потрібному вам стилі цитування: APA, MLA, «Гарвард», «Чикаго», «Ванкувер» тощо.

Також ви можете завантажити повний текст наукової публікації у форматі «.pdf» та прочитати онлайн анотацію до роботи, якщо відповідні параметри наявні в метаданих.

Статті в журналах з теми "Static game":

1

Brumand, Younes, and Masoomeh Salary. "A Game Theoretic Model of Iranian Labor Market." ISSUE SIX 4, no. 6 (June 30, 2020): 1–20. http://dx.doi.org/10.25079/ukhjss.v4n1y2020.pp1-20.

Повний текст джерела
Стилі APA, Harvard, Vancouver, ISO та ін.
Анотація:
In this paper, we analyze the interactions among workers, employers, and the government in the Iranian labor market using game theory. For this purpose, different games among the factors affecting the labor market are analyzed in both static and dynamic situations. In each case, intervention and non-intervention of the government are also examined. Thus, four different types of games are studied, including a static game between worker and employer, without government intervention; a static game among workers, employers, and the government; a dynamic game between worker and employer, without government intervention; and a dynamic game among workers, employers, and the government. In the first three games, Nash equilibrium implies low productivity of worker, low employer’s profits, and high unemployment rate in which players want to maintain the status quo. However, in the dynamic game among workers, employers, and the government, the sub-game perfect equilibrium of the game can provide some conditions in which the labor market gets away from the low productivity situation
2

Wang, Kaihong, Li Cheng, and Chuan Ding. "Infinity Period Dynamic Control of a Kind of Channel’s Price and Brand Investment: A Differential Game Method." Mathematical Problems in Engineering 2015 (2015): 1–10. http://dx.doi.org/10.1155/2015/721970.

Повний текст джерела
Стилі APA, Harvard, Vancouver, ISO та ін.
Анотація:
The infinity period dynamic control problem of distribution channel was studied with differential game approach. Four differential dynamic control models of coordinated channel game, uncoordinated static game, Stackelberg game with manufacture controlled, and Stackelberg game withnretailers controlled were constructed. Some results applied dynamic optimization theory made with Hamilton function. The conclusions are as follows. (1) Optimization brand investment controlled by manufacture has nothing to do with time. (2) Retail price was the most minimum when channel was integrated. (3) Manufacture’s profits of uncoordinated static game and Stackelberg game with manufacture controlled were more than Stackelberg game withnretailers controlled. (4) Retailer’s profits of Stackelberg game withnretailers controlled were less than Stackelberg game with manufacture controlled. (5) Channel’s total profits of Stackelberg game withnretailers controlled were the most minimum.
3

Ping Man, Samuel Choi. "On Constructing Static Evaluation Function using Temporal Difference Learning." Computer Engineering and Applications Journal 2, no. 1 (March 18, 2013): 175–84. http://dx.doi.org/10.18495/comengapp.v2i1.18.

Повний текст джерела
Стилі APA, Harvard, Vancouver, ISO та ін.
Анотація:
Programming computers to play board games against human players has long been used as a measure for the development of artificial intelligence. The standard approach for computer game playing is to search for the best move from a given game state by using minimax search with static evaluation function. The static evaluation function is critical to the game playing performance but its design often relies on human expert players. This paper discusses how temporal differences (TD) learning can be used to construct a static evaluation function through self-playing and evaluates the effects for various parameter settings. The game of Kalah, a non-chance game of moderate complexity, is chosen as a testbed. The empirical result shows that TD learning is particularly promising for constructing a good evaluation function for the end games and can substantially improve the overall game playing performance in learning the entire game.DOI:Â 10.18495/comengapp.21.175184
4

Xie, Yuhang, Yihong Chen, Ziyi Wang, and Yangjun Ou. "AI intelligent wayfinding based on Unreal Engine 4 static map." Journal of Physics: Conference Series 2253, no. 1 (April 1, 2022): 012016. http://dx.doi.org/10.1088/1742-6596/2253/1/012016.

Повний текст джерела
Стилі APA, Harvard, Vancouver, ISO та ін.
Анотація:
Abstract The development of games is closely related to the development of game engines. Unreal Engine is a mainstream game development engine. Unreal Engine has a powerful lighting rendering function and blueprint programming system.Therefore, using Unreal Engine for game development will better meet the requirements of modern game users for game quality and game content. In games, the AI path-finding system is often the core of a game. However, the path-finding component of the unreal engine is usually only applies to three-dimensional game and is used for intelligent path-finding in dynamic environment. Howerve, the 2D game usually finds the way in static environment. At present, there are a lareg number of path-finding algorithms and theoretical studies based on static environment, but there is no simulation experiment and detailed explanation of intelligent path-finding in static environment based on the Unreal Engine platform. This article firstly explains the principle of path-finding algorithms that are several commonly used in static environment. Then it compares the performance of different algorithms, and selects the optimal solution among several schemes by summarizing the experimental results. Then based on the optimal path-finding algorithm, using blueprint programming to implement AI path-finding in the Unreal engine. Finally, this article sort out and summarize the overall work process and indicate direction for future optimization.
5

Glazik, Christian, Gerold Jäger, Jan Schiemann, and Anand Srivastav. "Bounds for the Static Permutation Mastermind game." Discrete Mathematics 344, no. 3 (March 2021): 112253. http://dx.doi.org/10.1016/j.disc.2020.112253.

Повний текст джерела
Стилі APA, Harvard, Vancouver, ISO та ін.
6

Salsabila, N. H., and W. Setyaningrum. "Game “STATIC”: Is It Interesting for Students?" Journal of Physics: Conference Series 1097 (September 2018): 012105. http://dx.doi.org/10.1088/1742-6596/1097/1/012105.

Повний текст джерела
Стилі APA, Harvard, Vancouver, ISO та ін.
7

Lv, Youqing, Guojian Ma, and Juan Ding. "Evolutionary Game Analysis of Medical Waste Disposal in China under Different Reward and Penalty Models." Sustainability 14, no. 8 (April 13, 2022): 4658. http://dx.doi.org/10.3390/su14084658.

Повний текст джерела
Стилі APA, Harvard, Vancouver, ISO та ін.
Анотація:
Although local governments have issued relevant reward and penalty policies, there are still problems of medical waste disposal in China, particularly in light of the special situation of the COVID-19 pandemic. Furthermore, these problems are generated in the game between local governments and disposal enterprises. Accordingly, based on the evolutionary game theory, this paper establishes and analyzes the game system between local governments and disposal enterprises under four modes: static reward and static penalty, dynamic reward and static penalty, static reward and dynamic penalty, and dynamic reward and dynamic penalty. The theoretical analysis is verified through numerical simulation of a medical waste disposal case in China. The results showed that when local governments choose the static reward and static penalty mode, the game system hardly always has an evolutionary stable state, and the dynamic reward or dynamic penalty mode can make up for the shortcomings of the static reward and static penalty mode. The static reward and dynamic penalty mode is considerably better than the other two dynamic reward and penalty modes, which has the best effect on improving the quality of medical waste disposal. Additionally, if the reward or penalty increases dynamically, local governments tend to implement a “relaxed supervision” strategy, and disposal enterprises will still improve the disposal quality of medical waste. The suggestions proposed based on the research conclusions offer some enlightenment for policymakers to formulate reasonable reward and penalty measures.
8

Gibbons, Robert. "An Introduction to Applicable Game Theory." Journal of Economic Perspectives 11, no. 1 (February 1, 1997): 127–49. http://dx.doi.org/10.1257/jep.11.1.127.

Повний текст джерела
Стилі APA, Harvard, Vancouver, ISO та ін.
Анотація:
This paper offers an introduction to game theory for applied economists. The author gives simple definitions and intuitive examples of four kinds of games and their corresponding solution concepts: Nash equilibrium in static games of complete information; subgame-perfect Nash equilibrium in dynamic games of complete information; Bayesian Nash equilibrium in static games with incomplete (or 'private') information; and perfect Bayesian (or sequential) equilibrium in dynamic games with incomplete information. The main theme of the paper is that there are important differences among the games but important similarities among the solution concepts.
9

Penmatsa, Satish, and Anthony T. Chronopoulos. "Game-theoretic static load balancing for distributed systems." Journal of Parallel and Distributed Computing 71, no. 4 (April 2011): 537–55. http://dx.doi.org/10.1016/j.jpdc.2010.11.016.

Повний текст джерела
Стилі APA, Harvard, Vancouver, ISO та ін.
10

Skoulakis, Stratis, Tanner Fiez, Ryann Sim, Georgios Piliouras, and Lillian Ratliff. "Evolutionary Game Theory Squared: Evolving Agents in Endogenously Evolving Zero-Sum Games." Proceedings of the AAAI Conference on Artificial Intelligence 35, no. 13 (May 18, 2021): 11343–51. http://dx.doi.org/10.1609/aaai.v35i13.17352.

Повний текст джерела
Стилі APA, Harvard, Vancouver, ISO та ін.
Анотація:
The predominant paradigm in evolutionary game theory and more generally online learning in games is based on a clear distinction between a population of dynamic agents that interact given a fixed, static game. In this paper, we move away from the artificial divide between dynamic agents and static games, to introduce and analyze a large class of competitive settings where both the agents and the games they play evolve strategically over time. We focus on arguably the most archetypal game-theoretic setting---zero-sum games (as well as network generalizations)---and the most studied evolutionary learning dynamic---replicator, the continuous-time analogue of multiplicative weights. Populations of agents compete against each other in a zero-sum competition that itself evolves adversarially to the current population mixture. Remarkably, despite the chaotic coevolution of agents and games, we prove that the system exhibits a number of regularities. First, the system has conservation laws of an information-theoretic flavor that couple the behavior of all agents and games. Secondly, the system is Poincare recurrent, with effectively all possible initializations of agents and games lying on recurrent orbits that come arbitrarily close to their initial conditions infinitely often. Thirdly, the time-average agent behavior and utility converge to the Nash equilibrium values of the time-average game. Finally, we provide a polynomial time algorithm to efficiently predict this time-average behavior for any such coevolving network game.

Дисертації з теми "Static game":

1

Ståhl, Fanny, and Hanna Holmgren. "Animated vs. Static graphics in a video game : How does animated and static graphics affect the user experience in a game?" Thesis, Linköpings universitet, Institutionen för datavetenskap, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-132313.

Повний текст джерела
Стилі APA, Harvard, Vancouver, ISO та ін.
Анотація:
Animation in video game graphics is in some cases a necessity for the game’s mechanics to beproperly communicated to the player. In other cases, it is purely an addition to the game’s expression.In the cases where gameplay is not dependant on animation, how exactly does the animationaffect the gameplay experience? This study examines whether or not there are differencesin user experience when static and animated graphic are compared to one another. To do this,30 test participants played two versions of the same game - one with almost exclusively staticgraphic, and one including more animated graphical elements. The test persons were observedduring the test, and answered questionnaires which examined their emotions using the PANAS-Xquestionnaire and levels of immersion using the Immersive Experience Questionnaire. Wealso included a demographic questionnaire to collect data on the participants’ backgrounds, incase it had any impact on the tests and the overall results. The results of the test showed thatthe two versions did not differ much in how they were perceived - not in emotional responsenor feelings of immersion. Despite this, the preference of the users were weighed towards theanimated version. The reason for this can not be concluded with help of the data collected.
2

Wolf, Guy. "Product innovation as a static game of incomplete information in a non-Bayesian environment." Master's thesis, University of Cape Town, 2001. http://hdl.handle.net/11427/9870.

Повний текст джерела
Стилі APA, Harvard, Vancouver, ISO та ін.
Анотація:
Includes bibliographical references.
The apparent failure of incumbent firms to produce radical innovations is one that continues to provoke significant debate in the economic literature. This phenomenon, termed the "Incumbent's Curse" by Chandy and Tellis (2000, p.2) receives significant support. Rosenbloom and Christensen (1994, p.655) go as far as to say that this is one of the "stylised facts" in the innovation literature. The concept of incumbent failure to innovate receives support both in theoretic modelling (e.g. Ghemawat 1991, Reinganum, 1983) and in empirical case studies (e.g. Christensen 1993, Henderson and Clark 1990). Chandy and Tellis (2000) rightly point out however that such literature has focused on industries in which there is such incumbent inertia. There are well documented examples of leadership in a high profile industry changing with new product innovations, e.g. typewriters, computer disks.
3

Adamsson, Marcus. "Curriculum learning for increasing the performance of a reinforcement learning agent in a static first-person shooter game." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-236462.

Повний текст джерела
Стилі APA, Harvard, Vancouver, ISO та ін.
Анотація:
In this thesis, we trained a reinforcement learning agent using one of the most recent policy gradient methods, proximal policy optimization, in a first-person shooter game with a static player. We investigated how curriculum learning can be used to increase performance of a reinforcement learning agent. Two reinforcement learning agents were trained in two different environments. The first environment was constructed without curriculum learning and the second environment was with curriculum learning. After training the agents, the agents were placed in the same environment where we compared them based on their performance. The performance was measured by the achieved cumulative reward. The result showed that there is a difference in performance between the agents. It was concluded that curriculum learning can be used to increase the performance of a reinforcement learning agent in a first-person shooter game with a static player.
I denna uppsats tränade vi en agent genom förstärkt djupinlärning med hjälp av en av de senaste gradientmetoderna, nämligen proximal policy optimization, i ett förstapersonsskjutspel med en statisk spelare. Vi undersökte hur läroplanering kan användas för att öka prestandan hos en agent som tränats med förstärkt inlärning. Två agenter tränades i två olika miljöer. Den första miljön använde inte läroplanering och den andra miljön använde läroplanering. Efter att ha tränat agenterna placerades de i samma miljö. Deras prestation mättes genom deras kumulativa belöning. Reslutatet påvisade att det finns en skillnad i prestanda mellan agenterna. Genom att använda läroplanering i ett förstapersonsskjutspel med en statisk spelare kunde prestandan hos en agent som tränats med förstärkt inlärning öka.
4

CONSTANTINO, DA SILVA RUI MIGUEL. "ESSAYS ON EQUILIBRIUM SELECTION AND GAME THEORY." Doctoral thesis, Università degli Studi di Milano, 2019. http://hdl.handle.net/2434/636885.

Повний текст джерела
Стилі APA, Harvard, Vancouver, ISO та ін.
Анотація:
The problem of equilibrium selection has been a relevant and fundamental topic in game theory since the own definition of the Nash equilibrium concept. However, despite its importance, this topic does not appear any longer as a top priority in the game-theoretic research agenda; at least, considering the absence of relevant contributions in the last two decades. In its present state, the existent literature consists of an eclectic collection of methods, each one dependent on a particular methodology, or tailored merely to a specific class of problems. Hence, it becomes almost impossible to organize those approaches under the umbrella of one or two research programs. The current state is partially the product of the initial approach to the equilibrium multiplicity issue; that was the equilibrium refinement research program. Its purpose was the refinement of the equilibrium concept, seeking in the process to produce more reasonable predictions, and to reduce the number of possible solutions in a game. However, the result was a sequence of competing refinements and the absence of a consensual and unanimous concept. Even in extensive-form games, where the sequential equilibrium concept is possibly the most sensible candidate, we can find several variations that depend on the conditions for the consistency of beliefs, none of which being entirely satisfactory. The first approach aiming at the development of rational criteria for the selection of an equilibrium as the solution of a game emerges in the late 1980s, seen as the culmination of the refinement program and led by two of its main contributors, John Harsanyi, and Reinhard Selten. The subsequent interest resulted in some new methods and theories; however, none became utterly dominant. The slowdown that followed was also the product of an emerging paradigm, under which the information provided by the multiplicity of solutions is perhaps more useful than the prediction/prescription of a single one. However, in my opinion, game theory has reached a stage that justifies renewed attention over this topic. In the one hand, the information provided by the multiplicity of solutions does not prevent the selection of a single solution. On the other hand, the dissemination of game theoretical tools in applied research raises the necessity for sensible predictions. Those predictions do not have to correspond to an exact behavior code; instead, they may just have a prescriptive orientation, matching the limitations that real agents face. The absence of such criteria limits the impact of game-theoretical tools and raises questions as to the usefulness of the theory itself. The product of behavioral and experimental economics research also has increased the criticism on game theory, based on the argument that a theory that does not make consistent and recurrent predictions cannot be effectively useful in social sciences. In this dissertation, I treat the selection issue with a prescriptive orientation. Therefore, I propose an equilibrium selection method to static games with complete information and an extension of it to dynamic games with asymmetric information. In the first paper - equilibrium selection in static games - I define criteria of risk and payoff dominance, which I combine into a single measure. That measure - the premium of an equilibrium - represents the risk of an equilibrium to a player, given his perception about risk, and the expected payoff. Such measure helps to rationalize the available experimental evidence by adjusting the importance of each dominance criterion to the selection of an equilibrium according to the characteristics of the game, namely, the distribution of the payoffs across the game outcomes. The solution of a game is an equilibrium that minimizes the premium to the player, that is, which minimizes the risk to a player given their perception of risk and their expected payoff, conditional on the same being true for every opponent. I provide a brief axiomatic characterization of that measure, and show that the solution set is nonempty and that almost all games have a unique solution; therefore, the set of games with multiple solutions have null Lebesgue measure. In the second paper, I extend the method to dynamic games with asymmetric information. Considering the sequential nature of decision making, I show that a solution of an extensive-form game does not necessarily coincide with the solution of its reduced normal-form. I apply the method to the most basic version of Spence signaling game with just two types of worker. I obtain that the solution of such a game depends on the firms’ prior concerning the players’ types. In both dynamic and static games, I show that the method’s solutions respect certain invariance properties. I am then able to identify several directions of research. In one direction, we have the application of the selection method to specific problems in which the multiplicity of solutions play a critical role. Among such problems, I highlight bank-runs, and climate change negotiations. Additionally, I am interested in expanding the selection analysis of Spence game through the inclusion of additional types of worker. Another direction follows a different path, and focus on the identification and further characterization of the epistemic conditions of this selection method, and the comparison with the conditions in other selection methods and/or equilibrium refinement concepts.
5

Mroué, Bouchra. "Decarbonization strategies : a game theory perspective." Electronic Thesis or Diss., Université de Lorraine, 2024. http://www.theses.fr/2024LORR0027.

Повний текст джерела
Стилі APA, Harvard, Vancouver, ISO та ін.
Анотація:
Cette thèse étudie l’impact socio-économique du changement climatique à l’aide de la théorie des jeux et a pour but de déterminer des stratégies de réduction d’émission au niveau des gouvernements. La thèse commence par une introduction informelle, offrant des perspectives sur la modélisation des problèmes liés au changement climatique à l’aide de la théorie des jeux et de l’optimisation, les deux piliers méthodologiques de la thèse. Le Chapitre 2 propose un traitement formel, présentant des préliminaires essentiels pour les chapitres suivants. Les définitions de la théorie des graphes et les concepts clés de la théorie des jeux, cruciaux pour la thèse, sont présentés dans ce chapitre fondamental. Le Chapitre 3 présente la motivation du sujet de recherche abordé dans cette thèse et résume les contributions proposées. Il examine de manière critique les limites des stratégies actuelles de réduction des émissions, principalement motivées par des considérations économiques à court terme, empêchant les efforts mondiaux. Ensuite, nous présentons une synthèse approfondie sur les modèles de changement climatique et les cadres théoriques utilisés pour leur analyse. Les modèles climatiques, inspirés des projections du GIEC, font l’objet d’une analyse afin de mettre en lumière les circonstances qui influencent le comportement des nations en matière de réduction des émissions. Dans le Chapitre 4, nous formulons un jeu statique sous forme stratégique, nous permettant d’étudier le processus de prise de décision et de mettre en évidence un comportement écologiquement responsable. Pour atteindre cet objectif, nous effectuons une analyse complète des équilibres de Nash du jeu. Nous fournissons des conditions sous lesquelles l’équilibre est unique et analysons numériquement l’impact de différents choix de modélisation. Le chapitre se termine par une brève discussion résumant les messages clés de cette partie. L’étude se poursuit dans le Chapitre 5, où le problème du changement climatique est présenté sous la forme d’un jeu d’imitation. Dans cette configuration, les joueurs minimisent une fonction d’utilité comprenant des avantages socio-économiques, des dommages liés au changement climatique globale et un terme d’imitation capturant l’influence des autres joueurs. L’analyse de l’équilibre de Nash révèle une variété de comportements des joueurs face à la prise de conscience du changement climatique et à l’influence mutuelle. Des paramètres clés, tels que le poids de l’imitation, sont analysés numériquement, soulignant l’importance de la coordination et de la coopération dans l’atténuation du changement climatique. Cette thèse étudie l’interaction complexe entre les considérations climatiques et la théorie des jeux, offrant une compréhension nuancée des stratégies mondiales de réduction des émissions. Les perspectives fournies contribuent au domaine de la recherche de solutions durables pour faire face au réchauffement climatique
This thesis delves into the study of climate change by the tools of game theory, investigating strategies for global emissions reduction. The journey begins with an informal introduction, providing insights into the modeling of climate change problems using game theory and optimization—the twin pillars of the thesis. Chapter 2 provides a formal treatment, presenting preliminaries which are instrumental for the subsequent chapters. Graph theory definitions and key concepts in game theory, pivotal to the thesis, are revisited in this foundational chapter. Chapter 3 outlines the motivation for the research subject addressed in this thesis and summarizes the proposed contributions. It critically examines the limitations of the current emission reduction strategies, primarily driven by short-term economic considerations, blocking global efforts. Next, we present a thorough survey of the climate change models and the theoretical frameworks employed for their analysis. Climate models, inspired by IPCC projections, are examined to unravel the circumstances influencing nations’ behavior in emissions reduction. In Chapter 4, we formulate a static game model in the strategic form, allowing us to study the decision-making process and exhibit environmentally conscious behavior. To reach this goal, we conduct a complete analysis of the Nash equilibria of the game. We provide conditions under which the equilibrium is unique and numerically analyze the impact of different modeling choices. The Chapter ends with a brief discussion summarizing the takeaway messages of this part. The study continues in Chapter 5, where the climate change problem is cast as an imitation game. In this setup, the players are minimizing a utility function including socio-economic benefits, global climate change damage, and an imitation term capturing the influence of the other players. The Nash equilibrium analysis unveils a variety of players’ behaviors under climate change awareness and mutual influence. Key parameters, such as the weight of imitation, are numerically analyzed, emphasizing the importance of coordination and cooperation in mitigating climate change. This thesis explores the complex interplay between climate considerations and game theory, providing a nuanced understanding of global emissions reduction strategies. The provided insights contribute to the broad subject of finding sustainable solutions for addressing the urgent issue of global warming
6

Šebedovský, Richard. "Prostředky teorie her v ekonomickém rozhodování." Master's thesis, Vysoké učení technické v Brně. Fakulta podnikatelská, 2012. http://www.nusl.cz/ntk/nusl-223545.

Повний текст джерела
Стилі APA, Harvard, Vancouver, ISO та ін.
Анотація:
Tato práce se zabývá současnými trendy v aplikaci teorie her k tvorbě ekonomických modelů, které se následně využívají při ekonomickém rozhodování s podporou prostředků informatiky. Práce se zejména opírá o poznatky teorie statických a dynamických her a her s dokonalými a nedokonalými informacemi. Zkoumány jsou modely týkající se sdílení zdrojů, aukcí a managementu. Pro každý z popsaných modelů je prezentována konkrétní aplikace.
7

Pereira, Emanoel Fabiano Menezes. "Teoria dos jogos com aplicações no ensino médio." reponame:Repositório Institucional da UFABC, 2014.

Знайти повний текст джерела
Стилі APA, Harvard, Vancouver, ISO та ін.
Анотація:
Orientador: Prof. Dr. Sinuê Dayan Barbero Lodovici
Dissertação (mestrado) - Universidade Federal do ABC, Programa de Pós-Graduação em Mestrado Profissional em Matemática em Rede Nacional - PROFMAT, 2014.
Os jogos encantam a humanidade desde os tempos mais remotos. Especialmente, os jogos abstratos (ou matemáticos) atraíram a atenção de matemáticos ilustres como Bernoulli, dentre tantos. E esta atração deu origem a novas áreas da matemática, em destaque, surgiu também a Teoria dos Jogos. Esta teoria trás a beleza de transformar interações humanas em jogos, modelando fenômenos que podem ser observados quando dois ou mais "agentes de decisão" interagem entre si com conflitos e/ou cooperação. O estudo da Teoria dos Jogos utiliza recursos da modelagem matemática equacionando diferentes situações de diferentes campos de estudo e é esta característica interdisciplinar que inspirou este trabalho. A Teoria dos Jogos vem sendo utilizada em várias áreas, como economia, biologia, sociologia, etc. Neste trabalho pretende-se passar as noções básicas da Teoria dos Jogos para professores do ensino básico como uma possível ferramenta para fomentar entre os educandos o interesse pela matemática aplicada além deles serem beneficiados pelo desenvolvimento do pensamento estratégico, da atenção, raciocínio lógico, planejamento de ação e sequenciamento, habilidades muito úteis na competência de resolver problemas. Almeja-se que aconteça a construção do conhecimento dos alunos de uma forma mais atraente
The games enchanted mankind since ancient times. Especially, abstract games (or mathematical) attracted the attention of illustrious mathematicians like Bernoulli, among many. And this attraction gave rise to new areas of mathematics, highlighted, also appeared to Game Theory. The theory behind the beauty of transforming human interactions in games, modeling phenomena that can be observed when two or more "decision-makers" interact with conflict and / or cooperation. The study of Game¿s Theory uses mathematical modeling resources equating different situations of different fields of study and this interdisciplinary characteristic that inspired this work. The Game¿s Theory has been used in various areas, such as economics, biology, sociology, etc. This paper intends spending the basics of Game¿s Theory to elementary school teachers as a possible tool to foster among the students, the interest in applied mathematics and these be benefited by the development of strategic thinking, attention, logical reasoning, planning action and sequencing, very useful skills in problemsolving competence. It¿s desire to happen the construction of students¿ knowledge in a more attractive way.
8

Rehnberg, Oscar. "Static vs Dynamic Weather Systems in Video Games." Thesis, Malmö universitet, Malmö högskola, Institutionen för datavetenskap och medieteknik (DVMT), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-40220.

Повний текст джерела
Стилі APA, Harvard, Vancouver, ISO та ін.
Анотація:
Research has shown that creating uniformity in video games has a larger potential to be objectively good. Realistic video games can create uniformity by implementing a dynamic weather system. The purpose of this thesis is to compare dynamic and static weather and their contribution to the overall player satisfaction. Three weather components were created: wind, rain and clouds. Which weather component that creates the most enjoyment have been examined. Two virtual environments, one dynamic and one static, were created and a test group answered a questionnaire regarding the simulations. Results indicate that dynamic weather is preferred over static weather regarding overall satisfaction.
9

Ma, Wei. "Does China need a game rating system? : a content analysis of violence in popular Chinese and American electronic games." Virtual Press, 2005. http://liblink.bsu.edu/uhtbin/catkey/1327293.

Повний текст джерела
Стилі APA, Harvard, Vancouver, ISO та ін.
Анотація:
Contemporary research on media violence has shown the importance of examining the violent presentation of American video games and the correlation between games and the current U.S. game rating system. However, not many studies in this field have been conducted in China, especially regarding the importance of its pending official game rating system which has caused much controversy nationwide. In an effort to seek academic evidence for developing China's official game rating system, this study examined and compared the violence in fourteen of the most popular American and Chinese electronic games in 2004.These fourteen Chinese games and American games were selected for content analysis of the quantity and context of game violent interactions. The percentage breakdown of PATs (violent interactions) was coded by rate per minute, as was perpetrator characteristic, target characteristic, weapon used and visual perspective.The goal of the study was to determine if the popular Chinese electronic games carry as much violence as do popular American games, and if the context of violence in the former is significantly different from that in the latter. The American games were used as a basis for comparison to Chinese games for this study.The results of the study showed that popular Chinese games featured as much violence as American games. However, their context of violence was significantly different in terms of perpetrator characteristic, weapon used and visual perspective.Based on the results, the researcher concluded that China would definitely need a game rating system. However, the significant difference in the context of violence suggested that the Chinese rating system does not necessarily have to be the same as the U.S. system.
Department of Telecommunications
10

Fountas, Stilianos. "Static and dynamic noncooperative fiscal policy games among major industrial countries." The Ohio State University, 1991. http://rave.ohiolink.edu/etdc/view?acc_num=osu1269616741.

Повний текст джерела
Стилі APA, Harvard, Vancouver, ISO та ін.

Книги з теми "Static game":

1

L, Bajari Patrick, and National Bureau of Economic Research., eds. Estimating static models of strategic interaction. Cambridge, Mass: National Bureau of Economic Research, 2006.

Знайти повний текст джерела
Стилі APA, Harvard, Vancouver, ISO та ін.
2

Oliva, Juan Carlos Martinez. Macroeconomic policy coordination of interdependent economies: The game-theory approach in a static framework. [Rome]: Banca d'Italia, 1987.

Знайти повний текст джерела
Стилі APA, Harvard, Vancouver, ISO та ін.
3

Oliva, Juan Carlos Martinez. Macroeconomic policy coordination of interdependent economies: The game-theory approach in a static framework. Rome: Banca d'Italia, 1987.

Знайти повний текст джерела
Стилі APA, Harvard, Vancouver, ISO та ін.
4

Acemoglu, Daron. Aggregate comparative statics. Cambridge, MA: Massachusetts Institute of Technology, Dept. of Economics, 2009.

Знайти повний текст джерела
Стилі APA, Harvard, Vancouver, ISO та ін.
5

United States. National Aeronautics and Space Administration., ed. High temperature static strain gage development contract. East Hartford, Conn: United Technologies Research Center, 1987.

Знайти повний текст джерела
Стилі APA, Harvard, Vancouver, ISO та ін.
6

United States. National Aeronautics and Space Administration., ed. High temperature static strain gage development: Final report. East Hartford, Conn: United Technologies Research Center, 1990.

Знайти повний текст джерела
Стилі APA, Harvard, Vancouver, ISO та ін.
7

S, Bailey R., Lemkey F. D, and United States. National Aeronautics and Space Administration., eds. High temperature static strain gage alloy development: Final report. [East Hartford, Conn.]: United Technologies Research Center, 1987.

Знайти повний текст джерела
Стилі APA, Harvard, Vancouver, ISO та ін.
8

Yun, Chan-Su. Static and dynamic thermal behavior of IGBT power modules. Konstanz: Hartung-Gorre, 2001.

Знайти повний текст джерела
Стилі APA, Harvard, Vancouver, ISO та ін.
9

Basu, Subrata. The Asiad stadia. New Delhi: National Book Trust, India, 1988.

Знайти повний текст джерела
Стилі APA, Harvard, Vancouver, ISO та ін.
10

Brown, Dale. End game. New York: HarperTorch, 2006.

Знайти повний текст джерела
Стилі APA, Harvard, Vancouver, ISO та ін.

Частини книг з теми "Static game":

1

Matsumoto, Akio, and Ferenc Szidarovszky. "Discrete Static Games." In Game Theory and Its Applications, 7–19. Tokyo: Springer Japan, 2015. http://dx.doi.org/10.1007/978-4-431-54786-0_2.

Повний текст джерела
Стилі APA, Harvard, Vancouver, ISO та ін.
2

Matsumoto, Akio, and Ferenc Szidarovszky. "Continuous Static Games." In Game Theory and Its Applications, 21–47. Tokyo: Springer Japan, 2015. http://dx.doi.org/10.1007/978-4-431-54786-0_3.

Повний текст джерела
Стилі APA, Harvard, Vancouver, ISO та ін.
3

Henzinger, Thomas A., Rupak Majumdar, Freddy Mang, and Jean-François Raskin. "Abstract Interpretation of Game Properties." In Static Analysis, 220–39. Berlin, Heidelberg: Springer Berlin Heidelberg, 2000. http://dx.doi.org/10.1007/978-3-540-45099-3_12.

Повний текст джерела
Стилі APA, Harvard, Vancouver, ISO та ін.
4

Huntley, Jarryd, and Hanna Brady. "Static, Singletons, and Game Managers." In Game Programming for Artists, 89–96. Boca Raton : CRC Press, [2018]: A K Peters/CRC Press, 2017. http://dx.doi.org/10.1201/b22049-6.

Повний текст джерела
Стилі APA, Harvard, Vancouver, ISO та ін.
5

Abramsky, Samson. "Algorithmic Game Semantics and Static Analysis." In Static Analysis, 1. Berlin, Heidelberg: Springer Berlin Heidelberg, 2005. http://dx.doi.org/10.1007/11547662_1.

Повний текст джерела
Стилі APA, Harvard, Vancouver, ISO та ін.
6

Brusca, Victor G. "Static Main Entry Point." In Introduction to Video Game Engine Development, 209–37. Berkeley, CA: Apress, 2021. http://dx.doi.org/10.1007/978-1-4842-7039-4_10.

Повний текст джерела
Стилі APA, Harvard, Vancouver, ISO та ін.
7

Dimovski, Aleksandar, Dan R. Ghica, and Ranko Lazić. "Data-Abstraction Refinement: A Game Semantic Approach." In Static Analysis, 102–17. Berlin, Heidelberg: Springer Berlin Heidelberg, 2005. http://dx.doi.org/10.1007/11547662_9.

Повний текст джерела
Стилі APA, Harvard, Vancouver, ISO та ін.
8

Jäger, Gerold, and Frank Drewes. "An Optimal Strategy for Static Black-Peg Mastermind with Three Pegs." In Algorithmic Game Theory, 261–66. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-99660-8_25.

Повний текст джерела
Стилі APA, Harvard, Vancouver, ISO та ін.
9

Ageev, Petr, and Svetlana Tarashnina. "Competition as a Hierarchical Multistage Game." In Static & Dynamic Game Theory: Foundations & Applications, 1–11. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-51941-4_1.

Повний текст джерела
Стилі APA, Harvard, Vancouver, ISO та ін.
10

E. Salukvadze, Mindia, and Vladislav I. Zhukovskiy. "Static Case of the Golden Rule." In The Berge Equilibrium: A Game-Theoretic Framework for the Golden Rule of Ethics, 17–59. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-25546-6_2.

Повний текст джерела
Стилі APA, Harvard, Vancouver, ISO та ін.

Тези доповідей конференцій з теми "Static game":

1

Birkeland, Jennifer, Jonathan A. Scelsa, and John Paul Rysavvy. "The Lawn Game: Programming the Non-Static View." In 108th Annual Meeting Proceedings. ACSA Press, 2020. http://dx.doi.org/10.35483/acsa.am.108.29.

Повний текст джерела
Стилі APA, Harvard, Vancouver, ISO та ін.
Анотація:
In his article, “Is Landscape Architecture?,” David Leatherbarrow describes a critical transformation in the modern construction of ground away from a tradition of a singular vantage as a constructed image. Leatherbarrow writes, ‘no interpretation has come under more forceful criticism... Instead of images or pictures, contemporary landscapes are intended to offer effects, which are not matters of form, but the visible aspects of operations.” He suggests the practice of landscape as an image was rejected in the modern era because it falsified the “terrain as static...neglecting the fact that it is always inescapably developmental, dynamic or metabolic in character.” Leatherbarrow draws attention to the contemporary critique of the pre-modern landscape designer, whose interest in the pictorial ignored the alive and ever-changing nature of vegetation and earth. Hence the contemporary landscape designer decries the notion that landscape should demonstrate itself as driven by life and death — in the form of ecology on a site, or of social programming that would bring form to design. As such, the discipline of landscape during the modern era formed an indictment on practices of designing through the use of a picture plane and stationary view point in favor of a planometric organizations of ground effects.
2

Jiang, Dianyu. "Neumann-Morgenstern Stable Set of a Finite Static Game." In 2009 International Joint Conference on Computational Sciences and Optimization, CSO. IEEE, 2009. http://dx.doi.org/10.1109/cso.2009.493.

Повний текст джерела
Стилі APA, Harvard, Vancouver, ISO та ін.
3

Hengwei Zhang, Dingkun Yu, Tao Li, Jihong Han, and Jindong Wang. "Active defense strategy selection based on static Bayesian game." In Third International Conference on Cyberspace Technology (CCT 2015). Institution of Engineering and Technology, 2015. http://dx.doi.org/10.1049/cp.2015.0806.

Повний текст джерела
Стилі APA, Harvard, Vancouver, ISO та ін.
4

Zhou, Xin, and Li-Kun Wang. "Static Game Analysis on Different Strategies Adopted by Ports." In 2008 4th International Conference on Wireless Communications, Networking and Mobile Computing (WiCOM). IEEE, 2008. http://dx.doi.org/10.1109/wicom.2008.2078.

Повний текст джерела
Стилі APA, Harvard, Vancouver, ISO та ін.
5

Arsović, Branka. "MATEMATIKA KROZ IGRU – MOGUĆNOSTI UPOTREBE IKT." In Metodički aspekti nastave matematike. Faculty of Edaucatin in Jagodina, 2021. http://dx.doi.org/10.46793/manm4.101a.

Повний текст джерела
Стилі APA, Harvard, Vancouver, ISO та ін.
Анотація:
Due to its voluntary and unburdening character, game is an excellent medium for learning. Children learn through games, because on the basis of rules, settings and their own skills, they understand the existing and define new concepts and relations between them. The game meets one important requirement of education – straightening multiple skills at the same time. Learn- ing mathematics is a challenge for many students, so the game seem like a good solution to bring mathematics closer to students. Mathematical games encourage strategic thinking, problem solving and develop logical thinking. Combining play as a form of learning with ICT progress, computer games became a new teaching tool. Video games are a much better representative system for learning mathematics than symbolic representations on static pages of textbooks.
6

Estevam, Vitor Braga, Alysson Diniz dos Santos, and Matheus Paixao. "Design Patterns and Code Maintainability in Games: A Case Study." In Anais Estendidos do Simpósio Brasileiro de Jogos e Entretenimento Digital. Sociedade Brasileira de Computação, 2023. http://dx.doi.org/10.5753/sbgames_estendido.2023.234103.

Повний текст джерела
Стилі APA, Harvard, Vancouver, ISO та ін.
Анотація:
Design patterns are a common strategy employed in software development to promote several aspects of software quality, including code maintainability. Game development is a multidisciplinary field that includes not only software development but also animations, interactivity, sound design and others. Given the short deadlines in which game developers commonly operate, on top of the intrinsic complexity of the field itself, code maintainability is often overlooked by game developers. Hence, this work investigates how design patterns can impact the code maintainability of games. First, we performed a review to understand how (and which) design patterns can be applied to different game mechanics. Next, we selected two small games and refactored the code by applying design patterns to some of the games’ mechanics. By leveraging static analysis to assess the games’ code maintainability before and after the application of the design patterns, we observed an overall code maintainability improvement of 5.5%. The preliminary results indicate the potential to use design patterns as a strategy to improve code maintainability in the context of game development.
7

Sun, Yuxia, Guojun Rao, Huimin Sun, and Yuan Wei. "Research on static evaluation method for computer game of NoGo." In 2014 26th Chinese Control And Decision Conference (CCDC). IEEE, 2014. http://dx.doi.org/10.1109/ccdc.2014.6852774.

Повний текст джерела
Стилі APA, Harvard, Vancouver, ISO та ін.
8

Zhu, Tan, Yueming Yuan, Ji Ma, and Jiao Wang. "Static strategies and inference for the game of Phantom Go." In 2015 27th Chinese Control and Decision Conference (CCDC). IEEE, 2015. http://dx.doi.org/10.1109/ccdc.2015.7162575.

Повний текст джерела
Стилі APA, Harvard, Vancouver, ISO та ін.
9

Wang, Xingwei, Zhijie Zhao, Guangyong An, and Min Huang. "A game-theory-based intelligent QoS static traffic grooming scheme." In Asia-Pacific Optical Communications, edited by Yong Hyub Won, Gee-Kung Chang, Ken-ichi Sato, and Jian Wu. SPIE, 2006. http://dx.doi.org/10.1117/12.688261.

Повний текст джерела
Стилі APA, Harvard, Vancouver, ISO та ін.
10

Min, Zhao, and Dai Xiaomu. "The static game model with complete information of economical structure." In 2011 International Conference on E-Business and E-Government (ICEE). IEEE, 2011. http://dx.doi.org/10.1109/icebeg.2011.5882502.

Повний текст джерела
Стилі APA, Harvard, Vancouver, ISO та ін.

Звіти організацій з теми "Static game":

1

Ismailova, L. Yu, S. V. Kosikov, V. S. Zaytsev, and I. O. Sleptsov. educational computer game THE ADVENTURES OF THE GUSARIK" OR THE BASIS OF THE THEORY OF THE STATE AND LAW (version 1.0). SIB-Expertise, July 2022. http://dx.doi.org/10.12731/er0577.04072022.

Повний текст джерела
Стилі APA, Harvard, Vancouver, ISO та ін.
Анотація:
TRAINING GAME IS DESIGNED TO OBTAIN NEW AND TEST EXISTING KNOWLEDGE IN THE FIELD OF ONE OF THE MOST IMPORTANT LEGAL DISCIPLINES - THEORY OF STATE AND LAW. GAME ALLOWS TO TEST ITS FORCES IN INTERACTIVE MODE IN SOLVING A LARGE NUMBER OF THEORETICAL AND PRACTICAL QUESTIONS. THE STUDENT CAN WORK OUT NEW TOPICS USING NUMEROUS COMMENTS AND CHECK THE RESULTS OF THEIR ASSIMILATION. GAME CHARACTER'S CLUES AND FACIAL EXPRESSIONS MOTIVATE THE PLAYER TO CAREFULLY WORK WITH THE OBJECT AND ALLOW YOU TO INDEPENDENTLY WORK ON TOPICS THAT CAUSED DIFFICULTIES IN THE CONTROL MODE. GAME CONTENT COMPLIES WITH THE PROGRAM OF THE STATE STANDARD IN THE SPECIALTY "LAW." THE MAIN GOAL OF THE GAME IS TO HELP IN HIGHLIGHTING THEORETICAL LEGAL STRUCTURES IN PRACTICAL SITUATIONS, TO DEVELOP THE SKILLS OF LEGAL ANALYSIS OF THE TEXT OF LEGAL NORMS AND LAW ENFORCEMENT DOCUMENTS, AND THEREBY TO INCREASE THE EFFECTIVENESS OF THE APPLICATION OF LAW.IN ADDITION, THE EDucational GAME WILL INTRODUCE PROFESSIONAL LEGAL TERMINOLOGY IN THIS FIELD. THE GAME "THEORY OF STATE AND LAW" CAN BE USEFUL FOR STUDENTS OF LAW UNIVERSITIES AND FACULTIES, PRACTICING LAWYERS AND EVERYONE WISHING TO IMPROVE THEIR QUALIFICATIONS IN THE FIELD OF LAW. CERTAIN SECTIONS OF THE GAME WILL BE USEFUL FOR TRAINING IN THE UNIVERSITY IN LEGAL SPECIALTIES.
2

Ismailova, L. Yu, O. O. Zhuravleva, O. I. Bazhenova, V. S. Zaytsev, and I. O. Sleptsov. educational computer game "family meeting" (version 1.0). SIB-Expertise, July 2022. http://dx.doi.org/10.12731/er0578.04072022.

Повний текст джерела
Стилі APA, Harvard, Vancouver, ISO та ін.
Анотація:
COMPUTER LEARNING GAME DESIGNED TO STUDY FAMILY LAW. THE GAME ALLOWS IN AN INTERACTIVE MODE TO TEST YOUR STRENGTH IN SOLVING A LARGE NUMBER OF THEORETICAL AND PRACTICAL QUESTIONS. THE STUDENT CAN WORK OUT NEW TOPICS BY USING THE GAME’S EXPLANATIONS AND REFERENCES TO NORMATIVE ACTS SO CHECK YOUR UPTAKE. THE GAME CHARACTERS AND THEIR EXPRESSIONS MOTIVATE THE PLAYER TO CAREFULLY WORK WITH THE OBJECT AND THE OBJECT OF THE GAME AND TO WORK ON THESE TOPICS INDEPENDENTLY. THE CONTENT OF THE GAME IS IN ACCORDANCE WITH THE STATE STANDARD PROGRAM OF "JURISPRUDENCE". THE MAIN OBJECTIVE OF THE GAME. THE GAME "THE MEETING" CAN BE USEFUL FOR LAW STUDENTS AND FACULTIES, PRACTISING LAWYERS AND ANYONE WISHING TO IMPROVE THEIR QUALIFICATIONS IN THE FIELD OF FAMILY LAW.
3

Garrett, Thomas A., and Russel S. Sobel. State Lottery Revenue: The Importance of Game Characteristics. Federal Reserve Bank of St. Louis, 2002. http://dx.doi.org/10.20955/wp.2002.011.

Повний текст джерела
Стилі APA, Harvard, Vancouver, ISO та ін.
4

Dunker, Fabian, Stefan Hoderlein, and Hiroaki Kaido. Random coefficients in static games of complete information. Institute for Fiscal Studies, March 2013. http://dx.doi.org/10.1920/wp.cem.2013.1213.

Повний текст джерела
Стилі APA, Harvard, Vancouver, ISO та ін.
5

Anstrom, Joel. Penn State DOE GATE Program. Office of Scientific and Technical Information (OSTI), August 2012. http://dx.doi.org/10.2172/1062656.

Повний текст джерела
Стилі APA, Harvard, Vancouver, ISO та ін.
6

Kunzweiler, William R. United States Central Command: New Player in Central Asia's Great Game"". Fort Belvoir, VA: Defense Technical Information Center, May 1998. http://dx.doi.org/10.21236/ada351616.

Повний текст джерела
Стилі APA, Harvard, Vancouver, ISO та ін.
7

Моісеєнко, Наталя Володимирівна, Михайло Вікторович Моісеєнко, Владислав Сергійович Кузнецов, Богдан Альбертович Ростальний, and Арнольд Юхимович Ків. Teaching computer game development with Unity engine: a case study. CEUR Workshop Proceedings, September 2023. http://dx.doi.org/10.31812/123456789/8486.

Повний текст джерела
Стилі APA, Harvard, Vancouver, ISO та ін.
Анотація:
Computer game development is a popular and engaging topic that can motivate students to learn various aspects of software engineering, such as design, programming, testing, and teamwork. However, there is a lack of research on how to effectively teach this topic in the context of secondary education. In this paper, we present our experience of designing and delivering a course on computer game development for master’s students in the specialty 014.09 Secondary education (Informatics) at the Kryvyi Rih State Pedagogical University. We describe the objectives, content, software tools, and teaching methods of the course, as well as the challenges and outcomes of its implementation. We also evaluate the course using a framework proposed by Ritzhaupt based on student feedback and learning outcomes. Our results show that the course was successful in achieving its goals and enhancing students’ knowledge and skills in game development. We also identify some areas for improvement and provide recommendations for future iterations of the course. We conclude that Unity Engine is a suitable platform for teaching game development in secondary education, as it offers a low barrier to entry, a rich set of features, a cross-platform compatibility, and a wide adoption in the game industry. We also argue that a team-based approach is beneficial for fostering collaboration and creativity among students.
8

Hoffman, Wyatt. AI and the Future of Cyber Competition. Center for Security and Emerging Technology, January 2021. http://dx.doi.org/10.51593/2020ca007.

Повний текст джерела
Стилі APA, Harvard, Vancouver, ISO та ін.
Анотація:
As states turn to AI to gain an edge in cyber competition, it will change the cat-and-mouse game between cyber attackers and defenders. Embracing machine learning systems for cyber defense could drive more aggressive and destabilizing engagements between states. Wyatt Hoffman writes that cyber competition already has the ingredients needed for escalation to real-world violence, even if these ingredients have yet to come together in the right conditions.
9

Maas, Deborah S., Robin L. Musson, and Timothy J. Hayden. Effects of Prescribed Burning on Game Species in the Southeastern United States. A Literature Review. Fort Belvoir, VA: Defense Technical Information Center, June 2003. http://dx.doi.org/10.21236/ada415829.

Повний текст джерела
Стилі APA, Harvard, Vancouver, ISO та ін.
10

Simonen, T., R. Cohen, D. Correll, K. Fowler, D. Post, H. Berk, W. Horton, et al. The Axisymmetric Tandem Mirror: A Magnetic Mirror Concept Game Changer Magnet Mirror Status Study Group. Office of Scientific and Technical Information (OSTI), October 2008. http://dx.doi.org/10.2172/945844.

Повний текст джерела
Стилі APA, Harvard, Vancouver, ISO та ін.

До бібліографії