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Sample records for interactive computer games

  1. Interact, play, explore -by means of interactive computer game technologies!

    E-Print Network [OSTI]

    and skills acquired you can succeed in the classical IT industry, or in industries like automotive, aircraft computer games technologies in our society. It is settled in a booming industry, far exceeding are especially qualified for working in the booming games industry. Additionally, with the general knowledge

  2. Being virtual: embodiment and experience in interactive computer game play 

    E-Print Network [OSTI]

    Sommerseth, Hanna Mathilde

    2010-06-29

    This thesis argues that the notion of player experience in relation to computer games is intrinsically linked to the body. Taking the idea of aesthetic experience, or sensuous experience, in computer game play as its ...

  3. AI in Computer Games: Generating Interesting Interactive Opponents by the use of Evolutionary Computation 

    E-Print Network [OSTI]

    Yannakakis, Georgios N.

    Which features of a computer game contribute to the player’s enjoyment of it? How can we automatically generate interesting and satisfying playing experiences for a given game? These are the two key questions addressed ...

  4. Games, puzzles, and computation

    E-Print Network [OSTI]

    Hearn, Robert A. (Robert Aubrey), 1965-

    2006-01-01

    There is a fundamental connection between the notions of game and of computation. At its most basic level, this is implied by any game complexity result, but the connection is deeper than this. One example is the concept ...

  5. The Future of Research in Computer Games

    E-Print Network [OSTI]

    Demsky, Brian

    The Future of Research in Computer Games and Virtual Worlds The Future of Research in Computer Games and Virtual Worlds #12;The Future of Research in Computer Games and Virtual World Environments on the Future of Research and Challenges in Computer Games and Virtual Worlds * Citation and online version

  6. Advertising in computer games

    E-Print Network [OSTI]

    Vedrashko, Ilya

    2006-01-01

    This paper suggests advertisers should experiment with in-game advertising to gain skills that could become vital in the near future. It compiles, arranges and analyzes the existing body of academic and industry knowledge ...

  7. History of Computer Games John E. Laird

    E-Print Network [OSTI]

    Evett, Matthew

    on the WWW #12;First "games" · 1952 ­ TicTacToe: ­ A.S.Douglas on a EDSAC vacuum-tube computer · 1958 with poor quality games: ­ Fox, CBS, Quaker Oats, Chuck Wagon dog food · Coleco crashes ­ Saved by Cabbage

  8. Massivizing Online Games: Distributed Computing Challenges and

    E-Print Network [OSTI]

    Langendoen, Koen

    .st.ewi.tudelft.nl #12;(TU) Delft ­ the Netherlands ­ Europe founded 13th century pop: 100,000 pop.: 100,000 pop: 16.5 M founded 1842 pop: 13,000 pop.: 100,000 (We are here) #12;Why Social Gaming? Massivizing Social Games Gaming used to be art, may now be computingOnline Gaming used to be art, may now be computing Massivizing

  9. Graduate Program Game Research Intro Game Technology

    E-Print Network [OSTI]

    Volk, Anja Fleischer

    1032015 1 Graduate Program Game Research Intro Game Technology Remco Veltkamp 16 February 2015 Technology · incl. interaction computing & media technology Software Systems · incl. software technology of Science (BSc) · Computer Science · Game Technology · Information Science Master of Science (MSc

  10. Characterization and computation of equilibria in infinite games

    E-Print Network [OSTI]

    Stein, Noah D. (Noah Daniel)

    2007-01-01

    Broadly, we study continuous games (those with continuous strategy spaces and utility functions) with a view towards computation of equilibria. We cover all of the game-theoretic background needed to understand these results ...

  11. Graduate Program Game Research Intro Game Technology

    E-Print Network [OSTI]

    Volk, Anja Fleischer

    2962014 1 Graduate Program Game Research Intro Game Technology 16 June 2014 Artificial Intelligence (AI) · incl. intelligent agents, data mining, & decision support systems Interaction Technology · incl. interaction computing & media technology Software Systems · incl. software technology & software production

  12. The Computational Complexity of Nash Equilibria in Concisely Represented Games #

    E-Print Network [OSTI]

    Vadhan, Salil

    The Computational Complexity of Nash Equilibria in Concisely Represented Games # Grant R#erent representations of games a#ect the complexity of problems associated with games, such as finding a Nash. For these two models, we study the complexity of four questions: determining if a given strategy is a Nash

  13. The Computational Complexity of Nash Equilibria in Concisely Represented Games

    E-Print Network [OSTI]

    Vadhan, Salil

    The Computational Complexity of Nash Equilibria in Concisely Represented Games Grant R. Schoenebeck representations of games affect the complexity of problems associated with games, such as finding a Nash. For these two models, we study the complexity of four questions: determining if a given strategy is a Nash

  14. UncorrectedProof Computational Intelligence in Racing Games

    E-Print Network [OSTI]

    Togelius, Julian

    the evolution of different types of car controllers, modelling of players' driving styles, evolution of racingUncorrectedProof Computational Intelligence in Racing Games Julian Togelius, Simon M. Lucas- tionary algorithms and other forms of computational intelligence to various aspects of racing games. We

  15. Roadmap: Computer Science Game Programming -Bachelor of Science

    E-Print Network [OSTI]

    Sheridan, Scott

    Roadmap: Computer Science ­ Game Programming -Bachelor of Science [AS-BS-CS-GMPR] College of Arts This roadmap is a recommended semester-by-semester plan of study for this major. However, courses Requirement 3 #12;Roadmap: Computer Science ­ Game Programming -Bachelor of Science [AS-BS-CS-GMPR] College

  16. On Power Splitting Games in Distributed Computation: The Case of Bitcoin Pooled Mining

    E-Print Network [OSTI]

    International Association for Cryptologic Research (IACR)

    On Power Splitting Games in Distributed Computation: The Case of Bitcoin Pooled Mining Loi Luu to the Internet to participate in a game in which he splits his computational power among a set of competing pools -- the game is called a computational power splitting game. We formally model this game and show its utility

  17. Computer Game Architecture 6a -Multi-Player Games

    E-Print Network [OSTI]

    Gordon, Scott

    by slowest machine, (all talk to each other) no server needed easier to cheat/hack Client/Server more secure Business / Training ("Serious Games", "performance engineering") o Education Examples: Star Wars The Old

  18. Arm-Hand-Finger Video Game Interaction 

    E-Print Network [OSTI]

    Logsdon, Drew Anthony

    2012-02-14

    Page 20 Sequence of motions and gestures used to fire a bow and arrow .............. 61 21 A player grabs a pistol from its holster in the FPS game .......................... 62 22 Gesture used to fire a gun... be tedious for gamers, especially those playing fast-paced games such as first-person shooters, because exact grips are not necessary and could ruin the experience. For example, if the player is holding a gun but shifts or slightly relaxes the fingers...

  19. Computing Pure Nash and Strong Equilibria in Bottleneck Congestion Games

    E-Print Network [OSTI]

    Nabben, Reinhard

    Computing Pure Nash and Strong Equilibria in Bottleneck Congestion Games Tobias Harks1, Martin applications. They are known to possess strong equi- libria ­ a strengthening of Nash equilibrium to resilience against coalitional de- viations. In this paper, we study the computational complexity of pure Nash

  20. Security Games for Virtual Machine Allocation in Cloud Computing

    E-Print Network [OSTI]

    Alpcan, Tansu

    Security Games for Virtual Machine Allocation in Cloud Computing Yi Han 1 Tansu Alpcan 2 Jeffrey.hanyi@gmail.com, {tansu.alpcan, jeffrey.chan, caleckie}@unimelb.edu.au Abstract. While cloud computing provides many advantages in accessibility, scalability and cost efficiency, it also introduces a number of new security

  1. Center for Computer Games and Virtual Worlds

    E-Print Network [OSTI]

    Scacchi, Walt

    Science) ­ Digital Industry Promotion (DIP) Agency, Daegu, South Korea ­ UCI Video Game Developers Club prototyping of CGVWs that support challenge problems in science, health care, energy, environmental opportunity area for research and innovation - Enable immersive and transformative experiences that facilitate

  2. Reinforcement learning for qualitative group behaviours applied to non-player computer game characters 

    E-Print Network [OSTI]

    Bradley, Jay

    2010-01-01

    This thesis investigates how to train the increasingly large cast of characters in modern commercial computer games. Modern computer games can contain hundreds or sometimes thousands of non-player characters that each ...

  3. The relationship between children's computer game usage and creativity in Korea 

    E-Print Network [OSTI]

    Lee, Kyung-Sook

    2009-05-15

    This study investigated the relationships among children?s creativity, computer games, natural play, TV, and their structured activities daily after school by the analysis of their time spent on computer games, and the other components...

  4. Computer vs. Video Game System: Ready to Rumble in the #EnergyFaceoff...

    Broader source: All U.S. Department of Energy (DOE) Office Webpages (Extended Search)

    Computer vs. Video Game System: Ready to Rumble in the EnergyFaceoff Jungle Computer vs. Video Game System: Ready to Rumble in the EnergyFaceoff Jungle November 4, 2014 - 10:20am...

  5. On the computational complexity of Nash equilibria for (0, 1) bimatrix games

    E-Print Network [OSTI]

    Stefankovic, Daniel

    On the computational complexity of Nash equilibria for (0, 1) bimatrix games Bruno Codenotti a,#,1 Science, Comenius University, Bratislava, Slovakia Abstract The computational complexity of finding a Nash. Keywords: NP­completeness; Computational complexity; Bimatrix games; Nash equilibrium; Imitation games 1

  6. A Technique for Reducing Normal-Form Games to Compute a Nash Equilibrium

    E-Print Network [OSTI]

    A Technique for Reducing Normal-Form Games to Compute a Nash Equilibrium Vincent Conitzer Carnegie)matrix) game, O, to a smaller normal-form game, R, for the purpose of computing a Nash equilibrium. This is done by computing a Nash equilibrium for a subcomponent, G, of O for which a certain condition holds

  7. On the computational complexity of Nash equilibria for (0,1) bimatrix games

    E-Print Network [OSTI]

    Stefankovic, Daniel

    On the computational complexity of Nash equilibria for (0,1) bimatrix games Bruno Codenotti a,,1, Comenius University, Bratislava, Slovakia Abstract The computational complexity of finding a Nash. Keywords: NP-completeness; Computational complexity; Bimatrix games; Nash equilibrium; Imitation games 1

  8. Cloud Futures Workshop 2010 Cloud Computing Support for Massively Social Gaming Alexandru Iosup

    E-Print Network [OSTI]

    Iosup, Alexandru

    1 Cloud Futures Workshop 2010 ­ Cloud Computing Support for Massively Social Gaming Alexandru Iosup Pierre (Vrije U.). Cloud Computing Support for Massively Social Gaming (Rain for the Thirsty) #12;Cloud Futures Workshop 2010 ­ Cloud Computing Support for Massively Social Gaming 2 Intermezzo: Tips on how

  9. Massivizing Online Games:g Distributed Computing Challenges and

    E-Print Network [OSTI]

    Langendoen, Koen

    used to be art, may now be computing Online Gaming used to be multimedia is now DC g , y p g Online ­ the Netherlands ­ Europe( ) op founded 13th century pop: 100,000 pop.: 100,000 pop:16.5 M founded 1842 pop: 13

  10. Computer-game Construction: A Gender-neutral Attractor to Computing Science

    E-Print Network [OSTI]

    Szafron, Duane

    1 Computer-game Construction: A Gender- neutral Attractor to Computing Science MIKE CARBONARO of Computing Science, University of Alberta, Edmonton, AB T6G 2E8, Canada MARIA CUTUMISU Department of Computing Science, University of Alberta, Edmonton, AB T6G 2E8, Canada JONATHAN SCHAEFFER Department

  11. Parallel Computation of Nash Equilibria in N-Player Games Jonathan Widger

    E-Print Network [OSTI]

    Grosu, Daniel

    Parallel Computation of Nash Equilibria in N-Player Games Jonathan Widger Department of Computer@cs.wayne.edu Abstract--We propose a parallel algorithm for finding Nash equilibria in n-player noncooperative games to show the performance of the parallel algorithm. Keywords-game theory; Nash equilibrium; parallel algo

  12. The Soprants: conceptual and technical framework for a 3D interactive video game 

    E-Print Network [OSTI]

    Nakamura, Tatsuya

    2006-10-30

    in the game behave similar to leaf-cutter ants. A 3D game environment based on a real ant colony nest is created and used for prototyping the game. Insect behavior based on behavior of real ants is implemented in an interactive 3D environment. The cinematic...

  13. CSc 165 Computer Game Architecture and Implementation Fall 2015 -Gordon Assignment #1: Building A Game Using Game Engine Components

    E-Print Network [OSTI]

    Gordon, Scott

    ). The game score and elapsed time is shown on a HUD (Heads-Up Display). Game Program Requirements Your game must include at least two HUD elements: current "score", and elapsed time in seconds. Each HUD element

  14. Control-Alt-Hack: The Design and Evaluation of a Card Game for Computer Security Awareness and Education

    E-Print Network [OSTI]

    Kohno, Tadayoshi

    Control-Alt-Hack: The Design and Evaluation of a Card Game for Computer Security Awareness from 22 of these educators about their experiences using Control-Alt-Hack with over 450 students to thinking about security and that facilitates ad hoc, social interactions led us to design Control-Alt-Hack

  15. GamingAnywhere: An Open-Source Cloud Gaming Testbed

    E-Print Network [OSTI]

    Chen, Sheng-Wei

    the latest computer games. Cloud gaming is an alternative way to deliver high-quality gaming experience: A cloud gaming service based on GamingAny- where. In a cloud gaming system, computer games run on power to game servers. With cloud gaming, gamers can play the latest computer games anywhere and anytime, while

  16. Computing Nash Equilibria of Action-Graph Games Navin A. R. Bhat

    E-Print Network [OSTI]

    Sipe,J. E.

    Computing Nash Equilibria of Action-Graph Games Navin A. R. Bhat Department of Physics University.g., Fudenberg and Tirole [1991].) The central game-theoretic solution con- cept is the Nash equilibrium, a fixed-point in mixed strat- egy space which Nash [1950] proved exists in every finite game. It remains an important

  17. Approximate Pure Nash Equilibria in Weighted Congestion Games: Existence, Efficient Computation, and Structure

    E-Print Network [OSTI]

    Fiat, Amos

    Approximate Pure Nash Equilibria in Weighted Congestion Games: Existence, Efficient Computation and algorithmic questions related to the Nash dynamics of weighted congestion games. In weighted congestion games with linear latency functions, the existence of pure Nash equilibria is guaranteed by potential function

  18. CSc 165 Computer Game Architecture and Implementation Spring 2015 -Gordon Assignment #1: Building A Game Using Game Engine Components

    E-Print Network [OSTI]

    Gordon, Scott

    score and elapsed time is shown on a HUD (Heads-Up Display). Game Program Requirements Your game must must include at least two HUD elements: current "score", and elapsed time in seconds. Each HUD element

  19. Computing Nash Equilibria in Bimatrix Games: GPU-based Parallel Support Enumeration

    E-Print Network [OSTI]

    Grosu, Daniel

    Computing Nash Equilibria in Bimatrix Games: GPU-based Parallel Support Enumeration Safraz, USA Email: dgrosu@wayne.edu Abstract--Computing Nash equilibria is a very important problem Nash equilibria in bimatrix games. The algorithm is based on a new parallelization method which

  20. Hindawi Publishing Corporation International Journal of Computer Games Technology

    E-Print Network [OSTI]

    system, which is the so-called Community Network Game (CNG) Server. One of the important features on the architecture of the CNG Server as well as on the design and implementation of the online community with common interests and passions and to share their in-game experience [1]. The Community Network Game (CNG

  1. Computation of a Nash Equilibrium of Multiple-Leader Stackelberg Network Games

    E-Print Network [OSTI]

    Rodoplu, Volkan

    Computation of a Nash Equilibrium of Multiple-Leader Stackelberg Network Games Volkan Rodoplu, we present a centralized algorithm that finds a Nash equilibrium of the multiple-leader Stackelberg network game. We design an algorithm that converges to a Nash equilibrium for an arbitrary relay topology

  2. Narrative-Driven Camera Control for Cinematic Replay of Computer Games Quentin Galvane

    E-Print Network [OSTI]

    Christie, Marc

    Narrative-Driven Camera Control for Cinematic Replay of Computer Games Quentin Galvane INRIA / LJK University of Geneva TECFA-FPSE Figure 1: Camera behaviors for a cinematic replay: (a) CU on Frank 3 a system that generates cinematic replays for dialogue-based 3D video games. The system exploits the narra

  3. Massivizing Social Games: Distributed Computing Challenges and High Quality Time A. Iosup Alexandru Iosup

    E-Print Network [OSTI]

    Langendoen, Koen

    appsmany apps Online Gaming used to be art, may now be computingOnline Gaming used to be art, may now (of Clouds) #12;(TU) Delft ­ the Netherlands ­ Europe pop.: 100,000 pop:16.5 M founded 13th century pop: 100,000 founded 1842 pop: 13,000 #12;The Parallel and Distributed Systems Group at TU Delft

  4. Massivizing Social Games: Distributed Computing Challenges and High Quality Time A. Iosup Alexandru Iosup

    E-Print Network [OSTI]

    Langendoen, Koen

    , is now many appsmany apps Online Gaming used to be art, may now be computingOnline Gaming used to be art, may now be computing #12;(TU) Delft ­ the Netherlands ­ Europe pop.: 100,000 pop:16.5 M founded 13th century pop: 100,000 founded 1842 pop: 13,000 #12;The Parallel and Distributed Systems Group at TU Delft

  5. IEEE TRANSACTIONS ON PARALLEL AND DISTRIBUTED SYSTEMS 2014 1 Computing Nash Equilibria in Bimatrix Games

    E-Print Network [OSTI]

    Grosu, Daniel

    IEEE TRANSACTIONS ON PARALLEL AND DISTRIBUTED SYSTEMS 2014 1 Computing Nash Equilibria in Bimatrix, Student Member, IEEE, and Daniel Grosu, Senior Member, IEEE Abstract--Computing Nash equilibria is a very enumeration algorithm for computing Nash equilibria in bimatrix games. The algorithm is based on a new

  6. Rendering Adaptation to Address Communication and Computation Constraints in Cloud Mobile Gaming

    E-Print Network [OSTI]

    California at San Diego, University of

    Rendering Adaptation to Address Communication and Computation Constraints in Cloud Mobile Gaming by the available server computing resource for each client, considering cloud server hosts numerous clients Shaoxuan Wang, Sujit Dey Mobile System Design Lab, Dept. of Electrical and Computer Engineering University

  7. A Nested Two Stage Game-Based Optimization Framework in Mobile Cloud Computing System

    E-Print Network [OSTI]

    Pedram, Massoud

    A Nested Two Stage Game-Based Optimization Framework in Mobile Cloud Computing System Yanzhi Wang Angeles, USA {yanzhiwa, xuelin, pedram}@usc.edu Abstract--The rapidly developing cloud computing to offload computation and which portion of application should be offloaded to the cloud. In this paper, we

  8. Secure Computation on the Web: Computing without Simultaneous Interaction

    E-Print Network [OSTI]

    Lindell, Yehuda

    ] for an overview). In fact, with client-side processing in Web 2.0 we now have a huge mass of parties with seriousSecure Computation on the Web: Computing without Simultaneous Interaction Shai Halevi1 , Yehuda of computation on the web is not suited to the type of communication patterns needed for secure computation

  9. Evaluating affective interaction in gaming Adrian Bullock and Bjrn Gambck

    E-Print Network [OSTI]

    Gambäck, Björn

    and the SenToy input device SenToy is an affective physical interface, a doll with sensors in its limbs with the game 1.1 Gesturing with SenToy The SenToy doll was used to influence emotional behaviour in the FantasyToy (having no prior knowledge of the doll or gestures), they were taught how to provide input to Fantasy

  10. Computing Proper Equilibria of Zero-Sum Games

    E-Print Network [OSTI]

    Miltersen, Peter Bro

    . As an example, consider the classical example of penny matching: Alice has to guess whether Bob hides a penny heads or tails up. If she guesses correctly, she gets the penny. The payoff matrix for this game it, is as follows: hide penny heads up hide penny tails up guess "heads up" 1 0 guess "tails up" 0 1

  11. Gender, Lies and Video Games: the Truth about Females and Computing

    ScienceCinema (OSTI)

    Klawe, Maria M. [Princeton University, Princeton, New Jersey, United States

    2009-09-01

    This talk explores how girls and women differ from boys and men in their uses of and attitudes towards computers and computing. From playing computer games to pursuing computing careers, the participation of females tends to be very low compared to that of males. Why is this? Opinions range from girls wanting to avoid the math and/or the geek image of programming to girls having better things to do with their lives. We discuss research findings on this issue, as well as initiatives designed to increase the participation of females in computing.

  12. NEWTON'S METHOD FOR COMPUTING A NORMALIZED EQUILIBRIUM IN THE GENERALIZED NASH GAME

    E-Print Network [OSTI]

    Kanzow, Christian

    NEWTON'S METHOD FOR COMPUTING A NORMALIZED EQUILIBRIUM IN THE GENERALIZED NASH GAME THROUGH FIXED Society for the Promotion of Science. 1 #12;Abstract. We consider the generalized Nash equilibrium problem: Generalized Nash equilibrium problem; Normalized equilib- rium; Fixed point characterization; Nonsmooth Newton

  13. Automatic Move Pruning in General Single-Player Games Computing Science Department

    E-Print Network [OSTI]

    Holte, Robert

    Department University of Alberta Edmonton, AB Canada T6G 2E8 (holte@cs.ualberta.ca) Abstract Move pruning, Association for the Advancement of Artificial Intelligence (www.aaai.org). All rights reserved. moves canAutomatic Move Pruning in General Single-Player Games Neil Burch Computing Science Department

  14. Game AI: The shrinking gap between computer games and AI systems

    E-Print Network [OSTI]

    Nebel, Bernhard

    ) research. Alan Turing was one of the first to mention that a computer can be considered as intelligent has a long tradition in AI (Artificial Intelligence) research. Alan Turing was one of the first

  15. Computer Games and Virtual Environments for Medical Education and

    E-Print Network [OSTI]

    Scacchi, Walt

    2015, at "AIME"ing for Excellence in Clinical Medicine Education, UCI School of Medicine, Irvine, CA) - Student can interact with avatars in different roles, both individually and in groups/teams. - Student::patient - Patient::family-member::physician - Surgical team - Group/team interactions can be heterogeneous

  16. Learning by Game-Building in Theoretical Computer Science Education 

    E-Print Network [OSTI]

    Hutchins-Korte, Laura

    2008-01-01

    It has been suggested that theoretical computer science (TCS) suffers more than average from a lack of intrinsic motivation. The reasons provided in the literature include the difficulty of the subject, lack of relevance ...

  17. Pseudo-interactive monitoring in distributed computing

    SciTech Connect (OSTI)

    Sfiligoi, I.; /Fermilab; Bradley, D.; Livny, M.; /Wisconsin U., Madison

    2009-05-01

    Distributed computing, and in particular Grid computing, enables physicists to use thousands of CPU days worth of computing every day, by submitting thousands of compute jobs. Unfortunately, a small fraction of such jobs regularly fail; the reasons vary from disk and network problems to bugs in the user code. A subset of these failures result in jobs being stuck for long periods of time. In order to debug such failures, interactive monitoring is highly desirable; users need to browse through the job log files and check the status of the running processes. Batch systems typically don't provide such services; at best, users get job logs at job termination, and even this may not be possible if the job is stuck in an infinite loop. In this paper we present a novel approach of using regular batch system capabilities of Condor to enable users to access the logs and processes of any running job. This does not provide true interactive access, so commands like vi are not viable, but it does allow operations like ls, cat, top, ps, lsof, netstat and dumping the stack of any process owned by the user; we call this pseudo-interactive monitoring. It is worth noting that the same method can be used to monitor Grid jobs in a glidein-based environment. We further believe that the same mechanism could be applied to many other batch systems.

  18. Universal Quantum Computation with the Exchange Interaction

    E-Print Network [OSTI]

    D. P. DiVincenzo; D. Bacon; J. Kempe; G. Burkard; K. B. Whaley

    2002-05-23

    Experimental implementations of quantum computer architectures are now being investigated in many different physical settings. The full set of requirements that must be met to make quantum computing a reality in the laboratory [1] is daunting, involving capabilities well beyond the present state of the art. In this report we develop a significant simplification of these requirements that can be applied in many recent solid-state approaches, using quantum dots [2], and using donor-atom nuclear spins [3] or electron spins [4]. In these approaches, the basic two-qubit quantum gate is generated by a tunable Heisenberg interaction (the Hamiltonian is $H_{ij}=J(t){\\vec S}_i\\cdot{\\vec S}_j$ between spins $i$ and $j$), while the one-qubit gates require the control of a local Zeeman field. Compared to the Heisenberg operation, the one-qubit operations are significantly slower and require substantially greater materials and device complexity, which may also contribute to increasing the decoherence rate. Here we introduce an explicit scheme in which the Heisenberg interaction alone suffices to exactly implement any quantum computer circuit, at a price of a factor of three in additional qubits and about a factor of ten in additional two-qubit operations. Even at this cost, the ability to eliminate the complexity of one-qubit operations should accelerate progress towards these solid-state implementations of quantum computation.

  19. When a console game becomes CSCL: Play, participatory learning and 8-bit home computing in India

    E-Print Network [OSTI]

    Kam, Matthew

    , and Atari 800. The TVC is typically sold with two game controllers, a light gun, and two game cartridges, an "educa- tion" cartridge and an "entertainment" cartridge. The games on the "educational" cartridge, which

  20. A Brief History of Human Computer Interaction Technology

    E-Print Network [OSTI]

    A Brief History of Human Computer Interaction Technology Brad A. Myers December, 1996 CMU­CS­96 development of major advances in human­ computer interaction technology, emphasizing the pivotal role, of NCCOSC or the U.S. Government. #12; Keywords: Human Computer Interaction, History, User Interfaces

  1. The Computational Power of Interactive Recur-rent Neural Networks

    E-Print Network [OSTI]

    Siegelmann , Hava T

    1 The Computational Power of Interactive Recur- rent Neural Networks J´er´emie Cabessa1 and Hava T, interactive computation, analog computation, re- current neural networks, interactive Turing machines-weighted recurrent neural networks were shown to be respectively equivalent to and strictly more powerful than

  2. The Interaction Analyzer: A Tool for Debugging Ubiquitous Computing Applications

    E-Print Network [OSTI]

    Kleinrock, Leonard

    The Interaction Analyzer: A Tool for Debugging Ubiquitous Computing Applications Nam Nguyen@cs.ucla.edu, lk@cs.ucla.edu, reiher@cs.ucla.edu Abstract--Ubiquitous computing applications are frequently long, a debugging tool for ubiquitous computing applications that addresses this problem. The Interaction Analyzer

  3. Aero Fighter - 2D Gaming

    E-Print Network [OSTI]

    Ahmed, Zeeshan

    2010-01-01

    Designing and developing quality based computer game is always a challenging task for developers. In this paper I briefly discuss aero fighting war game based on simple 2D gaming concepts and developed in C & C++ programming languages, using old bitmapping concepts. Going into the details of the game development, I discuss the designed strategies, flow of game and implemented prototype version of game, especially for beginners of game programming.

  4. CSc 165 Computer Game Architecture and Implementation Fall 2015 / Gordon Assignment #

    E-Print Network [OSTI]

    Gordon, Scott

    ;2 HUD. Include a HUD component to let the player know what is happening in the game. If your game is better without a HUD, you may include a command to enable/disable the HUD display. Hierarchical Scene

  5. CSc 165 Computer Game Architecture and Implementation Spring 2015 / Gordon Assignment #

    E-Print Network [OSTI]

    Gordon, Scott

    that the game still plays if the platform is missing the sound package. #12;2 HUD. Include a HUD component to let the player know what is happening in the game. If your game is better without a HUD, you may include a command to enable/disable the HUD display. Hierarchical SceneGraph. There must be some portion

  6. UBIQUITOUS COMPUTING AND INTERACTION Kaj Grnbk, Professor,

    E-Print Network [OSTI]

    Equipment (Kinesthetic Interaction) > PosLogistics (Positioning and Logistics) > VPP4SGR ­ SmartGrid project

  7. An Interactive Computer Model of Two-Country Trade

    E-Print Network [OSTI]

    Hamlen, Kevin W.

    country when free trade is made available. One of the most important learning lessons for the students91 An Interactive Computer Model of Two-Country Trade Bill Hamlen and Kevin Hamlen Abstract We introduce an interactive computer model of two-country trade that allows students to investigate

  8. THE FUTURE IN BRAIN/NEURAL-COMPUTER INTERACTION

    E-Print Network [OSTI]

    Theune, Mariët

    THE FUTURE IN BRAIN/NEURAL-COMPUTER INTERACTION: HORIZON 2020 Roadmap #12;ISBN 978-3-85125-379-5 DOI 10.3217/978-3-85125-379-5 © 2015 Graz University of Technology This roadmap and its appendix can #12;THE FUTURE IN BRAIN/NEURAL-COMPUTER INTERACTION: HORIZON 2020 Roadmap #12;© Kurhan - Fotolia.com 4

  9. Certified Computer Algebra on top of an Interactive Theorem Prover

    E-Print Network [OSTI]

    Wiedijk, Freek

    Certified Computer Algebra on top of an Interactive Theorem Prover Cezary Kaliszyk and Freek, the Netherlands Abstract. We present a prototype of a computer algebra system that is built on top of a proof performed by the computer algebra system. Although our system is built on top of a proof assistant, we

  10. Certified Computer Algebra on top of an Interactive Theorem Prover

    E-Print Network [OSTI]

    Wiedijk, Freek

    Certified Computer Algebra on top of an Interactive Theorem Prover Abstract. We present a prototype of a computer algebra system that is built on top of a proof a computer algebra system on top of a proof assistant. For our prototype we chose the LCF-style theorem

  11. Catalyst Support Interactions | Argonne Leadership Computing...

    Broader source: All U.S. Department of Energy (DOE) Office Webpages (Extended Search)

    on the reactivity of metal catalyst particles. The research team will also study the adhesion properties by simulating the interactions between metal particles of different sizes...

  12. COMPUTING EQUILIBRIA FOR TWOPERSON GAMES To appear in: Handbook of Game Theory , Vol. 3, eds. R. J. Aumann and S. Hart, North

    E-Print Network [OSTI]

    Roberts, Stephen

    . Aumann and S. Hart, North­ Holland, Amsterdam. BERNHARD VON STENGEL \\Lambda Eidgen¨ossische Technische for games in extensive form (see Hart, 1992). In principle, such game trees can be solved by converting them

  13. The Weak Science of Human-Computer Interaction.

    E-Print Network [OSTI]

    Greenberg, Saul

    , University of Calgary, Canada T2N 1N4 Harold Thimbleby Department of Computer Science, University of Stirling, Stirling, Scotland Abstract This article is about science and the discipline of human- computer interaction an engineering discipline that concerns the construction of `better' interfaces. A listing of the areas covered

  14. Inverse Modelling in Geology by Interactive Evolutionary Computation

    E-Print Network [OSTI]

    Boschetti, Fabio

    Inverse Modelling in Geology by Interactive Evolutionary Computation Chris Wijns a,b,, Fabio of geological processes, in the absence of established numerical criteria to act as inversion targets, requires evolutionary computation provides for the inclusion of qualitative geological expertise within a rigorous

  15. An Annotated Bibliography on Human Computer Interaction for GIS (91-15)

    E-Print Network [OSTI]

    McGranahan, Matthew; Volta, Gary

    1991-01-01

    engineering physiology. For those interested in human computer interaction, the first chapter, on anthropometry,

  16. Under the Radar: The Effects of Computer Games on Investigative Self-efficacy 

    E-Print Network [OSTI]

    Columbus, Yolanda RoChelle Debose

    2012-02-14

    en t 80 (U nd er g ra du at e s) S oc ia l C og ni tiv e Th eo ry H ea lth y- ea tin g se lf- ef fic ac y 14 it em s (a da pt ed ) 0. 87 P la y C om pu te r G am e (T rt) ; O bs... unknown. Future research should employ theory to systematically document and define the context in which the game is delivered, incorporate assessments built into the game instead of using surveys, include incentives for student participation...

  17. Who's got game (theory)?

    E-Print Network [OSTI]

    Blankinship, Erik Jackson, 1974-

    2005-01-01

    Many players enjoy the challenge of outwitting computer opponents in strategy games. Devising strategies to defeat a computer opponent may enhance certain cognitive skills (e.g., analysis, evaluation, planning). This thesis ...

  18. Submission to Joint sOc-EUSAI conference Grenoble, October 2005 Interacting with the Ubiquitous Computer Towards Embedding Interaction

    E-Print Network [OSTI]

    with the Ubiquitous Computer ­Towards Embedding Interaction Albrecht Schmidt, Matthias Kranz, Paul Holleis Embedded advances in technology the vision of ubiquitous computing ­ from a user perspective ­ is not yet achieved. In this paper we look at new forms of interaction that will help to interact with the ubiquitous computer

  19. Intelligent Interfaces Artificial Intelligence Meets Human Computer Interaction

    E-Print Network [OSTI]

    Meliou, Alexandra

    Intelligent Us er Interfaces Artificial Intelligence Meets Human Computer Interaction r r f ala ris of Intelligent User Interface design is often loosely described as the intersection of the fields of Artificial is that they elude to specific artificial intelligence techniques and as Waern writes ``What, exactly, counts

  20. Math 472: Computer Assignment 2 --due Monday, Oct.24, 2005 1. In the 1968 Olympic games in Mexico City, Bob Beamon established a world record with a

    E-Print Network [OSTI]

    Fasshauer, Greg

    Math 472: Computer Assignment 2 -- due Monday, Oct.24, 2005 1. In the 1968 Olympic games in Mexico people suggested that the lower air resistance at Mexico City's 7400 ft. altitude was a contributing of the magnitude of the velocity. There is no wind. The equations describing the jumper's motion are x (t) = v

  1. MapReduce SVM Game

    DOE Public Access Gateway for Energy & Science Beta (PAGES Beta)

    Vineyard, Craig M.; Verzi, Stephen J.; James, Conrad D.; Aimone, James B.; Heileman, Gregory L.

    2015-08-10

    Despite technological advances making computing devices faster, smaller, and more prevalent in today's age, data generation and collection has outpaced data processing capabilities. Simply having more compute platforms does not provide a means of addressing challenging problems in the big data era. Rather, alternative processing approaches are needed and the application of machine learning to big data is hugely important. The MapReduce programming paradigm is an alternative to conventional supercomputing approaches, and requires less stringent data passing constrained problem decompositions. Rather, MapReduce relies upon defining a means of partitioning the desired problem so that subsets may be computed independently andmore »recom- bined to yield the net desired result. However, not all machine learning algorithms are amenable to such an approach. Game-theoretic algorithms are often innately distributed, consisting of local interactions between players without requiring a central authority and are iterative by nature rather than requiring extensive retraining. Effectively, a game-theoretic approach to machine learning is well suited for the MapReduce paradigm and provides a novel, alternative new perspective to addressing the big data problem. In this paper we present a variant of our Support Vector Machine (SVM) Game classifier which may be used in a distributed manner, and show an illustrative example of applying this algorithm.« less

  2. Rethink energy accounting with cooperative game theory

    E-Print Network [OSTI]

    Zhong, Lin

    Rethink energy accounting with cooperative game theory Mian Dong, Tian Lan and Lin Zhong! #12! 12 #12;Two computer engineers struggled for two years 13 #12;Energy Consumption is A Cooperative Game in all games ·Additivity 25 + = #12;Energy consumption is a cooperative game 26 Alice Bob Charlie How

  3. The Mercury Game: Evaluating a Negotiation Simulation that Teaches Students about Science–Policy Interactions

    E-Print Network [OSTI]

    Stokes, Leah C.

    Environmental negotiations and policy decisions take place at the science–policy interface. While this is well known in academic literature, it is often difficult to convey how science and policy interact to students in ...

  4. Semantic Interaction for Visual Analytics: Toward Coupling Cognition and Computation

    SciTech Connect (OSTI)

    Endert, Alexander

    2014-07-01

    The dissertation discussed in this article [1] was written in the midst of an era of digitization. The world is becoming increasingly instrumented with sensors, monitoring, and other methods for generating data describing social, physical, and natural phenomena. Thus, data exist with the potential of being analyzed to uncover, or discover, the phenomena from which it was created. However, as the analytic models leveraged to analyze these data continue to increase in complexity and computational capability, how can visualizations and user interaction methodologies adapt and evolve to continue to foster discovery and sensemaking?

  5. Innovative Integrated Architecture for Educational Games: Challenges and Merits

    E-Print Network [OSTI]

    Cairns, Paul

    Sciences, Ain Shams University, Abbassia, Cairo, Egypt Abstract. Interactive Narrative in game environments in an adaptive educational game environment. The architecture composes components that individually have shown effectiveness in educational games environments. These components are graph structured narrative, dynamically

  6. A Game Theoretic Investigation of Deception in Network Security

    SciTech Connect (OSTI)

    Carroll, Thomas E.; Grosu, Daniel

    2011-10-01

    We perform a game theoretic investigation of the effects of deception on the interactions between an attacker and a defender of a computer network. The defender can employ cam- ou?age by either disguising a normal system as a honeypot, or by disguising a honeypot as a normal system. We model the interactions between defender and attacker using a signaling game, a non-cooperative two player dynamic game of incomplete information. For this model, we determine which strategies admit perfect Bayesian equilibria. These equilibria are re?ned Nash equilibria in which neither the defender nor the attacker will unilaterally choose to devi- ate from their strategies. We discuss the bene?ts of employing deceptive equilibrium strategies in the defense of a computer network.

  7. Computer Defeats Video Game System in #EnergyFaceoff Round One...

    Office of Energy Efficiency and Renewable Energy (EERE) Indexed Site

    correctly? Try again next week during EnergyFaceoff round two: hair dryer vs. upright vacuum If you're a gamer, you likely have a preference for the computer or a dedicated video...

  8. A Bayesian Game Formulation of Power Dissipation and Response Time Minimization in a Mobile Cloud

    E-Print Network [OSTI]

    Pedram, Massoud

    A Bayesian Game Formulation of Power Dissipation and Response Time Minimization in a Mobile Cloud cloud computing and virtualization techniques provide mobile devices with battery energy saving to the cloud. This paper considers a mobile cloud computing (MCC) interaction system consisting of multiple

  9. Interactive learning and prediction algorithms for computer vision applications

    E-Print Network [OSTI]

    Branson, Steven

    2012-01-01

    questions to 2. In the right image, computer vision providesquestions to 2. In the right image, computer vision providesthe image on the right). The computer system intelligently

  10. Serious games for improved defense contracting

    E-Print Network [OSTI]

    Guinto, Roi John

    2014-01-01

    Gaming has been explored as a research technique in complex systems to explore human interactions within technical domains. These so-called "serious games" are designed for purposes outside of pure entertainment and are ...

  11. A Mathematical Model for Virus Infection in a System of Interacting Computers

    E-Print Network [OSTI]

    Cipolatti, Rolci

    A Mathematical Model for Virus Infection in a System of Interacting Computers J. L´opez Gondar & R are explored and enlightened in this paper. 1. Introduction The infection of computers by virtual viruses of virtual viruses in a system of interacting computers could be compared with a disease transmitted

  12. Debugging Ubiquitous Computing Applications With the Interaction Analyzer Nam Nguyen, Leonard Kleinrock, and Peter Reiher

    E-Print Network [OSTI]

    California at Los Angeles, University of

    Debugging Ubiquitous Computing Applications With the Interaction Analyzer Nam Nguyen, Leonard@cs.ucla.edu, reiher@cs.ucla.edu Abstract--Ubiquitous computing applications are frequently long-running and highly for ubiquitous computing applications that addresses this problem. The Interaction Analyzer uses protocol

  13. Using Controlled Experiments to Calibrate Computer Models: The Airplane Game as a Lean Simulation Exercise 

    E-Print Network [OSTI]

    Rybkowski, Zofia K.; Wong, John-Michael; Ballard, Glenn; Tommelein, Iris D.

    2008-01-01

    1 Computer Push 20 46 55 0 3 0 58 Live Push 20 43 51 1 5 0 57* Computer Pull 12 46 1 0 1 0 2 Live Pull 12 39 1 1 0 0 2 *WS1 ran out of pieces at 5'20" DISCUSSION A purpose of many lean production simulations is to educate players... of Construction Engineering and Management, ASCE, 125(4), 265-276. Myers, J.L. and Well, A.D. (2003). Research Design and Statistical Analysis. 2nd Ed., Lawrence Erlbaum Assoc. Pubs., Mahwah, NJ. Pasqualini, F. and Zawislak, P.A. (2005). "Value Stream Mapping...

  14. Brain-Computer Interfaces for HCI and In this workshop we study the research themes and the

    E-Print Network [OSTI]

    Nijholt, Anton

    Brain-Computer Interfaces for HCI and Games Abstract In this workshop we study the research themes and the state-of-the-art of brain-computer interaction. Brain- computer interface research has seen much for the treatment of neurological disorders. Here, however, we look at brain-computer interaction especially

  15. The interactive effects of individual learning style, computer software, and teacher involvement on developing typing skill 

    E-Print Network [OSTI]

    Goodman, Sarina Renae

    1995-01-01

    This research examines the effects and interactions of an individual's learning style, the type of computer software, and the level of teacher involvement on students learning how to type on a computer keyboard. The research ...

  16. Design of protein-protein interaction specificity using computational methods and experimental library screening

    E-Print Network [OSTI]

    Chen, Tsan-Chou Scott

    2012-01-01

    Computational design of protein-protein interaction specificity is a powerful tool to examine and expand our understanding about how protein sequence determines interaction specificity. It also has many applications in ...

  17. The Computational Power of Non-interacting Particles

    E-Print Network [OSTI]

    Daniel J. Brod

    2014-12-24

    Shortened abstract: In this thesis, I study two restricted models of quantum computing related to free identical particles. Free fermions correspond to a set of two-qubit gates known as matchgates. Matchgates are classically simulable when acting on nearest neighbors on a path, but universal for quantum computing when acting on distant qubits or when SWAP gates are available. I generalize these results in two ways. First, I show that SWAP is only one in a large family of gates that uplift matchgates to quantum universality. In fact, I show that the set of all matchgates plus any nonmatchgate parity-preserving two-qubit gate is universal, and interpret this fact in terms of local invariants of two-qubit gates. Second, I investigate the power of matchgates in arbitrary connectivity graphs, showing they are universal on any connected graph other than a path or a cycle, and classically simulable on a cycle. I also prove the same dichotomy for the XY interaction. Free bosons give rise to a model known as BosonSampling. BosonSampling consists of (i) preparing a Fock state of n photons, (ii) interfering these photons in an m-mode linear interferometer, and (iii) measuring the output in the Fock basis. Sampling approximately from the resulting distribution should be classically hard, under reasonable complexity assumptions. Here I show that exact BosonSampling remains hard even if the linear-optical circuit has constant depth. I also report several experiments where three-photon interference was observed in integrated interferometers of various sizes, providing some of the first implementations of BosonSampling in this regime. The experiments also focus on the bosonic bunching behavior and on validation of BosonSampling devices. This thesis contains descriptions of the numerical analyses done on the experimental data, omitted from the corresponding publications.

  18. An Agenda for Human-Computer Interaction Research: Science and Technology Serving Human Needs

    E-Print Network [OSTI]

    Shneiderman, Ben

    An Agenda for Human-Computer Interaction Research: Science and Technology Serving Human Needs and technology planners respond to the growing activity in human-computer interaction, a broad perspective may and challenges for the continued growth of HCI. Partnerships among universities, corporations, government

  19. Policy-Based Non-interactive Outsourcing of Computation using multikey FHE and CP-ABE

    E-Print Network [OSTI]

    International Association for Cryptologic Research (IACR)

    Policy-Based Non-interactive Outsourcing of Computation using multikey FHE and CP-ABE Michael Clear.McGoldrick}@scss.tcd.ie Keywords: Non-interactive computing delegation, multikey FHE, CP-ABE, homomorphic encryption, access policy Encryption (CP-ABE) and Identity Based Encryption (IBE). We introduce a new primitive that captures

  20. University Prosperity Game. Final report

    SciTech Connect (OSTI)

    Boyack, K.W.; Berman, M.

    1996-03-01

    Prosperity Games are an outgrowth and adaptation of move/countermove and seminar War Games. Prosperity Games are simulations that explore complex issues in a variety of areas including economics, politics, sociology, environment, education and research. These issues can be examined from a variety of perspectives ranging from a global, macroeconomic and geopolitical viewpoint down to the details of customer/supplier/market interactions in specific industries. All Prosperity Games are unique in that both the game format and the player contributions vary from game to game. This report documents the University Prosperity Game conducted under the sponsorship of the Anderson Schools of Management at the University of New Mexico. This Prosperity Game was initially designed for the roadmap making effort of the National Electronics Manufacturing Initiative (NEMI) of the Electronics Subcommittee of the Civilian Industrial Technology Committee under the aegis of the National Science and Technology Council. The game was modified to support course material in MGT 508, Ethical, Political, and Social Environment of Business. Thirty-five students participated as role players. In this educational context the game`s main objectives were to: (1) introduce and teach global competitiveness and business cultures in an experiential classroom setting; (2) explore ethical, political, and social issues and address them in the context of global markets and competition; and (3) obtain non-government views regarding the technical and non-technical (i.e., policy) issues developed in the NEMI roadmap-making endeavor. The negotiations and agreements made during the game, along with the student journals detailing the players feelings and reactions to the gaming experience, provide valuable insight into the benefits of simulation as an advanced learning tool in higher education.

  1. Transferable Utility Planning Games Ronen I. Brafman

    E-Print Network [OSTI]

    Engel, Yagil

    Transferable Utility Planning Games Ronen I. Brafman Computer Science Dept. Ben-Gurion Univ between standard AI planning constructs and a clas- sical cooperative model of transferable-utility coalition games, we introduce the notion of transferable-utility (TU) planning games. The key

  2. Transferable Utility Planning Games Ronen I. Brafman

    E-Print Network [OSTI]

    Engel, Yagil

    Transferable Utility Planning Games Ronen I. Brafman Computer Science Dept. Ben-Gurion Univ is that each agent in planning games can in prin- ciple influence the utility of each other agent, resulting utilities (TU), connecting between the idea of planning games and the classical model of TU coali- tion

  3. Monkey Gamer: Automatic Profiling of Android Games

    E-Print Network [OSTI]

    1 Monkey Gamer: Automatic Profiling of Android Games Javier Mari´an Santos, Simin Nadjm and their interaction level. We present Monkey Gamer, a software to automatically play a large class of Android games and by human players, for three of the most popular Android games. We evaluate the performance of the Monkey

  4. Computational approaches for identifying inhibitors of protein interactions 

    E-Print Network [OSTI]

    Mehio, Wissam

    2011-06-27

    Inter-molecular interaction is at the heart of biological function. Proteins can interact with ligands, peptides, small molecules, and other proteins to serve their structural or functional purpose. With advances in ...

  5. Novel properties generated by interacting computational systems: A minimal model Fabio Boschetti1,2

    E-Print Network [OSTI]

    Boschetti, Fabio

    Novel properties generated by interacting computational systems: A minimal model Fabio questions: First, what is the smallest number of components a computational system needs in order such as selforganisation and emergence have been discussed in computational terms within Complex System Science

  6. West Virginia University 1 Lane Department of Computer Science and

    E-Print Network [OSTI]

    Mohaghegh, Shahab

    in computer forensics · Graduate certificate in biometrics & information assurance · Graduate certificate in interactive technologies & serious gaming Overview of Programs The Lane Department of Computer Science and by the Department in the Doctor of Philosophy Program Guidelines. Ph.D. students in computer and information

  7. TaleBlazer : a platform for creating multiplayer location based games

    E-Print Network [OSTI]

    Medlock-Walton, Michael Paul

    2012-01-01

    TaleBlazer is a platform that allows users to create location-based games for their mobile device. Using a block-based programming language, game designers can control the behavior of agents that interact with the game ...

  8. Testing theoretical game theory results on a large scale : prisoner's dilemma on Facebook

    E-Print Network [OSTI]

    Long, Sunny (Sunny X.)

    2013-01-01

    In my research, I designed and implemented an online game accessable to a large diverse audience via the Facebook social network to test out game theoretic results and study social interactions. In this game, we designed ...

  9. Designing Digital Games for Rural Children: A Study of Traditional Village Games in India

    E-Print Network [OSTI]

    Kam, Matthew

    1 Designing Digital Games for Rural Children: A Study of Traditional Village Games in India Matthew, India Computer Science Division and Berkeley Institute of Design, University of California, Berkeley on exploratory studies with three communities in North and South India to show some problems with digital games

  10. Environmental Prosperity Game. Final report

    SciTech Connect (OSTI)

    Berman, M.; Boyack, K.; VanDevender, J.P.

    1995-12-01

    Prosperity Games are an outgrowth and adaptation of move/countermove and seminar War Games. Prosperity Games are simulations that explore complex issues in a variety of areas including economics, politics, sociology, environment, education and research. These issues can be examined from a variety of perspectives ranging from a global, macroeconomic and geopolitical viewpoint down to the details of customer/supplier/market interactions in specific industries. All Prosperity Games are unique in that both the game format and the player contributions vary from game to game. This report documents the Environmental Prosperity Game conducted under the sponsorship of the Silicon Valley Environmental Partnership. Players were drawn from all stakeholders involved in environmental technologies including small and large companies, government, national laboratories, universities, environmentalists, the legal profession, finance, and the media. The primary objectives of this game were to: investigate strategies for developing a multi-agency (national/state/regional), one-step regulatory approval process for certifying and implementing environmental technologies and evaluating the simulated results; identify the regulatory hurdles and requirements, and the best approaches for surmounting them; identify technical problems and potential resources (environmental consultants, labs, universities) for solving them. The deliberations and recommendations of these players provided valuable insights as to the views of this diverse group of decision makers concerning environmental issues, including the development, licensing, and commercialization of new technologies.

  11. Interactive learning and prediction algorithms for computer vision applications

    E-Print Network [OSTI]

    Branson, Steven

    2012-01-01

    computer vision systems from relying on artificial datsetsvision (and machine learning) transitioning into being more of an applied field; in the wild refers to transi- tioning away from artificial

  12. Interactive visualization of big data leveraging databases for scalable computation

    E-Print Network [OSTI]

    Battle, Leilani Marie

    2013-01-01

    Modern database management systems (DBMS) have been designed to efficiently store, manage and perform computations on massive amounts of data. In contrast, many existing visualization systems do not scale seamlessly from ...

  13. An Introduction to Interactive Music for Percussion and Computers

    E-Print Network [OSTI]

    Hansen, Von Elton

    2014-08-31

    Composers began combining acoustic performers with electronically produced sounds in the early twentieth century. As computer-processing power increased the potential for significant musical communication was developed. Despite the body of research...

  14. Modelling Interactive Workloads of Time-Sharing Computer Systems 

    E-Print Network [OSTI]

    Noethe, Vera

    1982-01-01

    One of the major obstacles to performance evaluation studies is the definition of a representative or accurate workload. User scripts, a detailed description of user activities to specify an interactive workload, can be ...

  15. Nuclear physicists use video gaming to build Hampton Roads' Fastest...

    Broader source: All U.S. Department of Energy (DOE) Office Webpages (Extended Search)

    0-10-24newsdp-nws-cp-fastest-computer-201010221computer-system-video-games-jeffers... Submitted: Friday, October 22, 2010 - 11:00pm...

  16. OPserver: interactive online-computations of opacities and radiative accelerations

    E-Print Network [OSTI]

    C. Mendoza; M. J. Seaton; P. Buerger; A. Bellorin; M. Melendez; J. Gonzalez; L. S. Rodriguez; F. Delahaye; E. Palacios; A. K. Pradhan; C. J. Zeippen

    2007-04-12

    Codes to compute mean opacities and radiative accelerations for arbitrary chemical mixtures using the Opacity Project recently revised data have been restructured in a client--server architecture and transcribed as a subroutine library. This implementation increases efficiency in stellar modelling where element stratification due to diffusion processes is depth dependent, and thus requires repeated fast opacity reestimates. Three user modes are provided to fit different computing environments, namely a web browser, a local workstation and a distributed grid.

  17. Pre-computation for controlling character behavior in interactive physical simulations

    E-Print Network [OSTI]

    Silva, Marco Jorge Tome da

    2010-01-01

    The development of advanced computer animation tools has allowed talented artists to create digital actors, or characters, in films and commercials that move in a plausible and compelling way. In interactive applications, ...

  18. Development of mathematical models and mathematical, computational framework for multi-media interaction processes

    E-Print Network [OSTI]

    Ma, Yongting

    2011-01-11

    This thesis presents development of mathematical models for multi-media interaction process using Eulerian description and associated computational infrastructure to obtain numerical solution of the initial value problems ...

  19. OpenConflict: Preventing Real Time Map Hacks in Online Games Elie Bursztein

    E-Print Network [OSTI]

    Boneh, Dan

    real-time strategy games by snooping on the memory used by the game. Kartograph is passive and cannot be detected remotely. Motivated by these passive attacks, we present secure protocols for distributing game Association[1], 67% of American households play video games, and computer games represent a 9.9 billion dollar

  20. Computational Studies about the Interactions of Nanomaterials with Proteins and their Impacts

    E-Print Network [OSTI]

    An, Deyi; Li, Chunhua; Li, Jingyuan

    2015-01-01

    Intensive concerns about the biosafety of nanomaterials demand the systematic study of the mechanisms about their biological effects. Many biological effects can be attributed to the interaction of nanomaterials with protein and their impacts on protein function. On the other hand, nanomaterials exhibit the potential in a variety of biomedical applications, many of which also involve the direct interaction with protein. In this paper, we review some recent computational studies about this subject, especially the interaction of carbon and gold nanomaterials. Besides the hydrophobic and {\\pi}-stacking interactions, the interaction mode of carbon nanomaterials can be regulated by their functional groups. And the coating of gold nanomaterials also adjusts their interaction mode, in addition to the coordination interaction with cysteine's sulfur group and histidine's imidazole group. Moreover, nanomaterials can interact with multiple proteins and the impacts on protein activity are attributed to a wide spectrum of...

  1. Adaptive computation of gravitational waves from black hole interactions

    E-Print Network [OSTI]

    Philippos Papadopoulos; Edward Seidel; Lee Wild

    1998-02-27

    We construct a class of linear partial differential equations describing general perturbations of non-rotating black holes in 3D Cartesian coordinates. In contrast to the usual approach, a single equation treats all radiative $\\ell -m$ modes simultaneously, allowing the study of wave perturbations of black holes with arbitrary 3D structure, as would be present when studying the full set of nonlinear Einstein equations describing a perturbed black hole. This class of equations forms an excellent testbed to explore the computational issues of simulating black spacetimes using a three dimensional adaptive mesh refinement code. Using this code, we present results from the first fully resolved 3D solution of the equations describing perturbed black holes. We discuss both fixed and adaptive mesh refinement, refinement criteria, and the computational savings provided by adaptive techniques in 3D for such model problems of distorted black holes.

  2. Nash Equilibria in Quantum Games

    E-Print Network [OSTI]

    Steven E. Landsburg

    2011-10-06

    For any two-by-two game $\\G$, we define a new two-player game $\\G^Q$. The definition is motivated by a vision of players in game $\\G$ communicating via quantum technology according to a certain standard protocol originally introduced by Eisert and Wilkins [EW]. In the game $\\G^Q$, each players' strategy set consists of the set of all probability distributions on the 3-sphere $S^3$. Nash equilibria in this game can be difficult to compute. Our main theorems classify all possible equilibria in $\\G^Q$ for a Zariski-dense set of games $\\G$ that we call {\\it generic games}. First, we show that up to a suitable definition of equivalence, any strategy that arises in equilibrium is supported on at most four points; then we show that those four points must lie in one of a small number of geometric configurations. One easy consequence is that for zero-sum games, the payoff to either player in a mixed strategy quantum equilibrium must equal the average of that player's four possible payoffs.

  3. Cognitive Engineering in the Design of Human-Computer Interaction and Expert Systems, edited by G. Salvendy

    E-Print Network [OSTI]

    Fischer, Gerhard

    Cognitive Engineering in the Design of Human-Computer Interaction and Expert Systems, edited by G is to achieve these two goals simultaneously. We claim that useful computers have to be complex systems a variety of computer-based intelligent support systems which take advantage of the interactive and dynamic

  4. Mechanizing Exploratory Game Design

    E-Print Network [OSTI]

    Smith, Adam Marshall

    2012-01-01

    Game Design . . . . . . . . . . . . . . . . . . . . . . . .1.4.1 Designlevel Design Spaces . . . . . . . . . . . . . . . . . . . .

  5. GamingAnywhere: An Open Cloud Gaming System Chun-Ying Huang1

    E-Print Network [OSTI]

    Chen, Sheng-Wei

    of Computer Science, National Tsing Hua University 3 Institute of Information Science, Academia Sinica 4 of the rapidly ex- panding cloud computing infrastructure. Existing cloud gaming systems, however, are closed-source, we believe, will stimulate more research in- novations on cloud gaming systems. Categories

  6. Potential Games are Necessary to Ensure Pure Nash Equilibria in Cost Sharing Games

    E-Print Network [OSTI]

    Low, Steven H.

    Potential Games are Necessary to Ensure Pure Nash Equilibria in Cost Sharing Games Ragavendran Gopalakrishnan Department of Computing and Mathematical Sciences, California Institute of Technology, Pasadena, CA 91125, ragad3@caltech.edu Jason R. Marden Department of Electrical, Computer, and Energy

  7. Norfolk, Virginia USA DEPARTMENT OF COMPUTER SCIENCE

    E-Print Network [OSTI]

    Li, Yaohang

    academic & research positions after graduation research digital library web science & Michael L. Nelson wwwNorfolk, Virginia USA #12;DEPARTMENT OF COMPUTER SCIENCE http://www.cs.odu.edu 22 FACULTY MEMBERS 8 strategies Interactive assessment of reading strategies Use of games in tutoring #12;· web science, social

  8. Parallel Computation of Non-Bonded Interactions in Drug Discovery: Nvidia GPUs vs.

    E-Print Network [OSTI]

    ´ez-S´anchez Parallel and Distributed Systems Group Delft University of Technology, Delft, the Netherlands j-bonded interactions, such as electrostatic or van der Waals, plays an important role, representing up to 80% of the to computational resources: the lack of such resources eventually prevents the use of detailed, high

  9. Review of the Use of Electroencephalography as an Evaluation Method for Human-Computer Interaction

    E-Print Network [OSTI]

    Paris-Sud XI, Université de

    to consumers. These issues could be resolved by using physio- logical sensors in HCI evaluation. WhileReview of the Use of Electroencephalography as an Evaluation Method for Human-Computer Interaction: HCI EVALUATION, EEG, ERRP, WORKLOAD, ATTENTION, EMOTIONS Abstract: Evaluating human

  10. Cyber Security via Minority Games with Epistatic Signaling (Invited Paper)

    E-Print Network [OSTI]

    Mishra, Bud

    Cyber Security via Minority Games with Epistatic Signaling (Invited Paper) William Casey Software when deceptions are employed to breach the security of the system, thus making the entire social game systems are empirically stud- ied through extensive computer simulation. 1. GAMES AND CYBER

  11. Computational and physical consequences of interaction of closely located simultaneous hydraulic fractures

    E-Print Network [OSTI]

    Rejwer, Ewa

    2015-01-01

    Strong interaction of closely located, nearly parallel hydraulic fractures and its influence on their propagation are studied. Both computational and physical aspects of the problem are considered. It is shown that from the computational point of view, when a distance between cracks is small as compared with their sizes, the system becomes ill-conditioned and numerical results deteriorate. The physical consequence of the interaction consists in decreasing of the crack opening and even greater decrease of conductivity. Then the resistance to fluid flow grows what results in the propagation of only those fractures, the distance between which is large enough. The research aims to suggests a means to overcome the computational difficulty and to improve numerical simulation of hydraulic fractures in shales. Numerical experiments are carried out for a 2D problem by using the complex variable hypersingular boundary element method of higher order accuracy. The condition number of the main matrix of a system, the open...

  12. Industrial Partnership Prosperity Game{trademark}

    SciTech Connect (OSTI)

    Boyak, K.; Berman, M.; Beck, D.

    1998-02-01

    Prosperity Games TM are an outgrowth and adaptation move/countermove and seminar War Games. Prosperity Games TM are simulations that explore complex issues in a variety of areas including economics, politics, sociology, environment, education, and research. These issues can be examined from a variety of perspectives ranging from a global, macroeconomic and geopolitical viewpoint down to the details of customer/supplier/market interactions in specific industries. All Prosperity Games TM are unique in that both the game format and the player contributions vary from game to game. This report documents the Industry Partnership Prosperity Game sponsored by the Technology Partnerships and Commercialization Center at Sandia National Laboratories. Players came from the Sandia line organizations, the Sandia business development and technology partnerships organizations, the US Department of Energy, academia, and industry The primary objectives of this game were to: explore ways to increase industry partnerships to meet long-term Sandia goals; improve Sandia business development and marketing strategies and tactics; improve the process by which Sandia develops long-term strategic alliances. The game actions and recommendations of these players provided valuable insights as to what Sandia can do to meet these objectives.

  13. Computation of Casimir Interactions between Arbitrary 3D Objects with Arbitrary Material Properties

    E-Print Network [OSTI]

    M. T. Homer Reid; Jacob White; Steven G. Johnson

    2011-10-20

    We extend a recently introduced method for computing Casimir forces between arbitrarily--shaped metallic objects [M. T. H. Reid et al., Phys. Rev. Lett._103_ 040401 (2009)] to allow treatment of objects with arbitrary material properties, including imperfect conductors, dielectrics, and magnetic materials. Our original method considered electric currents on the surfaces of the interacting objects; the extended method considers both electric and magnetic surface current distributions, and obtains the Casimir energy of a configuration of objects in terms of the interactions of these effective surface currents. Using this new technique, we present the first predictions of Casimir interactions in several experimentally relevant geometries that would be difficult to treat with any existing method. In particular, we investigate Casimir interactions between dielectric nanodisks embedded in a dielectric fluid; we identify the threshold surface--surface separation at which finite--size effects become relevant, and we map the rotational energy landscape of bound nanoparticle diclusters.

  14. IEEE TRANSACTIONS ON CLOUD COMPUTING, VOL. XX, NO. X, XXXX 1 Cloud Federations in the Sky: Formation Game

    E-Print Network [OSTI]

    Grosu, Daniel

    IEEE TRANSACTIONS ON CLOUD COMPUTING, VOL. XX, NO. X, XXXX 1 Cloud Federations in the Sky for cloud resources. The cloud providers' available resources may not be sufficient enough to cope with such demands. Therefore, the cloud providers need to reshape their business structures and seek to improve

  15. Usability and game design : improving the MITAR Game Editor

    E-Print Network [OSTI]

    Falconi, Robert F

    2010-01-01

    Creating MIT Augmented Realty (MITAR) games can be a daunting task. MITAR game designers require a usable game editor to simplify this process. The MITAR Game Editor was the first editor to provide game designers with the ...

  16. To appear in the Proceedings of INTERACT 2003: Ninth IFIP TC 13 Int'l. Conf. On Human-Computer Interaction Reactive Information Displays

    E-Print Network [OSTI]

    Narayanan, N. Hari

    to a user's attention, to present the right information at the right place and in the right time, constitute information in the right place and at the right time. We term such interfaces Reactive Information Displays-Computer Interaction Reactive Information Displays N. Hari Narayanan & Daesub Yoon Intelligent and Interactive Systems

  17. ALGORITHMIC GAME THEORY AND APPLICATIONS

    E-Print Network [OSTI]

    Mavronicolas, Marios

    Science, University of Cyprus, Nicosia CY-1678, Cyprus & Faculty of Computer Science, Electrical Engineering and Mathematics, University of Paderborn, 33102 Paderborn, Germany. Vicky Papadopoulou Department 7 1.2.1 The General Framework 7 1.2.1.1 Congestion Games 7 1.2.1.2 Price of Anarchy 8 1.2.2 Pearls 9

  18. ACHI 2012, The Fifth International Conference on Advances in Computer-Human Interactions, January 30 -February 4, 2012 -Valencia, Spain User Experience: Buzzword or New Paradigm?

    E-Print Network [OSTI]

    Paris-Sud XI, Université de

    the early days of ergonomics and HCI (Human- Computer Interaction), user experience really meant userACHI 2012, The Fifth International Conference on Advances in Computer-Human Interactions, January 30 - February 4, 2012 - Valencia, Spain User Experience: Buzzword

  19. Nash Propagation for Loopy Graphical Games Luis E. Ortiz

    E-Print Network [OSTI]

    Kearns, Michael

    Nash Propagation for Loopy Graphical Games Luis E. Ortiz Michael Kearns Department of Computer and Information Science University of Pennsylvania fleortiz,mkearnsg@cis.upenn.edu Abstract We introduce NashProp, an iterative and local message­passing algo­ rithm for computing Nash equilibria in multi­player games

  20. Nash Propagation for Loopy Graphical Games Luis E. Ortiz

    E-Print Network [OSTI]

    Ives, Zachary G.

    Nash Propagation for Loopy Graphical Games Luis E. Ortiz Michael Kearns Department of Computer and Information Science University of Pennsylvania leortiz,mkearns @cis.upenn.edu Abstract We introduce NashProp, an iterative and local message-passing algo- rithm for computing Nash equilibria in multi-player games

  1. Learning Dynamics in Economic Games

    E-Print Network [OSTI]

    Spanknebel, Martin

    2015-01-01

    When playing games human decision behaviour is often found to be diverse. For instance, in repeated prisoner dilemma games humans exhibit broad distributions of cooperativity and on average do not optimize their mean payoff. Deviations from optimal behaviour have been attributed to auxiliary causes including randomness of decisions, mis-estimations of probabilities, accessory objectives, or emotional biases. Here we show that also the dynamics resulting from of a general tendency to shift preferences towards previously rewarding choices in interaction with the strategy of the opponent can contribute substantially to observed lacks of 'rationality'. As a representative example we investigate the dynamics of choice preferences in prisoner dilemma games with opponents exhibiting different degrees of extortion and generosity. We find that already a very simple model for human learning can account for a surprisingly wide range of human decision behaviours. In particular, the theory can reproduce reduced cooperatio...

  2. Modeling player self-representation in multiplayer online games using social network data

    E-Print Network [OSTI]

    Lim, Chong-U

    2013-01-01

    Game players express values related to self-expression through various means such as avatar customization, gameplay style, and interactions with other players. Multiplayer online games are now often integrated with social ...

  3. Method and system for rendering and interacting with an adaptable computing environment

    DOE Patents [OSTI]

    Osbourn, Gordon Cecil (Albuquerque, NM); Bouchard, Ann Marie (Albuquerque, NM)

    2012-06-12

    An adaptable computing environment is implemented with software entities termed "s-machines", which self-assemble into hierarchical data structures capable of rendering and interacting with the computing environment. A hierarchical data structure includes a first hierarchical s-machine bound to a second hierarchical s-machine. The first hierarchical s-machine is associated with a first layer of a rendering region on a display screen and the second hierarchical s-machine is associated with a second layer of the rendering region overlaying at least a portion of the first layer. A screen element s-machine is linked to the first hierarchical s-machine. The screen element s-machine manages data associated with a screen element rendered to the display screen within the rendering region at the first layer.

  4. Event heap: a coordination infrastructure for dynamic heterogeneous application interactions in ubiquitous computing environments

    DOE Patents [OSTI]

    Johanson, Bradley E.; Fox, Armando; Winograd, Terry A.; Hanrahan, Patrick M.

    2010-04-20

    An efficient and adaptive middleware infrastructure called the Event Heap system dynamically coordinates application interactions and communications in a ubiquitous computing environment, e.g., an interactive workspace, having heterogeneous software applications running on various machines and devices across different platforms. Applications exchange events via the Event Heap. Each event is characterized by a set of unordered, named fields. Events are routed by matching certain attributes in the fields. The source and target versions of each field are automatically set when an event is posted or used as a template. The Event Heap system implements a unique combination of features, both intrinsic to tuplespaces and specific to the Event Heap, including content based addressing, support for routing patterns, standard routing fields, limited data persistence, query persistence/registration, transparent communication, self-description, flexible typing, logical/physical centralization, portable client API, at most once per source first-in-first-out ordering, and modular restartability.

  5. Scott Stevens, a Carnegie Mellon University comput-scientist and co-inventor of an interactive inter-

    E-Print Network [OSTI]

    Stevens, Scott M.

    Scott Stevens, a Carnegie Mellon University comput- scientist and co-inventor of an interactive existing now. There is no future existing now. There is only the present," Einstein says. Stevens is the co-inventor. A word from Einstein Interactive interviewing- technology holds promise for many fields, co-inventor says

  6. Quantum Prisoner's Dilemma game on hypergraph networks

    E-Print Network [OSTI]

    ?. Pawela; J. S?adkowski

    2012-10-07

    We study the possible advantages of adopting of quantum strategies in multi-player evolutionary games. We base our study on the three-player Prisoner's Dilemma (PD) game. In order to model the simultaneous interaction between three agents we use hypergraphs and hypergraph networks. In particular, we study two types of networks: a random network and a SF-like network. The obtained results show that in the case of a three player game on a hypergraph network, quantum strategies are not necessarily stochastically stable strategies. In some cases, the defection strategy can be as good as a quantum one.

  7. 20 March/April 2009 Published by the IEEE Computer Society 0272-1716/09/$25.00 2009 IEEE Serious Games

    E-Print Network [OSTI]

    Bey, Isabelle

    agents. The goal is to create a virtual character that has a human-like personality and that can between the virtual charac- ter and users. We combine this model with state- of-the-art animation blending Games Making Them Remember-- Emotional Virtual Characters with Memory Zerrin Kasap, Maher Ben Moussa

  8. Quantum Matching Pennies Game

    E-Print Network [OSTI]

    Azhar Iqbal; Derek Abbott

    2008-10-21

    A quantum version of the Matching Pennies (MP) game is proposed that is played using an Einstein-Podolsky-Rosen-Bohm (EPR-Bohm) setting. We construct the quantum game without using the state vectors, while considering only the quantum mechanical joint probabilities relevant to the EPR-Bohm setting. We embed the classical game within the quantum game such that the classical MP game results when the quantum mechanical joint probabilities become factorizable. We report new Nash equilibria in the quantum MP game that emerge when the quantum mechanical joint probabilities maximally violate the Clauser-Horne-Shimony-Holt form of Bell's inequality.

  9. Appears in the 5th Annual Workshop on Interaction between Compilers and Computer Architectures (INTERACT-5) A Technology-Scalable Architecture for Fast Clocks and High ILP

    E-Print Network [OSTI]

    Burger, Doug

    (INTERACT-5) A Technology-Scalable Architecture for Fast Clocks and High ILP Karthikeyan Sankaralingam Ramadass Nagarajan Doug Burger Stephen W. Keckler Computer Architecture and Technology Laboratory behavior and a preliminary evaluation that show that this architecture has the potential for both high

  10. Computational Model of Population Dynamics Based on the Cell Cycle and Local Interactions

    SciTech Connect (OSTI)

    Oprisan, Sorinel Adrian; Oprisan, Ana

    2005-03-31

    Our study bridges cellular (mesoscopic) level interactions and global population (macroscopic) dynamics of carcinoma. The morphological differences and transitions between well and smooth defined benign tumors and tentacular malignat tumors suggest a theoretical analysis of tumor invasion based on the development of mathematical models exhibiting bifurcations of spatial patterns in the density of tumor cells. Our computational model views the most representative and clinically relevant features of oncogenesis as a fight between two distinct sub-systems: the immune system of the host and the neoplastic system. We implemented the neoplastic sub-system using a three-stage cell cycle: active, dormant, and necrosis. The second considered sub-system consists of cytotoxic active (effector) cells -- EC, with a very broad phenotype ranging from NK cells to CTL cells, macrophages, etc. Based on extensive numerical simulations, we correlated the fractal dimensions for carcinoma, which could be obtained from tumor imaging, with the malignat stage. Our computational model was able to also simulate the effects of surgical, chemotherapeutical, and radiotherapeutical treatments.

  11. The complexity of approximate Nash equilibrium in congestion games with negative delays

    E-Print Network [OSTI]

    Magniez, Frédéric

    The complexity of approximate Nash equilibrium in congestion games with negative delays Fr of the complexity of computing an - approximate Nash equilibrium in symmetric congestion games from the case that in symmetric games with increasing delay functions and with - bounded jump the -Nash dynamic converges

  12. Effects of Parameters on Nash Games with OSNR Target Department of Electrical and

    E-Print Network [OSTI]

    Pavel, Lacra

    Effects of Parameters on Nash Games with OSNR Target Yan Pan Department of Electrical and Computer@control.toronto.edu ABSTRACT This paper studies efficiency in a Nash game with optical signal-to-noise ratio (OSNR) target. It is well known that the Nash equilibria of a game may not achieve full efficiency. We show the effects

  13. Electromagnetic articulography in the development of "serious games" for speech rehabilitation

    E-Print Network [OSTI]

    Faloutsos, Petros

    Electromagnetic articulography in the development of "serious games" for speech rehabilitation M: Speech Rehabilitation, Visual Feedback, Com- puter Games, Computer-Based Speech Therapy (CBST) 1. Introduction There has been a recent surge in the creation of game-based interventions for rehabilitation

  14. A polynomialtime Nash equilibrium algorithm for repeated games #

    E-Print Network [OSTI]

    Littman, Michael L.

    A polynomial­time Nash equilibrium algorithm for repeated games # Michael L. Littman Dept theoretical and practical interest. The computational complexity of finding a Nash equilibrium for a one a Nash equilibrium for an average­payo# repeated bimatrix game, and presents a polynomial­time algorithm

  15. Game-Based Virtual Worlds as Decentralized Virtual Activity Systems

    E-Print Network [OSTI]

    Scacchi, Walt

    implemented using low-cost, rapid micro-development cycle #12;2D, side-scrolling, World of Warcraft inspiredGame-Based Virtual Worlds as Decentralized Virtual Activity Systems Walt Scacchi and others Center for Computer Games and Virtual Worlds http://cgvw.ics.uci.edu University of California, Irvine January 2011 #12

  16. Constrained Automated Mechanism Design for Infinite Games of Incomplete Information

    E-Print Network [OSTI]

    Wellman, Michael P.

    Constrained Automated Mechanism Design for Infinite Games of Incomplete Information Yevgeniy wellman@umich.edu Abstract We present a functional framework for au- tomated mechanism design based on a two- stage game model of strategic interaction be- tween the designer and the mechanism par- ticipants

  17. Biomedical technology prosperity game{trademark}

    SciTech Connect (OSTI)

    Berman, M.; Boyack, K.W.; Wesenberg, D.L.

    1996-07-01

    Prosperity Games{trademark} are an outgrowth and adaptation of move/countermove and seminar War Games. Prosperity Games{trademark} are simulations that explore complex issues in a variety of areas including economics, politics, sociology, environment, education and research. These issues can be examined from a variety of perspectives ranging from a global, macroeconomic and geopolitical viewpoint down to the details of customer/supplier/market interactions in specific industries. All Prosperity Games{trademark} are unique in that both the game format and the player contributions vary from game to game. This report documents the Biomedical Technology Prosperity Game{trademark} conducted under the sponsorship of Sandia National Laboratories, the Defense Advanced Research Projects Agency, and the Koop Foundation, Inc. Players were drawn from all stakeholders involved in biomedical technologies including patients, hospitals, doctors, insurance companies, legislators, suppliers/manufacturers, regulators, funding organizations, universities/laboratories, and the legal profession. The primary objectives of this game were to: (1) Identify advanced/critical technology issues that affect the cost and quality of health care. (2) Explore the development, patenting, manufacturing and licensing of needed technologies that would decrease costs while maintaining or improving quality. (3) Identify policy and regulatory changes that would reduce costs and improve quality and timeliness of health care delivery. (4) Identify and apply existing resources and facilities to develop and implement improved technologies and policies. (5) Begin to develop Biomedical Technology Roadmaps for industry and government cooperation. The deliberations and recommendations of these players provided valuable insights as to the views of this diverse group of decision makers concerning biomedical issues. Significant progress was made in the roadmapping of key areas in the biomedical technology field.

  18. ZeroN : mid-Air tangible interaction enabled by computer controlled magnetic levitation

    E-Print Network [OSTI]

    Lee, Jinha

    2011-01-01

    This thesis presents a concept of mid-air tangible interaction and a system called ZeroN that was developed to enable this interaction. Through this research, I extend the tabletop tangible interaction modalities which ...

  19. Kenneth J. Turner. An Architectural Description of Intelligent Network Features and Their Interactions (pre-publication version). Computer

    E-Print Network [OSTI]

    Turner, Ken

    and Their Interactions Kenneth J. Turner Department of Computing Science and Mathematics University of Stirling, Stirling of the language ANISE (Architectural Notions In Service Engineering) that can be used to describe generic services] that introduces the language ANISE (Architectural Notions In Service Engineering). ANISE is used to describe

  20. American Institute of Aeronautics and Astronautics Paper 2009-4192 Computational Study of Wing-Wake Interactions between

    E-Print Network [OSTI]

    and aerodynamic performance due to wing-wing and wing-wake interactions of dragonfly ipsilateral wings. Current1 American Institute of Aeronautics and Astronautics Paper 2009-4192 Computational Study of Wing-Wake of Mechanical & Materials Engineering, Wright State University, Dayton, OH 45435 Bilateral and ipsilateral wing-wing

  1. SANCTUARY : asymmetric interfaces for game-based tablet learning

    E-Print Network [OSTI]

    Haas, Jason M. (Jason Matthew)

    2013-01-01

    This thesis describes the production of Sanctuary, a multiplayer learning game to be played on two tablet computers. Sanctuary's principle innovation is the splitting of the user interface onto two tablets, separating ...

  2. The Complexity of Nash Equilibria in Simple Stochastic Multiplayer Games 

    E-Print Network [OSTI]

    Ummels, Michael; Wojtczak, Dominik

    2009-02-01

    We analyse the computational complexity of finding Nash equilibria in simple stochastic multiplayer games. We show that restricting the search space to equilibria whose payoffs fall into a certain interval may lead to ...

  3. Game semantics for an object-oriented language 

    E-Print Network [OSTI]

    Wolverson, Nicholas

    2009-01-01

    This thesis investigates the relationship between object-oriented programming languages and game models of computation. These are intuitively well matched: an object encapsulates some internal state and presents some ...

  4. Kid's Survey Network : teaching data literacy with multiplayer online games

    E-Print Network [OSTI]

    Wong, Christopher, M. Eng. Massachusetts Institute of Technology

    2009-01-01

    Current advancements in technology have permeated modern society, especially among the younger generations of computer users. Today's youth have grown up accustomed to video games and online social networking as standard ...

  5. Request queues for interactive clients in a shared file system of a parallel computing system

    DOE Patents [OSTI]

    Bent, John M.; Faibish, Sorin

    2015-08-18

    Interactive requests are processed from users of log-in nodes. A metadata server node is provided for use in a file system shared by one or more interactive nodes and one or more batch nodes. The interactive nodes comprise interactive clients to execute interactive tasks and the batch nodes execute batch jobs for one or more batch clients. The metadata server node comprises a virtual machine monitor; an interactive client proxy to store metadata requests from the interactive clients in an interactive client queue; a batch client proxy to store metadata requests from the batch clients in a batch client queue; and a metadata server to store the metadata requests from the interactive client queue and the batch client queue in a metadata queue based on an allocation of resources by the virtual machine monitor. The metadata requests can be prioritized, for example, based on one or more of a predefined policy and predefined rules.

  6. Mathematics of Games and Politics Spring 2011

    E-Print Network [OSTI]

    Smith, Sam

    of "Chicken" stood as a powerful and frightening metaphor for the nuclear arms race in the 1950s. The game criteria. Students will learn the meaning of theorem and proof. Students will know the details of the proof in social choice theory. Course Expectations: This course is designed to be interactive. Lectures

  7. Future{at}Labs.Prosperity Game{trademark}

    SciTech Connect (OSTI)

    Beck, D.F.; Boyack, K.W.; Berman, M.

    1996-10-01

    Prosperity Games{trademark} are an outgrowth and adaptation of move/countermove and seminar War Games, Prosperity Games{trademark} are simulations that explore complex issues in a variety of areas including economics, politics, sociology, environment, education, and research. These issues can be examined from a variety of perspectives ranging from global, macroeconomic and geopolitical viewpoint down to the details of customer/supplier/market interactions specific industries. All Prosperity Games{trademark} are unique in that both the game format and the player contributions vary from game to game. This report documents the Future{at}Labs.Prosperity Game{trademark} conducted under the sponsorship of the Industry Advisory Boards of the national labs, the national labs, Lockheed Martin Corporation, and the University of California. Players were drawn from all stakeholders involved including government, industry, labs, and academia. The primary objectives of this game were to: (1) explore ways to optimize the role of the multidisciplinary labs in serving national missions and needs; (2) explore ways to increase collaboration and partnerships among government, laboratories, universities, and industry; and (3) create a network of partnership champions to promote findings and policy options. The deliberations and recommendations of these players provided valuable insights as to the views of this diverse group of decision makers concerning the future of the labs.

  8. Static Quantum Games Revisited

    E-Print Network [OSTI]

    Marcin Markiewicz; Adrian Kosowski; Tomasz Tylec; Jaroslaw Pykacz; Cyril Gavoille

    2010-03-23

    The so called \\emph{quantum game theory} has recently been proclaimed as one of the new branches in the development of both quantum information theory and game theory. However, the notion of a quantum game itself has never been strictly defined, which has led to a lot of conceptual confusion among different authors. In this paper we introduce a new conceptual framework of a \\emph{scenario} and an \\emph{implementation} of a game. It is shown that the procedures of "quantization" of games proposed in the literature lead in fact to several different games which can be defined within the same scenario, but apart from this they may have nothing in common with the original game. Within the framework we put forward, a lot of conceptual misunderstandings that have arisen around "quantum games" can be stated clearly and resolved uniquely. In particular, the proclaimed essential role of entanglement in several static "quantum games", and their connection with Bell inequalities, is disproved.

  9. Efficient Parallel Computing for Laser-Gas Quantum Interaction and Propagation

    E-Print Network [OSTI]

    Lorin, Emmanuel

    electrons and ions). The molecular 22nd International Symposium on High Performance Computing Systems Symposium on High Performance Computing Systems and Applications (HPCS 2008) 1550-5243/08 $25.00 © 2008 IEEE

  10. A Comparison of Interactive Color Specification Systems for Human-Computer Interfaces 

    E-Print Network [OSTI]

    Wells, Evelyn Frances

    1994-01-01

    Color specification is a time-consuming and challenging task in computer graphics applications. The purpose of this research is to examine the color specification process in the context of current human-computer interface ...

  11. Computational Chemistry as a Tool for Understanding Non-Covalent Interactions in Organic Reactions and Materials 

    E-Print Network [OSTI]

    Sepulveda Camarena, Diana

    2014-12-12

    Non-covalent interactions (NCIs) play vital roles in many areas of chemistry and materials science. Although there has been a great deal of progress understanding the nature of non-covalent interactions in recent years, ...

  12. Until now, we've interacted with comput-ers mostly by using wire-based devices.

    E-Print Network [OSTI]

    Starner, Thad E.

    simple handheld devices with buttons.1 Pinch gloves carry assumptions about the position of the user and can quickly pinch fingers, for example, without looking at them. Finally, physical objects are often Singletary, and Larry Hodges Georgia Institute of Technology Toward Spontaneous Interaction

  13. Computational Nanophotonics: Model Optical Interactions and Transport in Tailored Nanosystem Architectures

    SciTech Connect (OSTI)

    Stockman, Mark [Georgia State University Research Foundation] [Georgia State University Research Foundation; Gray, Steven [Argon National Laboratory] [Argon National Laboratory

    2014-02-21

    The program is directed toward development of new computational approaches to photoprocesses in nanostructures whose geometry and composition are tailored to obtain desirable optical responses. The emphasis of this specific program is on the development of computational methods and prediction and computational theory of new phenomena of optical energy transfer and transformation on the extreme nanoscale (down to a few nanometers).

  14. CORCON-MOD3: An integrated computer model for analysis of molten core-concrete interactions. User`s manual

    SciTech Connect (OSTI)

    Bradley, D.R.; Gardner, D.R.; Brockmann, J.E.; Griffith, R.O. [Sandia National Labs., Albuquerque, NM (United States)

    1993-10-01

    The CORCON-Mod3 computer code was developed to mechanistically model the important core-concrete interaction phenomena, including those phenomena relevant to the assessment of containment failure and radionuclide release. The code can be applied to a wide range of severe accident scenarios and reactor plants. The code represents the current state of the art for simulating core debris interactions with concrete. This document comprises the user`s manual and gives a brief description of the models and the assumptions and limitations in the code. Also discussed are the input parameters and the code output. Two sample problems are also given.

  15. computers

    National Nuclear Security Administration (NNSA)

    Each successive generation of computing system has provided greater computing power and energy efficiency.

    CTS-1 clusters will support NNSA's Life Extension Program and...

  16. On the computational modeling of the viscosity of colloidal dispersions and its relation with basic molecular interactions

    E-Print Network [OSTI]

    A. Gama Goicochea; M. A. Balderas Altamirano; R. Lopez-Esparza; M. A. Waldo; E. Perez

    2015-06-20

    The connection between fundamental interactions acting in molecules in a fluid and macroscopically measured properties, such as the viscosity between colloidal particles coated with polymers, is studied here. The role that hydrodynamic and Brownian forces play in colloidal dispersions is also discussed. It is argued that many body systems in which all these interactions take place can be accurately solved using computational simulation tools. One of those modern tools is the technique known as dissipative particle dynamics, which incorporates Brownian and hydrodynamic forces, as well as basic conservative interactions. A case study is reported, as an example of the applications of this technique, which consists of the prediction of the viscosity and friction between two opposing parallel surfaces covered with polymer chains, under the influence of a steady flow. This work is intended to serve as an introduction to the subject of colloidal dispersions and computer simulations, for last year undergraduate students and beginning graduate students who are interested in beginning research in soft matter systems. To that end, a computational code is included that students can use right away to study complex fluids in equilibrium.

  17. Game Theoretic Methods for the Smart Grid

    E-Print Network [OSTI]

    Saad, Walid; Poor, H Vincent; Ba?ar, Tamer

    2012-01-01

    The future smart grid is envisioned as a large-scale cyber-physical system encompassing advanced power, communications, control, and computing technologies. In order to accommodate these technologies, it will have to build on solid mathematical tools that can ensure an efficient and robust operation of such heterogeneous and large-scale cyber-physical systems. In this context, this paper is an overview on the potential of applying game theory for addressing relevant and timely open problems in three emerging areas that pertain to the smart grid: micro-grid systems, demand-side management, and communications. In each area, the state-of-the-art contributions are gathered and a systematic treatment, using game theory, of some of the most relevant problems for future power systems is provided. Future opportunities for adopting game theoretic methodologies in the transition from legacy systems toward smart and intelligent grids are also discussed. In a nutshell, this article provides a comprehensive account of the...

  18. ---Accepted for publication in Cognitive Computation, 2014 ---Title: Social Aspects of Entrainment in Spoken Interaction

    E-Print Network [OSTI]

    Benus, Stefan

    of Entrainment in Spoken Interaction Author: Stefan Beus Affiliations: Constantine the Philosopher University entrainment is the tendency of interlocutors to become similar to each other during spoken interaction. Entrainment is a natural component of the cognitive system underlying communication, and the alignment

  19. On the complexity of Nash equilibria of action-graph games

    E-Print Network [OSTI]

    Daskalakis, Constantinos

    2009-01-01

    In light of much recent interest in finding a model of multi-player multi-action games that allows for efficient computation of Nash equilibria yet remains as expressive as possible, we investigate the computational ...

  20. AiiDA: Automated Interactive Infrastructure and Database for Computational Science

    E-Print Network [OSTI]

    Pizzi, Giovanni; Sabatini, Riccardo; Marzari, Nicola; Kozinsky, Boris

    2015-01-01

    Computational science has seen in the last decades a spectacular rise in the scope, breadth, and depth of its efforts. Notwithstanding this prevalence and impact, it is often still performed using the renaissance model of individual artisans gathered in a workshop, under the guidance of an established practitioner. Great benefits could follow instead from adopting concepts and tools coming from computer science to manage, preserve, and share these computational efforts. We illustrate here our paradigm sustaining such vision, based around the four pillars of Automation, Data, Environment, and Sharing, and discuss its implementation in the open-source AiiDA platform (http://www.aiida.net). The platform is tuned first to the demands of computational materials science: coupling remote management with automatic data generation; ensuring provenance, preservation, and searchability of heterogeneous data through a design based on directed acyclic graphs; encoding complex sequences of low-level codes into scientific w...

  1. An interactive three-dimensional computer graphic simulation of the upper extremity 

    E-Print Network [OSTI]

    Pickard, Julie Marie

    1998-01-01

    A three-dimensional computer graphic simulation which hics. allows for the arbitrary placement of axes of motion with respect to skeletal structures is described. The simulation, developed on a Sum UItraSPARC high performance workstation integrated...

  2. Computations of fully nonlinear three-dimensional wave-body interactions

    E-Print Network [OSTI]

    Yan, Hongmei

    2010-01-01

    Nonlinear effects in hydrodynamics of wave-body interaction problems become critically important when large-amplitude body motions and/or extreme surface waves are involved. Accurate prediction and understanding of these ...

  3. Three-dimensional predator-prey interactions: a computer simulqtion of bird flocks and aircraft

    E-Print Network [OSTI]

    Dill, Lawrence M.

    problems associated with turbine aircraft engine damage caused by the ingestion of small flocking birds-2633. Three-dimensional interactions between grouped aerial predators (frontal discs of aircraft engines

  4. Human-Computer Interaction (HCI) research used to be about the ergonomics of interfaces and, interfaces used to consist of a keyboard, a mouse and whatever could

    E-Print Network [OSTI]

    Theune, Mariët

    Preface Human-Computer Interaction (HCI) research used to be about the ergonomics of interfaces and with us. In the past, physiological sensors have been used to evaluate user interfaces. How does the user

  5. Party Mascot Game

    E-Print Network [OSTI]

    Hacker, Randi; Tsutsui, William

    2006-09-20

    Broadcast Transcript: Move over Super Mario. Here comes Lei Feng. Who? Lei Feng, the youthful national hero of the Communist Party. Feng is the subject of China's latest video game hit. As Feng, players mend socks, live ...

  6. Grand Prize Game 

    E-Print Network [OSTI]

    Unknown

    2011-08-17

    This thesis addresses an important current problem in the game industry, the problem of moving multiple characters along predefined paths in a two-dimensional plane while avoiding collisions between them. It demonstrates ...

  7. About the Game

    Broader source: Energy.gov [DOE]

    Terrachanics is a puzzle game developed for the public by the Department of Energy. It is designed as a recruitment tool to help drive interest in careers with the department, and inspire the...

  8. Preprint of paper: Theoretical Computer Science, vol. 252(1-2), 177196. Multi-Cut -Pruning in Game-Tree Search

    E-Print Network [OSTI]

    Björnsson, Yngvi

    -Tree Search Yngvi Bj¨ornsson and Tony Marsland University of Alberta, Department of Computing Science one move is examined there to establish the minimax value. This paper explores the benefits of investing additional search effort at cut-nodes by also expanding some of the remaining moves. Our results

  9. A combined experimental and computational study of the molecular interactions between anionic ibuprofen and water

    SciTech Connect (OSTI)

    Zapata-Escobar, Andy; Manrique-Moreno, Marcela; Guerra, Doris; Hadad, C. Z.; Restrepo, Albeiro

    2014-05-14

    In this work, we report a detailed study of the microsolvation of anionic ibuprofen, Ibu{sup ?}. Stochastic explorations of the configurational spaces for the interactions of Ibu{sup ?} with up to three water molecules at the DFT level lead to very rich and complex potential energy surfaces. Our results suggest that instead of only one preponderant structure, a collection of isomers with very similar energies would have significant contributions to the properties of the solvated drug. One of these properties is the shift on the vibrational frequencies of the asymmetric stretching band of the carboxylate group in hydrated Ibu{sup ?} with respect to the anhydrous drug, whose experimental values are nicely reproduced using the weighted contribution of the structures. We found at least three types of stabilizing interactions, including conventional CO {sub 2}{sup ?}?H{sub 2}O, H{sub 2}O?H{sub 2}O charge assisted hydrogen bonds (HBs), and less common H{sub 2}O?H–C and H{sub 2}O?? interactions. Biological water molecules, those in direct contact with Ibu{sup ?}, prefer to cluster around the carboxylate oxygen atoms via cyclic or bridged charge assisted hydrogen bonds. Many of those interactions are strongly affected by the formal carboxylate charge, resulting in “enhanced” HBs with increased strengths and degree of covalency. We found striking similarities between this case and the microsolvation of dymethylphosphate, which lead us to hypothesize that since microsolvation of phosphatidylcholine depends mainly on the formal charge of its ionic PO {sub 2}{sup ?} group in the polar head, then microsolvation of anionic ibuprofen and interactions of water molecules with eukaryotic cell membranes are governed by the same types of physical interactions.

  10. Congress on Evolutionary Computation 2003, Canberra, 812 Dec 2003, pp807814, IEEE press Predicting Biochemical Interactions Human P450 2D6 Enzyme Inhibition

    E-Print Network [OSTI]

    Fernandez, Thomas

    Predicting Biochemical Interactions ­ Human P450 2D6 Enzyme Inhibition W. B. Langdon Computer Science. Barrett Data Exploration Sciences, GlaxoSmithKline, Research and Development, Greenford, Middlesex, UK B. F. Buxton Computer Science, University College, London. Gower Street, London, WC1E 6BT, UK http

  11. 3D Facial Expression Recognition for the Enhancement of Human-Computer Interaction

    E-Print Network [OSTI]

    Barreto, Armando

    , Armando Barreto Electrical & Computer Engineering Department Florida International University Miami, FL, with the development of 3D imaging technology, fast and cheap 3D scanners became available in the market. 3D scans do. The most distinctive features associated with a smile are the bulge of the cheek muscles and the uplift

  12. Non-Mimetic Simulation Games: Teaching Team Coordination from a Grounding in Practice 

    E-Print Network [OSTI]

    Dugas Toups, Zachary Oliver

    2011-10-21

    -1 NON-MIMETIC SIMULATION GAMES: TEACHING TEAM COORDINATION FROM A GROUNDING IN PRACTICE A Dissertation by ZACHARY OLIVER DUGAS TOUPS Submitted to the O ce of Graduate Studies of Texas A&M University in partial ful llment of the requirements... for the degree of DOCTOR OF PHILOSOPHY August 2010 Major Subject: Computer Science Non-mimetic Simulation Games: Teaching Team Coordination from a Grounding in Practice Copyright 2010 Zachary Oliver Dugas Toups NON-MIMETIC SIMULATION GAMES: TEACHING TEAM...

  13. A Nash equilibrium macroscopic closure for kinetic models coupled with Mean-Field Games

    E-Print Network [OSTI]

    Pierre Degond; Jian-Guo Liu; Christian Ringhofer

    2012-12-26

    We introduce a new mean field kinetic model for systems of rational agents interacting in a game theoretical framework. This model is inspired from non-cooperative anonymous games with a continuum of players and Mean-Field Games. The large time behavior of the system is given by a macroscopic closure with a Nash equilibrium serving as the local thermodynamic equilibrium. An application of the presented theory to a social model (herding behavior) is discussed.

  14. Developing game worlds : gaming, technology, and innovation in Peru

    E-Print Network [OSTI]

    Marisca Alvarez, Eduardo

    2014-01-01

    In this work, I've documented the origins, growth and structure of the Peruvian video game industry. Because of its underground origins, the Peruvian game industry provides an alternative, more organic gateway to developing ...

  15. 978-1-4799-5151-2/14/$31.00 2014 IEEE 555 2014 10th International Conference on Natural Computation (ICNC)

    E-Print Network [OSTI]

    Cho, Sung-Bae

    Computation (ICNC) A Brain-Computer Interface for Shared Vehicle Control on TORCS Car Racing Game Dahee Kim, we develop a BCI environment that controls an online 3D car racing game simulator, as known as TORCS car racing game simulator controlling. The 3D virtual car racing game simulator is the TORCS (The Open

  16. Computational materials: Embedding Computation into the Everyday

    E-Print Network [OSTI]

    Thomsen, Mette Ramsgard; Karmon, Ayelet

    2009-01-01

    Architecture, ubiquitous computing, material practice,the idea of ubiquitous computing has become synonymous withand interaction. Ubiquitous computing promises more indirect

  17. Expressive Design Tools: Procedural Content Generation for Game Designers

    E-Print Network [OSTI]

    Smith, Gillian Margaret

    2012-01-01

    J. , 2004. Patterns in Game Design (Game Development Series)2000. The Art and Science of Level Design. Available http://E. , 2004. Game Level Design (Game Development Series),

  18. UNIVERSITY OF CALIFORNIA, SANTA CRUZ DEPARTMENT OF COMPUTER SCIENCE

    E-Print Network [OSTI]

    California at Santa Cruz, University of

    UNIVERSITY OF CALIFORNIA, SANTA CRUZ DEPARTMENT OF COMPUTER SCIENCE Assistant, Associate, or Full Professor Computer Gaming and Playable Media The Department of Computer Science at the University their research, teaching, and service. The Computer Science Department has a strong group in games and playable

  19. Wireless Network Economics and Games

    E-Print Network [OSTI]

    Huang, Jianwei

    Wireless Network Economics and Games Jianwei Huang Network Communications & Economics Lab-play-games/id642100914! ! · J. Huang and L. Gao, "Wireless Network Pricing," Synthesis Lectures on Communication Networks://jianwei.ie.cuhk.edu.hk/publication/Book/ WirelessNetworkPricing.pdf! ! #12;Why Wireless Economics and Games? #12;Wireless Utopia · Wireless spectrum

  20. Urban Culture and Constructing Video Games JeeHye Hong, Cameron Fadjo, Chun-Hao Chang, Ellen Geist AND John Black

    E-Print Network [OSTI]

    , with urban elementary school students as they design artifacts with urban cultural references and integrate game artifacts through the combination of storyboards; game mechanics, design and development studies have examined the use of video game design and development to create individual interactive

  1. The Structure and Complexity of Nash Equilibria for a Selfish Routing Game

    E-Print Network [OSTI]

    Mavronicolas, Marios

    The Structure and Complexity of Nash Equilibria for a Selfish Routing Game Dimitris Fotakis Spyros the combinatorial structure and the computational complexity of Nash equilibria for a certain game that models own assigned traffic. In a Nash equilibrium, each user selfishly routes its traffic on those links

  2. Non-Atomic Games for Multi-User Systems Nicolas Bonneau

    E-Print Network [OSTI]

    1 Non-Atomic Games for Multi-User Systems Nicolas Bonneau , M´erouane Debbah , Eitan Altman framework is provided in order to determine the optimal power allocation when users know only their own. The second is the theory of non-atomic games which computes good approximations of the Nash equilibrium

  3. Communicative Implications of the Modern Video Game: An Audience-Centered Approach

    E-Print Network [OSTI]

    Richards, Kyle Dudley

    2010-12-31

    of playing video games, then identifies a lack of focus in the literature on the communicative aspect of audience-centered analysis of these games via gamer-generated blogs and message board interactions. Subsequently, a rhetorical analysis of two independent...

  4. Spin-dependent two-body interactions from gravitational self-force computations

    E-Print Network [OSTI]

    Bini, Donato; Geralico, Andrea

    2015-01-01

    We analytically compute, through the eight-and-a-half post-Newtonian order and the fourth-order in spin, the gravitational self-force correction to Detweiler's gauge invariant redshift function for a small mass in circular orbit around a Kerr black hole. Using the first law of mechanics for black hole binaries with spin [L.~Blanchet, A.~Buonanno and A.~Le Tiec, Phys.\\ Rev.\\ D {\\bf 87}, 024030 (2013)] we transcribe our results into a knowledge of various spin-dependent couplings, as encoded within the spinning effective-one-body model of T.~Damour and A.~Nagar [Phys.\\ Rev.\\ D {\\bf 90}, 044018 (2014)]. We also compare our analytical results to the (corrected) numerical self-force results of A.~G.~Shah, J.~L.~Friedman and T.~S.~Keidl [Phys.\\ Rev.\\ D {\\bf 86}, 084059 (2012)], from which we show how to directly extract physically relevant spin-dependent couplings.

  5. Computer simulation of the probability that endangered whales will interact with oil spills

    SciTech Connect (OSTI)

    Reed, M.; Jayko, K.; Bowles, A.; Anderson, E.; Leatherwood, S.

    1987-03-01

    A numerical model system was developed to assess quantitatively the probability that endangered bowhead and gray whales will encounter spilled oil in Alaskan waters. Bowhead and gray whale migration and diving-surfacing models, and an oil-spill trajectory model comprise the system. The migration models were developed from conceptual considerations, then calibrated with and tested against observations. The movement of a whale point is governed by a random walk algorithm which stochastically follows a migratory pathway. The oil-spill model, developed under a series of other contracts, accounts for transport and spreading behavior in open water and in the presence of sea ice. Historical wind records and heavy, normal, or light ice cover data sets are selected at random to provide stochastic oil-spill scenarios for whale-oil interaction simulations.

  6. Computing

    Broader source: All U.S. Department of Energy (DOE) Office Webpages (Extended Search)

    AFDC Printable Version Share this resource Send a link to EERE: Alternative Fuels Data Center Home Page to someone by E-mail Share EERE: Alternative Fuels Data Center Home Page on Facebook Tweet about EERE: Alternative Fuels Data Center Home Page on Twitter Bookmark EERE: Alternative Fuels Data Center Homesum_a_epg0_fpd_mmcf_m.xls" ,"Available from WebQuantityBonneville Power Administration would like submit the following commentsMethodsCompositional6Energy Computers,Computing and

  7. Computing

    Broader source: All U.S. Department of Energy (DOE) Office Webpages (Extended Search)

    AFDC Printable Version Share this resource Send a link to EERE: Alternative Fuels Data Center Home Page to someone by E-mail Share EERE: Alternative Fuels Data Center Home Page on Facebook Tweet about EERE: Alternative Fuels Data Center Home Page on Twitter Bookmark EERE: Alternative Fuels Data Center Homesum_a_epg0_fpd_mmcf_m.xls" ,"Available from WebQuantityBonneville Power Administration would like submit the following commentsMethodsCompositional6Energy Computers,Computing

  8. Computing

    Broader source: All U.S. Department of Energy (DOE) Office Webpages (Extended Search)

    AFDC Printable Version Share this resource Send a link to EERE: Alternative Fuels Data Center Home Page to someone by E-mail Share EERE: Alternative Fuels Data Center Home Page on Facebook Tweet about EERE: Alternative Fuels Data Center Home Page on Twitter Bookmark EERE: Alternative Fuels Data Center Homesum_a_epg0_fpd_mmcf_m.xls" ,"Available from WebQuantity ofkandz-cm11 Outreach Home Room News PublicationsAuditsCluster Compatibilitydefault Changes TheComputeComputing

  9. Non-Local Correlations and Interactive Games

    E-Print Network [OSTI]

    Preda, Daniel Ciprian

    2011-01-01

    non-local provers P NL such that the acceptance probabilitynon-local provers P i Q such that the acceptance probabilitythe same acceptance probability CHAPTER 4. GENERAL NON-LOCAL

  10. Self-consistent computation of gamma-ray spectra due to proton-proton interactions in black hole systems

    E-Print Network [OSTI]

    S. Bhattacharyya; N. Bhatt; R. Misra

    2006-06-07

    In the inner regions of an accretion disk around a black hole, relativistic protons can interact with ambient matter to produce electrons, positrons and $\\gamma$-rays. The resultant steady state electron and positron particle distributions are self-consistently computed taking into account Coulomb and Compton cooling, $e^-e^+$ pair production (due to $\\gamma-\\gamma$ annihilation) and pair annihilation. While earlier works used the diffusion approximation to obtain the particle distributions, here we solve a more general integro-differential equation that correctly takes into account the large change in particle energy that occur when the leptons Compton scatter off hard X-rays. Thus this formalism can also be applied to the hard state of black hole systems, where the dominant ambient photons are hard X-rays. The corresponding photon energy spectrum is calculated and compared with broadband data of black hole binaries in different spectral states. The results indicate that the $\\gamma$-ray spectra ($E > 0.8$ MeV) of both the soft and hard spectral states and the entire hard X-ray/$\\gamma$-ray spectrum of the ultra-soft state, could be due to $p-p$ interactions. These results are consistent with the hypothesis that there always exists in these systems a $\\gamma$-ray spectral component due to $p-p$ interactions which can contribute between 0.5 to 10% of the total bolometric luminosty. The model predicts that {\\it GLAST} would be able to detect black hole binaries and provide evidence for the presence of non-thermal protons which in turn would give insight into the energy dissipation process and jet formation in these systems.

  11. Incentive Games and Mechanisms for Risk Management

    E-Print Network [OSTI]

    Alpcan, Tansu

    2010-01-01

    Incentives play an important role in (security and IT) risk management of a large-scale organization with multiple autonomous divisions. This paper presents an incentive mechanism design framework for risk management based on a game-theoretic approach. The risk manager acts as a mechanism designer providing rules and incentive factors such as assistance or subsidies to divisions or units, which are modeled as selfish players of a strategic (noncooperative) game. Based on this model, incentive mechanisms with various objectives are developed that satisfy efficiency, preference-compatibility, and strategy-proofness criteria. In addition, iterative and distributed algorithms are presented, which can be implemented under information limitations such as the risk manager not knowing the individual units' preferences. An example scenario illustrates the framework and results numerically. The incentive mechanism design approach presented is useful for not only deriving guidelines but also developing computer-assistan...

  12. Introduction Tools from Combinatorial Game Theory

    E-Print Network [OSTI]

    Heubach, Silvia

    Introduction Tools from Combinatorial Game Theory First Results Harder results Circular Nim Games S Circular Nim Games #12;Introduction Tools from Combinatorial Game Theory First Results Harder results corresponds to regular Nim S. Heubach, M. Dufour Circular Nim Games #12;Introduction Tools from Combinatorial

  13. Introduction Tools from Combinatorial Game Theory

    E-Print Network [OSTI]

    Heubach, Silvia

    Introduction Tools from Combinatorial Game Theory First Results Harder results Circular Nim Games S Islands S. Heubach, M. Dufour Circular Nim Games #12;Introduction Tools from Combinatorial Game Theory;Introduction Tools from Combinatorial Game Theory First Results Harder results Circular Nim CN(n, k) Question

  14. Efficiency and formalism of quantum games

    E-Print Network [OSTI]

    Chiu Fan Lee; Neil Johnson

    2008-09-19

    We pursue a general theory of quantum games. We show that quantum games are more efficient than classical games, and provide a saturated upper bound for this efficiency. We demonstrate that the set of finite classical games is a strict subset of the set of finite quantum games. We also deduce the quantum version of the Minimax Theorem and the Nash Equilibrium Theorem.

  15. Interval methods for computing various refinements of Nash equilibria

    E-Print Network [OSTI]

    Sainudiin, Raazesh

    Interval methods for computing various refinements of Nash equilibria Bartlomiej Jacek Kubica, assumptions on their knowledge, ... Concepts: Dominant strategy equilibrium. The Nash equilibrium. The core of a game (for cooperative games). ... #12;Nash equilibrium Let the game (X1 ,...,Xn ;q1 ,...,qn

  16. Computer

    Broader source: All U.S. Department of Energy (DOE) Office Webpages (Extended Search)

    AFDC Printable Version Share this resource Send a link to EERE: Alternative Fuels Data Center Home Page to someone by E-mail Share EERE: Alternative Fuels Data Center Home Page on Facebook Tweet about EERE: Alternative Fuels Data Center Home Page on Twitter Bookmark EERE: Alternative Fuels Data Center Homesum_a_epg0_fpd_mmcf_m.xls" ,"Available from WebQuantityBonneville Power Administration would like submit the following commentsMethodsCompositional6 Computational CSEEnergy

  17. Removing the HUD: The Impact of Non-Diegetic Game Elements and Expertise on Player Involvement

    E-Print Network [OSTI]

    Cairns, Paul

    Removing the HUD: The Impact of Non-Diegetic Game Elements and Expertise on Player Involvement-character can see and interact with; and the latter does not, e.g. classic heads-up displays (HUDs) showing

  18. Strong Nash Equilibria in Games with the Lexicographical Improvement Property

    E-Print Network [OSTI]

    Nabben, Reinhard

    Strong Nash Equilibria in Games with the Lexicographical Improvement Property Tobias Harks, Max to derive existence, efficiency and fairness properties of strong Nash equilibria. We then study a class to polynomial time algorithms computing a strong Nash equilibrium. Finally, we investigate the LIP for infinite

  19. Local Dynamics in Bargaining Networks via Random-Turn Games

    E-Print Network [OSTI]

    Borgs, Christian

    ] to capture the "power" of a node derived from its position in a network, and has also been used in economics to model two-sided markets [33, 31]. Recently these games have been analyzed from a computational point on a directed graph where players move a token along edges until one reaches their goal state. We transform

  20. Digital Games and Biodiversity Conservation

    E-Print Network [OSTI]

    Sandbrook, Chris; Adams, William M.; Monteferri, Bruno

    2014-06-16

    contributions and associated risks of using digital games for conservation Contribution to Target Hoped-for impact conservation audience on audience Advantages Risks 1. Education and behavior change General public Changed personal habits (e.g., sustainable... - signed to enthuse children about the importance of pol- lination is unlikely to have the same effect on decision makers in the ministry of agriculture: the underpinning science might be the same, but the message, game envi- ronment, and game architecture...

  1. Convergence of the Iterated Prisoner's Dilemma game Martin Dyer

    E-Print Network [OSTI]

    Greenhill, Catherine

    Convergence of the Iterated Prisoner's Dilemma game Martin Dyer Leslie Ann Goldberg Catherine and interaction topologies. We analyse the convergence rate of this rule when applied to the Iterated Prisoner and exponential when it is a complete graph. Keywords: Prisoner's dilemma, convergence, co-learning, Highest

  2. Mathematics of Games and Politics Instructor: Sam Smith, Mathematics

    E-Print Network [OSTI]

    Smith, Sam

    of "Chicken" stood as a powerful and frightening metaphor for the nuclear arms race in the 1950s. The game criteria. Students will learn the meaning of theorem and proof. Students will know the details of the proof in social choice theory. Course Expectations: This course is designed to be interactive. Lectures

  3. Mathematics of Games and Politics Instructor: Sam Smith

    E-Print Network [OSTI]

    Smith, Sam

    of "Chicken" stood as a powerful and frightening metaphor for the nuclear arms race in the 1950s. The game these satisfy or violate fairness criteria. Students will learn the meaning of theorem and proof. Students Poker and Texas Hold'Em, NIM and Craps. Course Expectations: This course is designed to be interactive

  4. Game Changer Competitive Grant Program

    Broader source: Energy.gov [DOE]

    Game Changer Competitive Grant Program is designed to support innovative renewable energy systems and strategies that result in additional renewable energy capacity installed in the State of Mary...

  5. Industrial ecology Prosperity Game{trademark}

    SciTech Connect (OSTI)

    Beck, D.; Boyack, K.; Berman, M.

    1998-03-01

    Industrial ecology (IE) is an emerging scientific field that views industrial activities and the environment as an interactive whole. The IE approach simultaneously optimizes activities with respect to cost, performance, and environmental impact. Industrial Ecology provides a dynamic systems-based framework that enables management of human activity on a sustainable basis by: minimizing energy and materials usage; insuring acceptable quality of life for people; minimizing the ecological impact of human activity to levels that natural systems can sustain; and maintaining the economic viability of systems for industry, trade and commerce. Industrial ecology applies systems science to industrial systems, defining the system boundary to incorporate the natural world. Its overall goal is to optimize industrial activities within the constraints imposed by ecological viability, globally and locally. In this context, Industrial systems applies not just to private sector manufacturing and services but also to government operations, including provision of infrastructure. Sandia conducted its seventeenth Prosperity Game{trademark} on May 23--25, 1997, at the Hyatt Dulles Hotel in Herndon, Virginia. The primary sponsors of the event were Sandia National Laboratories and Los Alamos National Laboratory, who were interested in using the format of a Prosperity Game to address some of the issues surrounding Industrial Ecology. Honorary game sponsors were: The National Science Foundation; the Committee on Environmental Improvement, American Chemical Society; the Industrial and Engineering Chemistry Division, American Chemical Society; the US EPA--The Smart Growth Network, Office of Policy Development; and the US DOE-Center of Excellence for Sustainable Development.

  6. Computer Game Architecture 7(a) -Scripting

    E-Print Network [OSTI]

    Gordon, Scott

    CSc 165 Lecture Notes 7a - Scripting Script Interpreters · Rhino/Nashorn (JavaScript) · Jython (Python · Scripting Concepts · Script Interpreters ("Engines") · Scripting Languages - JavaScript Basics languages": o JavaScript, Python, Lua o Others (Tcl, Scheme, Ruby, SmallTalk, VB...) · Scripts must have

  7. When Selfish Meets Evil: Byzantine Players in a Virus Inoculation Game

    E-Print Network [OSTI]

    When Selfish Meets Evil: Byzantine Players in a Virus Inoculation Game Thomas Moscibroda Computer Computer Engineering and Networks Laboratory ETH Zurich 8092 Zurich, Switzerland schmiste@tik.ee.ethz.ch Roger Wattenhofer Computer Engineering and Networks Laboratory ETH Zurich 8092 Zurich, Switzerland

  8. Game Theoretical Snapshots Sergiu Hart

    E-Print Network [OSTI]

    Hart, Sergiu

    Game Theoretical Snapshots Sergiu Hart June 2015 SERGIU HART c 2015 ­ p. #12;Game Theoretical Snapshots Sergiu Hart Center for the Study of Rationality Dept of Mathematics Dept of Economics The Hebrew University of Jerusalem hart@huji.ac.il http://www.ma.huji.ac.il/hart SERGIU HART c 2015 ­ p. #12

  9. Deduction of Fighting-Game Countermeasures Using the k-Nearest Neighbor Algorithm and a Game

    E-Print Network [OSTI]

    Thawonmas, Ruck

    Deduction of Fighting-Game Countermeasures Using the k-Nearest Neighbor Algorithm and a Game to deduce a countermeasure action for controlling an in-game character in a fighting game. This AI algorithm (AI) aims at achieving good results in the fighting-game AI competition having been organized by our

  10. PURE NASH EQUILIBRIA IN CONCURRENT DETERMINISTIC GAMES

    E-Print Network [OSTI]

    Doyen, Laurent

    PURE NASH EQUILIBRIA IN CONCURRENT DETERMINISTIC GAMES PATRICIA BOUYER1 , ROMAIN BRENGUIER2 study pure-strategy Nash equilibria in multi-player concurrent deterministic games, for a variety-player concurrent game into a two-player turn-based game which turns Nash equilibria into winning strategies (for

  11. Leveraging on Easy Java Simulation tool and open source computer simulation library to create interactive digital media for mass customization of high school physics curriculum

    E-Print Network [OSTI]

    Wee, Loo Kang

    2012-01-01

    This paper highlights the diverse possibilities in the rich community of educators from the Conceptual Learning of Science (CoLoS) and Open Source Physics (OSP) movement to engage, enable and empower educators and students, to create interactive digital media through computer modeling. This concept revolves around a paradigmatic shift towards participatory learning through immersive computer modeling, as opposed to using technology for information transmission. We aim to engage high school educators to professionally develop themselves by creating and customizing simulations possible through Easy Java Simulation (Ejs) and its learning community. Ejs allows educators to be designers of learning environments through modifying source codes of the simulation. Educators can conduct lessons with students' using these interactive digital simulations and rapidly enhance the simulation through changing the source codes personally. Ejs toolkit, its library of simulations and growing community contributed simulation cod...

  12. Biased causal inseparable game

    E-Print Network [OSTI]

    Bhattacharya, Some Sankar

    2015-01-01

    Here we study the \\emph{causal inseparable} game introduced in [\\href{http://www.nature.com/ncomms/journal/v3/n10/full/ncomms2076.html}{Nat. Commun. {\\bf3}, 1092 (2012)}], but it's biased version. Two separated parties, Alice and Bob, generate biased bits (say input bit) in their respective local laboratories. Bob generates another biased bit (say decision bit) which determines their goal: whether Alice has to guess Bob's bit or vice-verse. Under the assumption that events are ordered with respect to some global causal relation, we show that the success probability of this biased causal game is upper bounded, giving rise to \\emph{biased causal inequality} (BCI). In the \\emph{process matrix} formalism, which is locally in agreement with quantum physics but assume no global causal order, we show that there exist \\emph{inseparable} process matrices that violate the BCI for arbitrary bias in the decision bit. In such scenario we also derive the maximal violation of the BCI under local operations involving tracele...

  13. Biased causal inseparable game

    E-Print Network [OSTI]

    Some Sankar Bhattacharya; Manik Banik

    2015-09-09

    Here we study the \\emph{causal inseparable} game introduced in [\\href{http://www.nature.com/ncomms/journal/v3/n10/full/ncomms2076.html}{Nat. Commun. {\\bf3}, 1092 (2012)}], but it's biased version. Two separated parties, Alice and Bob, generate biased bits (say input bit) in their respective local laboratories. Bob generates another biased bit (say decision bit) which determines their goal: whether Alice has to guess Bob's bit or vice-verse. Under the assumption that events are ordered with respect to some global causal relation, we show that the success probability of this biased causal game is upper bounded, giving rise to \\emph{biased causal inequality} (BCI). In the \\emph{process matrix} formalism, which is locally in agreement with quantum physics but assume no global causal order, we show that there exist \\emph{inseparable} process matrices that violate the BCI for arbitrary bias in the decision bit. In such scenario we also derive the maximal violation of the BCI under local operations involving traceless binary observables. However, for biased input bit this is not the case. There is a threshold bias beyond which, we find that no valid qubit process matrix can violate the causal inequality under \\emph{measurement-repreparation} type operation and we believe this to hold even for general process matrix under general local operations involving traceless binary observables.

  14. Biased causal inseparable game

    E-Print Network [OSTI]

    Some Sankar Bhattacharya; Manik Banik

    2015-10-05

    We study the biased version of the \\emph{causal inseparable} game introduced in [Nat. Commun. {\\bf3}, 1092 (2012)]. Two separated parties, Alice and Bob, generate biased bits (say input bit) in their respective local laboratories. Bob generates another biased bit (say decision bit) which determines their goal: whether Alice has to guess Bob's bit or vice-verse. Under the assumption that events are ordered with respect to some global causal relation, we show that the success probability of this biased causal game is upper bounded, giving rise to \\emph{biased causal inequality} (BCI). However there exist valid \\emph{inseparable} process matrices that violate the BCI for arbitrary bias in the decision bit. We provide a \\emph{causal witness} that can detect the causal inseparability of these process matrices. We also derive the maximal violation of the BCI under local operations involving traceless binary observables. However for biased input bit we find that there is a threshold bias beyond which no valid qubit process matrix can violate the causal inequality under \\emph{measurement-repreparation} type operation.

  15. The complexity of Nash equilibria in multiplayer zero-sum games and coordination games

    E-Print Network [OSTI]

    Cai, Yang, Ph. D. Massachusetts Institute of Technology

    2010-01-01

    We prove a generalization of von Neumann's minmax theorem to the class of separable multiplayer zero-sum games, introduced in [Bregman and Fokin 1998]. These games are polymatrix-that is, graphical games in which every ...

  16. Companion Gaming: Improving the Quality of Gaming Experiences through Interconnected Gameplay 

    E-Print Network [OSTI]

    Ross, Jacob

    2013-08-30

    In recent years, video game publishers and developers such as Ubisoft, Bioware, Microsoft, Capcom, Wideload Games, and NeatherRealm have all attempted to increase brand engagement by means of increased interconnectivity between games of the same...

  17. Game Center | Jefferson Lab

    Broader source: All U.S. Department of Energy (DOE) Office Webpages (Extended Search)

    essentially the same treatment, and this led to the adoption of farms of small computers all operating at the same time, each on a different event to make the computational...

  18. Evolution of games microbes play

    E-Print Network [OSTI]

    Schossau, Jory; Adami, Christoph

    2012-01-01

    When microbes compete for limited resources, they often engage in chemical warfare using bacterial toxins. This competition can be understood in terms of evolutionary game theory (EGT). We study the predictions of EGT for the bacterial "suicide bomber" game with two and three strategies, to simulations of these competitions with finite population sizes, but also allowing for probabilistic rather than pure strategies, as well as Darwinian adaptation. We find that Darwinian evolution of probabilistic strategies stabilizes games of the rock-paper-scissors type that emerge for parameters describing realistic bacterial populations, and points to ways in which the evolutionary stable strategy can be selected by changing those parameters.

  19. General quantum two-players games, their gate operators and Nash equilibria

    E-Print Network [OSTI]

    Katarzyna Bolonek-Laso?

    2015-03-30

    The two-players $N$ strategies games quantized according to the Eisert-Lewenstein-Wilkens scheme (Phys. Rev. Lett. 83 (1999), 3077) are considered. Group theoretical methods are applied to the problem of finding a general form of gate operators (entanglers) under the assumption that the set of classical pure strategies is contained in the set of pure quantum ones. The role of the stability group of the initial state of the game is stressed. As an example, it is shown that the maximally entangled games do not admit nontrivial pure Nash strategies. The general arguments are supported by explicit computations performed in the three strategies case.

  20. Game worlds : a study of video game criticism

    E-Print Network [OSTI]

    Gursoy, Ayse

    2013-01-01

    This paper explores the relation between criticism and establishment of narrative forms and genres, focusing on the cultural situation of video games. Comparing the context of early film criticism and contemporary video ...

  1. Department of Computer Science University of North Carolina at Chapel Hill February 2004 DAB: Interactive Haptic Painting

    E-Print Network [OSTI]

    Pollefeys, Marc

    : Interactive Haptic Painting with 3D Virtual Brushes Highlights · Interactive use of a physically based paint brush and paint model with haptic feedback · Natural interface via simulation of traditional artists progress with reproducing the look of painting. This project explores the benefits of recreating the "sight

  2. Innovation Methods in Story-Driven Games: Genre Variation

    E-Print Network [OSTI]

    Fernandez-Vara, Clara

    The paper proposes a method for game design innovation in story-driven games, as exemplified by the development of the adventure game prototype Rosemary. This method selects a game model in which a specific variation is ...

  3. ANEWFRAMEWORK FOR POWER CONTROL IN WIRELESS DATA NETWORKS: GAMES, UTILITY, AND PRICING

    E-Print Network [OSTI]

    Mandayam, Narayan

    David Famolari Wireless Information Network Laboratory (WINLAB) Dept. of Electrical and Computer@winlab.rutgers.edu David Goodman Wireless Information Network Laboratory (WINLAB) Dept. of Electrical and ComputerChapter 1 ANEWFRAMEWORK FOR POWER CONTROL IN WIRELESS DATA NETWORKS: GAMES, UTILITY, AND PRICING

  4. Reasoning Patterns in Bayesian Games An extended abstract of this paper was published in AAMAS 2011.

    E-Print Network [OSTI]

    Pfeffer, Avi

    Pfeffer Charles River Analytics 625 Mt. Auburn St. Cambridge, MA 02138 apfeffer@cra.com ABSTRACT Game- fore cannot afford long-running computations. Also, agents need to be adaptive and perform well even if the situation changes, hence they cannot be employed with pre-computed optimal solutions fitting the particular

  5. Electrical Engineering & Computer Science

    E-Print Network [OSTI]

    Bustamante, Fabián E.

    competing robots, building and racing NU's solar car, creating games and numerous other exciting projectsElectrical Engineering & Computer Science Department Undergraduate Study Manual 2014-2015 McCormick Northwestern Engineering #12;TABLE OF CONTENTS 1. Welcome from the Chair 3 1.1 Message from the Associate Chair

  6. Morphologic and computational fluid dynamic analysis of sand dune-topographic obstacle interactions on Earth and Titan 

    E-Print Network [OSTI]

    Cisneros, Julia

    2014-09-24

    and their interaction with topographic obstacles within the dune fields are thought to indicate westerly wind flow, which is opposite the easterly flow expected based on the spin of Titan and predicted from several global climate models (GCMs). The westerly...

  7. NOTE ON THE COMPUTATIONAL COMPLEXITY OF LEAST CORE CONCEPTS FOR MINCOST SPANNING

    E-Print Network [OSTI]

    Faigle, Ulrich

    . As a consequence, computing the nucleolus, the nucleon and the per­capita nucleolus of minimum cost spanning treeNOTE ON THE COMPUTATIONAL COMPLEXITY OF LEAST CORE CONCEPTS FOR MIN­COST SPANNING TREE GAMES ULRICH that computing an element in these least cores is in general NP­hard for minimum cost spannning tree games

  8. Trading Agent Competition Market Design Game Strategic Trader Game Conclusion and Future Work A Platform for Trading Agent Competition

    E-Print Network [OSTI]

    Zhang, Dongmo

    Trading Agent Competition Market Design Game Strategic Trader Game Conclusion and Future Work of Western Sydney Australia #12;Trading Agent Competition Market Design Game Strategic Trader Game Conclusion and Future Work Outline 1 Trading Agent Competition 2 Market Design Game 3 Strategic Trader Game 4 Conclusion

  9. FormulaT Racing: Combining Gaming Culture and Intuitive Sense of Mechanism for Video Game Design

    E-Print Network [OSTI]

    Wilensky, Uri

    FormulaT Racing: Combining Gaming Culture and Intuitive Sense of Mechanism for Video Game Design kinematic principles. Introduction Video games constitute an important part of the lives of youth in today kinematic principles, our game is different in that it was designed to foreground kinematic principles while

  10. Towards a Brewery Educational Game: Would Existence of a Game Goal Improve Learning?

    E-Print Network [OSTI]

    Brom, Cyril

    Towards a Brewery Educational Game: Would Existence of a Game Goal Improve Learning? Cyril Brom effect on learning gains. We also present a brewery simulation/game, which we have developed brewery simulation/game, designed for the purpose of investigating instructional effectiveness

  11. Reduction of Ultrametric Minimum Cost Spanning Tree Games to Cost Allocation Games on Rooted

    E-Print Network [OSTI]

    RIMS-1674 Reduction of Ultrametric Minimum Cost Spanning Tree Games to Cost Allocation Games Allocation Games on Rooted Trees Kazutoshi Ando and Shinji Kato June 2009 Abstract A minimum cost spanning tree game is called ultrametric if the cost function on the edges of the underlying network

  12. Reduction of Ultrametric Minimum Cost Spanning Tree Games to Cost Allocation Games on Rooted

    E-Print Network [OSTI]

    RIMS­1674 Reduction of Ultrametric Minimum Cost Spanning Tree Games to Cost Allocation Games Allocation Games on Rooted Trees Kazutoshi Ando # and Shinji Kato + June 2009 Abstract A minimum cost spanning tree game is called ultrametric if the cost function on the edges of the underlying network

  13. Game Preserves and Closed Areas (Montana)

    Broader source: Energy.gov [DOE]

    Game preserves and closed areas exist within the state of Montana for the protection of all the game animals and birds. Construction and development is limited in these areas. Currently, only three...

  14. Robust comparative statics in large static games

    E-Print Network [OSTI]

    Acemoglu, Daron

    We provide general comparative static results for large finite and infinite-dimensional aggregative games. In aggregative games, each player's payoff depends on her own actions and an aggregate of the actions of all the ...

  15. Introduction to Game Theory 1 Formalisation of a game

    E-Print Network [OSTI]

    Bonzon, Elise

    (a) of this game. 1 #12;Exercice 4 3 : E HH HHH1 2 C D A (0, 0, 0) (0, 1, -1) B (2, 2, 2) (-1, 3, 4) 3 : F HH HHH1 What are the Nash equilibrium(a) of the following games ? 1. HH HHH1 2 G D H (-3, -3) (2, -1) B (-1, 2) (0, 0) 2. HH HHH1 2 G D H (1, 2) (0, 0) B (0, 0) (2, 1) 2 #12;Exercice 7 Let the extensive form

  16. Research Article Artificial Intelligence in Video Games

    E-Print Network [OSTI]

    Ernst, Damien

    Research Article Artificial Intelligence in Video Games: Towards a Unified Framework Firas Safadi artificial intelligence (AI) is a broad notion in video games, it is important to start by defining the scope human intelligence. On the other hand, AI is usually independently designed for each game. This makes

  17. an educational alternative futures wildland planning game

    E-Print Network [OSTI]

    an educational alternative futures wildland planning game Edward C. Thor James L. Creighton PACIFIC. ACKNOWLEDGMENT The Mystic Mountain Game was initially developed for a workshop on alternative futures planning alternative futures wildland planning game. Gen. Tech. Rep. PSW-30, 8 p., illus. Pacific South- west Forest

  18. Getting Humans to do Quantum Optimization - User Acquisition, Engagement and Early Results from the Citizen Cyberscience Game Quantum Moves

    E-Print Network [OSTI]

    Andreas Lieberoth; Mads Kock Pedersen; Andreea Catalina Marin; Tilo Planke; Jacob Friis Sherson

    2015-06-26

    The game Quantum Moves was designed to pit human players against computer algorithms, combining their solutions into hybrid optimization to control a scalable quantum computer. In this midstream report, we open our design process and describe the series of constitutive building stages going into a quantum physics citizen science game. We present our approach from designing a core gameplay around quantum simulations, to putting extra game elements in place in order to frame, structure, and motivate players' difficult path from curious visitors to competent science contributors. The player base is extremely diverse - for instance, two top players are a 40 year old female accountant and a male taxi driver. Among statistical predictors for retention and in-game high scores, the data from our first year suggest that people recruited based on real-world physics interest and via real-world events, but only with an intermediate science education, are more likely to become engaged and skilled contributors. Interestingly, female players tended to perform better than male players, even though men played more games per day. To understand this relationship, we explore the profiles of our top players in more depth. We discuss in-world and in-game performance factors departing in psychological theories of intrinsic and extrinsic motivation, and the implications for using real live humans to do hybrid optimization via initially simple, but ultimately very cognitively complex games.

  19. Getting Humans to do Quantum Optimization - User Acquisition, Engagement and Early Results from the Citizen Cyberscience Game Quantum Moves

    E-Print Network [OSTI]

    Lieberoth, Andreas; Marin, Andreea Catalina; Planke, Tilo; Sherson, Jacob Friis

    2015-01-01

    The game Quantum Moves was designed to pit human players against computer algorithms, combining their solutions into hybrid optimization to control a scalable quantum computer. In this midstream report, we open our design process and describe the series of constitutive building stages going into a quantum physics citizen science game. We present our approach from designing a core gameplay around quantum simulations, to putting extra game elements in place in order to frame, structure, and motivate players' difficult path from curious visitors to competent science contributors. The player base is extremely diverse - for instance, two top players are a 40 year old female accountant and a male taxi driver. Among statistical predictors for retention and in-game high scores, the data from our first year suggest that people recruited based on real-world physics interest and via real-world events, but only with an intermediate science education, are more likely to become engaged and skilled contributors. Interesting...

  20. Computational Mechanism Design The classic mechanism design literature largely ignores computational considerations. It

    E-Print Network [OSTI]

    Chen, Yiling

    Chapter 3 Computational Mechanism Design The classic mechanism design literature largely ignores of computational mechanism design. Our goal is to use a market-based method, such as an auction, to compute' local problems Wel96 . The game-theoretic considera- tions of mechanism design were secondary

  1. UbiqGames : casual, educational, multiplayer games for mobile and desktop platforms

    E-Print Network [OSTI]

    Ng, Matthew, M. Eng. Massachusetts Institute of Technology

    2009-01-01

    The mission of the UbiqGames project is to develop a suite of casual, educational, multiplayer games that are playable across a wide variety of operating systems and devices. To accomplish this goal, we plan on making use ...

  2. High-Resolution Gaming 1 High-Resolution Gaming: Interfaces, Notifications, and the User Experience

    E-Print Network [OSTI]

    the user of passive and critical game information as well as to overcome difficulties with mouse found in households today. For instance, 1980's arcade games such as Pac-Man had a resolution of only

  3. Computer Science Degree options

    E-Print Network [OSTI]

    Brierley, Andrew

    -leading research in human-computer interaction, constraint programming, cloud computing and more. * Our teaching74 Computer Science Degree options BSc (Single Honours Degree) Computer Science BSc (Joint Honours Degrees) Computer Science and one of: Economics Philosophy* Management Management Science * The title

  4. Agent-Based Computing Center on Social and Economic Dynamics

    E-Print Network [OSTI]

    Tesfatsion, Leigh

    ­ `Computational economics' means numerical analysis of conventional (e.g., rational, equilibrium) models ­ `Computational finance' involves numerical solution of stochastic PDEs ­ `Computational game theory' involvesAgent-Based Computing in Economics Rob Axtell Center on Social and Economic Dynamics The Brookings

  5. R2SM: a package for the analytic computation of the R2 Rational terms in the Standard Model of the Electroweak interactions

    E-Print Network [OSTI]

    M. V. Garzelli; I. Malamos

    2010-10-06

    The analytical package written in FORM presented in this paper allows the computation of the complete set of Feynman Rules producing the Rational terms of kind R2 contributing to the virtual part of NLO amplitudes in the Standard Model of the Electroweak interactions. Building block topologies filled by means of generic scalars, vectors and fermions, allowing to build these Feynman Rules in terms of specific elementary particles, are explicitly given in the Rxi gauge class, together with the automatic dressing procedure to obtain the Feynman Rules from them. The results in more specific gauges, like the 't Hooft Feynman one, follow as particular cases, in both the HV and the FDH dimensional regularization schemes. As a check on our formulas, the gauge independence of the total Rational contribution (R1 + R2) to renormalized S-matrix elements is verified by considering the specific example of the H --> gamma-gamma decay process at 1-loop. This package can be of interest for people aiming at a better understanding of the nature of the Rational terms. It is organized in a modular way, allowing a further use of some its files even in different contexts. Furthermore, it can be considered as a first seed in the effort towards a complete automation of the process of the analytical calculation of the R2 effective vertices, given the Lagrangian of a generic gauge theory of particle interactions.

  6. Playing Nature: The Virtual Ecology of Game Environments

    E-Print Network [OSTI]

    Chang, Alenda Y.

    2013-01-01

    Critical Play. 30. “Power Grid,” Rio Grande Games, http://socialappslab.com/about/. 28. “Power Grid,” BoardGameGeek,management board game Power Grid A Journey player faces her

  7. The Community Network Game Project: Enhancing Collaborative Activities in Online Games

    E-Print Network [OSTI]

    : The EU-funded Community Network Game (CNG) project aims at enhancing collaborative activities between Game (CNG) project [2], a recently EU funded project within the Seventh Framework Programme graphics and images to be inserted into the game. The main innovations proposed by the CNG project

  8. Game of Fifteen --Analysis Assertion: The Game of Fifteen is Tic-Tac-Toe in Disguise

    E-Print Network [OSTI]

    Lee, Carl

    Game of Fifteen -- Analysis Assertion: The Game of Fifteen is Tic-Tac-Toe in Disguise Proof are playing Tic-Tac-Toe on this board, the winning Tic-Tac-Toe lines correspond precisely to the triples and the Game of Tic-Tac-Toe are equivalent; i.e., isomorphic. Analysis Leading to the Proof of the Assertion

  9. The Structure and Complexity of Nash Equilibria for a Selfish Routing Game

    E-Print Network [OSTI]

    Koutsoupias, Elias

    The Structure and Complexity of Nash Equilibria for a Selfish Routing Game Dimitris Fotakis1@cti.gr. Abstract. In this work, we study the combinatorial structure and the computational complexity of Nash links, to control the routing of its own assigned traffic. In a Nash equilibrium, each user selfishly

  10. BEHAVIORAL ASSUMPTION-BASED PREDICTION FOR HIGH-LATENCY HIDING IN MOBILE GAMES

    E-Print Network [OSTI]

    Bidarra, Rafael

    Carpentier and Rafael Bidarra Computer Graphics and CAD/CAM Group Faculty of Electrical Engineering assumptions, designed to be suitable for racing titles. Although these assumptions limit the accuracy it possible to create a real-time multi-player race game using today's GPRS network. INTRODUCTION The widely

  11. Detailed Analysis of Factors Affecting Team Success and Failure in the America's Army Game*

    E-Print Network [OSTI]

    Detailed Analysis of Factors Affecting Team Success and Failure in the America's Army Game* CASOS Mellon University School of Computer Science ISRI - Institute for Software Research International CASOS level, team level, and clan level. Statistical analysis methods are used to examine the data at those

  12. Coordination of the Smart Grid and Distributed Data Centers: A Nested Game-Based Optimization Framework

    E-Print Network [OSTI]

    Pedram, Massoud

    Coordination of the Smart Grid and Distributed Data Centers: A Nested Game-Based Optimization pricing policies in the recently proposed smart grid technology can incentivize the cloud computing. On the other hand, distributed data centers also provide opportunities to help the smart grid to improve load

  13. Classic Mechanism Design Mechanism design is the subfield of microeconomics and game theory that considers how

    E-Print Network [OSTI]

    Chen, Yiling

    Chapter 2 Classic Mechanism Design Mechanism design is the sub­field of microeconomics and game­theoretic approach to mechanism design, and presents important possibility and impossibility results of computational mechanism design, and also surveys the economic literature on lim­ ited communication and agent

  14. SOLVING 7 7 HEX: VIRTUAL CONNECTIONS AND GAME-STATE REDUCTION

    E-Print Network [OSTI]

    Björnsson, Yngvi

    SOLVING 7 7 HEX: VIRTUAL CONNECTIONS AND GAME-STATE REDUCTION R. Hayward, Y. Bj¨ornsson, M. Johanson, M. Kan, N. Po, J. van Rijswijck Department of Computing Science, University of Alberta, Edmonton, Alberta, Canada hayward,yngvi,johanson,mkan,nathan,javhar @cs.ualberta.ca, http

  15. PageFetch: A Retrieval Game for Children (and Adults) Jim Purvis, Leif Azzopardi

    E-Print Network [OSTI]

    Azzopardi, Leif

    .e. the higher the rank the more points), and unlike 1 Pages were selected using trending search terms for under and Subject Descriptors: H.3.3 [Information Storage and Retrieval]: Information Search and Retrieval General Terms: Design, Human Factors Keywords: Human Computational Games EXTENDED ABSTRACT Children often

  16. Motivation and data quality in a citizen science game: A design science evaluation

    E-Print Network [OSTI]

    Crowston, Kevin

    Motivation and data quality in a citizen science game: A design science evaluation Kevin Crowston@syr.edu Abstract Citizen science is a form of social computation where members of the public are recruited to contrib- ute to scientific investigations. Citizen-science projects often use web-based systems to support

  17. LETTER TO THE EDITOR Broken ergodicity and memory in the minority game

    E-Print Network [OSTI]

    Heimel, Jan-Alexander

    a market of speculators interacting through a simple supply-and-demand mechanism [1]. One of the key that at every stage of the game each of them only perceives the aggregate action of all agents, i.e. the total-translation invariance, #12;nite integrated response and weak long-term memory [6] we obtain exact results

  18. Invasion and expansion of cooperators in lattice populations: Prisoner's dilemma vs. snowdrift games

    E-Print Network [OSTI]

    Hauert, Christoph

    Invasion and expansion of cooperators in lattice populations: Prisoner's dilemma vs. snowdrift and the social sciences. Two social dilemmas, the prisoner's dilemma and the snowdrift game have emerged interactions has long been identified as a potent promoter of cooperation in the prisoner's dilemma

  19. Do Games Attract or Sustain Engagement in Citizen Science? A Study of Volunteer Motivations

    E-Print Network [OSTI]

    Subramanian, Sriram

    Do Games Attract or Sustain Engagement in Citizen Science? A Study of Volunteer Motivations Ioanna incorporated in online citizen science (CS) projects as a way of crowdsourcing data. While there has been CS in science · Pro-citizen science Forum/chat motivations · Project support · Social interaction · Sense

  20. Use of a Conversational Computer Program in Operator Training for Improved Energy Efficiency 

    E-Print Network [OSTI]

    Brickman, S. W.; Mergens, E. H.

    1980-01-01

    Energy efficient operation of process equipment requires attentive operation by well-trained personnel. Use of a computer simulation model together with a conversational computer program, which provides dynamic game playing opportunities...

  1. Information and Computation 242 (2015) 5379 Contents lists available at ScienceDirect

    E-Print Network [OSTI]

    Woolridge, Mike

    2015-01-01

    and Computation www.elsevier.com/locate/yinco Iterated Boolean games Julian Gutierrez, Paul Harrenstein, Michael-5401/© 2015 Elsevier Inc. All rights reserved. #12;54 J. Gutierrez et al. / Information and Computation 242

  2. Game Theory for auctions Uncertainty

    E-Print Network [OSTI]

    Dignum, Frank

    widenarrow¬drillThe world is uncertain: 60% chance for oil 40% chance of no oil -29,-2-29,-16-29,0wide -16 in static games #12;Exogenous uncertainty, static 1,116,-131,0wide -1,1614,1444,0narrow 0,310,440,0¬drill,-2-16,-16-16,0narrow 0,-290,-160,0¬drill widenarrow¬drill #12;Exogenous uncertainty, static Combine the two possible

  3. Multiple Nash-equilibrium in Quantum Game

    E-Print Network [OSTI]

    Georgy Parfionov

    2008-06-06

    Methods of exploring Nash equilibrium in quantum games are studied. Analytical conditions of the existence, the uniqueness or the multiplicity of the equilibria are found.

  4. Electrolyte Genome Could Be Battery Game-Changer

    Broader source: All U.S. Department of Energy (DOE) Office Webpages (Extended Search)

    Be Battery Game-Changer Electrolyte Genome Could Be Battery Game-Changer The Materials Project screens molecules to accelerate electrolyte discovery April 15, 2015 Julie Chao,...

  5. Congestion phenomena caused by matching pennies in evolutionary games

    E-Print Network [OSTI]

    Szabó, György

    2015-01-01

    Evolutionary social dilemma games are extended by an additional matching-pennies game that modifies the collected payoffs. In a spatial version players are distributed on a square lattice and interact with their neighbors. Firstly, we show that the matching-pennies game can be considered as the microscopic force of the Red Queen effect that breaks the detailed balance and induces eddies in the microscopic probability currents if the strategy update is analogous to the Glauber dynamics for the kinetic Ising models. The resulting loops in probability current breaks symmetry between the chessboard-like arrangements of strategies via a bottleneck effect occurring along the four-edge loops in the microscopic states. The impact of this congestion is analogous to the application of a staggered magnetic field in the Ising model, that is, the order-disorder critical transition is wiped out by noise. It is illustrated that the congestion induced symmetry breaking can be beneficial for the whole community within a certa...

  6. 2013 JSA Postdoctoral Research Grant Winner to Compute Quarks...

    Broader source: All U.S. Department of Energy (DOE) Office Webpages (Extended Search)

    method may get around that issue. He plans to use the power of a graphics processing unit, the same type of processor that powers gaming systems, to compute the problem...

  7. Northwestern University Department of Electrical Engineering and Computer Science

    E-Print Network [OSTI]

    Berry, Randall

    , statistics, machine learning, data networks, operations research, information theory, control theory Processes in Communications and Control I Winter 2015 Information Sheet: Instructor: Prof. Randall Berry, theoretical computer science, quantum theory, game theory, finance, and neurophysiology. This course

  8. Quantum game players can have advantage without discord

    E-Print Network [OSTI]

    Zhaohui Wei; Shengyu Zhang

    2015-02-01

    The last two decades have witnessed a rapid development of quantum information processing, a new paradigm which studies the power and limit of "quantum advantages" in various information processing tasks. Problems such as when quantum advantage exists, and if existing, how much it could be, are at a central position of these studies. In a broad class of scenarios, there are, implicitly or explicitly, at least two parties involved, who share a state, and the correlation in this shared state is the key factor to the efficiency under concern. In these scenarios, the shared \\emph{entanglement} or \\emph{discord} is usually what accounts for quantum advantage. In this paper, we examine a fundamental problem of this nature from the perspective of game theory, a branch of applied mathematics studying selfish behaviors of two or more players. We exhibit a natural zero-sum game, in which the chance for any player to win the game depends only on the ending correlation. We show that in a certain classical equilibrium, a situation in which no player can further increase her payoff by any local classical operation, whoever first uses a quantum computer has a big advantage over its classical opponent. The equilibrium is fair to both players and, as a shared correlation, it does not contain any discord, yet a quantum advantage still exists. This indicates that at least in game theory, the previous notion of discord as a measure of non-classical correlation needs to be reexamined, when there are two players with different objectives.

  9. Steven J. Gortler; Education Statement Three dimensional Computer Graphics is an increasingly important part of the computer science field and a

    E-Print Network [OSTI]

    Gunawardena, Jeremy

    to create images and movies of virtual 3D objects. Computer graphics has made a large impact on a number, specifically special effects in movies, computer generated animation, and computer games. These same techniques. In the area of computer aided training, computer graphics is used to simulate surgeries on humans and simulate

  10. An [imaginary time] Schr\\"odinger approach to mean field games

    E-Print Network [OSTI]

    Swiecicki, Igor; Ullmo, Denis

    2015-01-01

    Mean Field Games (MFG) provide a theoretical frame to model socio-economic systems. In this letter, we study a particular class of MFG which shows strong analogies with the {\\em non-linear Schr\\"odinger and Gross-Pitaevski equations} introduced in physics to describe a variety of physical phenomena ranging from deep-water waves to interacting bosons. Using this bridge many results and techniques developed along the years in the latter context can be transferred to the former. As an illustration, we study in some details an example in which the "players" in the mean field game are under a strong incentive to coordinate themselves.

  11. Recent Advances in Science Learning Games

    E-Print Network [OSTI]

    Scacchi, Walt

    ) ­ Vehicle dynamics engineering (race car tuning) · NASCAR 2007 (racing simulation) ­ Systems engineering-playing game) · Industry Player ­ Commodity-based, multi-industry market simulator · GTR (car racing simulation with Jetpacks!) #12;LucasArts Droidworks #12;Droidworks #12;Game-like educational environments with science/engineering

  12. Four ways of hearing video game music

    E-Print Network [OSTI]

    Volk, Anja Fleischer

    2942015 1 Four ways of hearing video game music Michiel Kamp #12;2942015 2 "... another layer (player) · "What is the player doing?" vs. "What is the player hearing?" · When do we hear musical differences? · Musical significance "[Considering game music as a performance of an aleatory composition

  13. Allocation Processes in Cooperative Games Ehud Lehrer

    E-Print Network [OSTI]

    Lehrer, Ehud

    allocations. In other words, an allocation rule determines the allocation at time T, xT , as a function of vAllocation Processes in Cooperative Games by Ehud Lehrer School of Mathematical Sciences Sackler stage of the allocation process of a cooperative game a budget of fixed size is distributed among

  14. A Coalgebraic Framework for Games in Economics

    E-Print Network [OSTI]

    Blumensath, Achim

    A Coalgebraic Framework for Games in Economics Achim Blumensath Department of Mathematics Technical University of Darmstadt Viktor Winschel Department of Economics University of Mannheim June 6, 2013 Abstract We present an abstract framework to compose economic games. It is sufficiently general to represent

  15. Game Theory and Evolutionary Biology: A Bibliography

    E-Print Network [OSTI]

    Hart, Sergiu

    Game Theory and Evolutionary Biology: A Bibliography Sergiu Hart May 11, 2009 References [1 of Game Theory, Vol. 2, R. J. Aumann and S. Hart (eds.), Elsevier, 929­993. [6] Hofbauer, J. and K University of Jerusalem, 91904 Jerusalem, Israel. E-mail: hart@huji.ac.il URL: http://www.ma.huji.ac.il/hart

  16. Game Industry A (Very) Brief History

    E-Print Network [OSTI]

    Stephenson, Ben

    Game Industry #12;A (Very) Brief History · 1961 Spacewar! ­ by Steve Russell ­ on a PDP-1 at MIT ­ Steam ­ PSN Store ­ Xbox Marketplace ­ Apple iTunes #12;The Business of Making Games · Complex at trade shows like E3 · The internet threatens this model ­ Amazon, Steam ­ Opportunity to bypass

  17. Convex Games in Banach Spaces Karthik Sridharan

    E-Print Network [OSTI]

    Tewari, Ambuj

    Convex Games in Banach Spaces Karthik Sridharan TTI-Chicago karthik@ttic.edu Ambuj Tewari TTI-Chicago tewari@ttic.edu Abstract We study the regret of an online learner playing a multi-round game in a Banach

  18. Cyber-Physical Correlations for Infrastructure Resilience: A Game-Theoretic Approach

    SciTech Connect (OSTI)

    Rao, Nageswara S [ORNL; He, Fei [University of Buffalo, The State University of New York; Ma, Chris Y. T. [Purdue University; Yao, David K. Y. [Purdue University; Zhuang, Jun [University of Buffalo, The State University of New York

    2014-01-01

    In several critical infrastructures, the cyber and physical parts are correlated so that disruptions to one affect the other and hence the whole system. These correlations may be exploited to strategically launch components attacks, and hence must be accounted for ensuring the infrastructure resilience, specified by its survival probability. We characterize the cyber-physical interactions at two levels: (i) the failure correlation function specifies the conditional survival probability of cyber sub-infrastructure given the physical sub-infrastructure as a function of their marginal probabilities, and (ii) the individual survival probabilities of both sub-infrastructures are characterized by first-order differential conditions. We formulate a resilience problem for infrastructures composed of discrete components as a game between the provider and attacker, wherein their utility functions consist of an infrastructure survival probability term and a cost term expressed in terms of the number of components attacked and reinforced. We derive Nash Equilibrium conditions and sensitivity functions that highlight the dependence of infrastructure resilience on the cost term, correlation function and sub-infrastructure survival probabilities. These results generalize earlier ones based on linear failure correlation functions and independent component failures. We apply the results to models of cloud computing infrastructures and energy grids.

  19. Micro-economic Analysis of the Physical Constrained Markets: Game Theory Application to Competitive Electricity Markets

    E-Print Network [OSTI]

    Bompard, E; Ragazzi, E; Bompard, Ettore; Ma, Yuchao; Ragazzi, Elena

    2006-01-01

    Competition has been introduced in the electricity markets with the goal of reducing prices and improving efficiency. The basic idea which stays behind this choice is that, in competitive markets, a greater quantity of the good is exchanged at a lower and a lower price, leading to higher market efficiency. Electricity markets are pretty different from other commodities mainly due to the physical constraints related to the network structure that may impact the market performance. The network structure of the system on which the economic transactions need to be undertaken poses strict physical and operational constraints. Strategic interactions among producers that game the market with the objective of maximizing their producer surplus must be taken into account when modeling competitive electricity markets. The physical constraints, specific of the electricity markets, provide additional opportunity of gaming to the market players. Game theory provides a tool to model such a context. This paper discussed the a...

  20. Hierarchical Iterative Algorithm for a Coupled Constrained OSNR Nash Game

    E-Print Network [OSTI]

    Pavel, Lacra

    Hierarchical Iterative Algorithm for a Coupled Constrained OSNR Nash Game Lacra Pavel Department. A Nash game is formulated between channels with channel utility related to maximizing channel optical the coupled Nash game into a lower-level Nash game with no coupled constraints, and a higher-level link

  1. Florida State University Game Day Plan 2014 General Information

    E-Print Network [OSTI]

    McQuade, D. Tyler

    INFORMATION FOR STUDENTS) Lot 14 Traffic Route ­ Post Game Drone / Personal Aircraft Policy (New for 2014

  2. Lighting Effects for Mobile Games Jeppe Revall Frisvad

    E-Print Network [OSTI]

    . Since the gaming experience is different, the gameplay designed for a mobile game should be adapted recently the mobile game Darkest FearTM from Rovio Mo- bile was shipped as the first mobile game marketing@imm.dtu.dk Figure 1: The gamelike scenario we will be working with. Figure 2: Examples of the lighting effects we

  3. Asynchronous Stochastic Dynamics and the Spatial Prisoner's Dilemma Game

    E-Print Network [OSTI]

    Grilo, Carlos

    Asynchronous Stochastic Dynamics and the Spatial Prisoner's Dilemma Game Carlos Grilo1 and Lu modeled as a game and the Prisoner's Dilemma game is one of the most used metaphors to study the evolution. Grilo and L. Correia C D C R, R S, T D T, S P, P Fig. 1. Payoff matrix for the Prisoner's Dilemma game

  4. When pixels speak: why video games deserve free speech protection; why video games will not receive free speech protection 

    E-Print Network [OSTI]

    Bailey, Joseph Harold

    2007-09-17

    ,” did not go unnoticed.1 The point of controversy was whether the hacker added in a certain segment of the game or if he merely unlocked a portion of the game’s preexisting code. In Australia, the Software Rating Board banned the game from the entire...

  5. authors here 1 Computational Mechanism Design page 4

    E-Print Network [OSTI]

    Chen, Yiling

    Title Here Edited by authors here #12;#12;Contents 1 Computational Mechanism Design page 4 3 #12;1 COMPUTATIONAL MECHANISM DESIGN Abstract Computational mechanism design brings together the concern in microeco.1 Introduction Mechanism design (MD) is a sub-field of microeconomics and game the- ory which considers how

  6. Reducing multi-qubit interactions in adiabatic quantum computation without adding auxiliary qubits. Part 2: The "split-reduc" method and its application to quantum determination of Ramsey numbers

    E-Print Network [OSTI]

    Emile Okada; Richard Tanburn; Nikesh S. Dattani

    2015-08-28

    Quantum annealing has recently been used to determine the Ramsey numbers R(m,2) for 3 Ramsey number Hamiltonians used were tremendously smaller than the full 128-qubit capacity of the device used. The reason these auxiliary qubits were needed was because the best quantum annealing devices at the time (and still now) cannot implement multi-qubit interactions beyond 2-qubit interactions, and they are also limited in their capacity for 2-qubit interactions. We present a method which allows the full qubit capacity of a quantum annealing device to be used, by reducing multi-qubit and 2-qubit interactions. With our method, the device used in the 2013 Ramsey number quantum computation could have determined R(16,2) and R(4,3) with under 10 minutes of runtime.

  7. Morality and Meaning in Video Games: A New Approach to Christian Game Design 

    E-Print Network [OSTI]

    Bednarz, Megan Renee?

    2012-07-16

    recently. The forerunner of the whole rhythm games genre is called Dance Dance Revolution (DDR), which is still one of the most popular games in arcades. While these games are non-violent, they occasionally contain music with lyrics which... are objectionable to a Christian audience. Owing to this fact, and the success of Christian pop music, speci cally Christian versions of these games have been made. Dance Praise and Guitar Praise mimic the style of Guitar Hero and DDR, replacing the secular music...

  8. Multiplayer First Person Shooting Game with Tangible and Physical Interaction

    E-Print Network [OSTI]

    Winkler, Stefan

    devices and strategies General Terms Design, Human Factors. Keywords First Person Shooting, Virtual by the head tracker. His hand holds a wand tracking device. This wand's orientation corresponds to the gun though his head facing forward. To make this feasible, we give a small screen showing the gun point

  9. Animating Humans on Handheld Devices for Interactive Gaming

    E-Print Network [OSTI]

    O'Sullivan, Carol

    in tan- dem will want to know whether there is a no- ticeable `pop' on the transition from one- der large crowds in real-time. The crowds pop- ulate a city, as in Dobbyn et al. [2], who also in multiple levels of de- tail, right down to the level of Ascii art, and the appropriate representation

  10. Learning plan networks in conversational video games

    E-Print Network [OSTI]

    Orkin, Jeffrey David

    2007-01-01

    We look forward to a future where robots collaborate with humans in the home and workplace, and virtual agents collaborate with humans in games and training simulations. A representation of common ground for everyday ...

  11. Take Me Out to the Besuboru Game

    E-Print Network [OSTI]

    Hacker, Randi

    2009-03-04

    Broadcast Transcript: This Postcard is for every little girl who dreams of pitching in the majors. Take me out to the besuboru game! Besuboru is"baseball" in Japanese. It's a borrowed word and has been adapted to the ...

  12. Quantization of Games: Towards Quantum Artificial Intelligence

    E-Print Network [OSTI]

    Katarzyna Miakisz; Edward W. Piotrowski; Jan Sladkowski

    2004-12-30

    On grounds of the discussed material, we reason about possible future development of quantum game theory and its impact on information processing and the emerging information society. The idea of quantum artificial intelligence is explained.

  13. Essays on dynamic games and mechanism design

    E-Print Network [OSTI]

    Lang, Ruitian

    2014-01-01

    The dissertation considers three topics in dynamic games and mechanism design. In both problems, asymmetric information causes inefficiency in production and allocation. The first chapter considers the inefficiency from ...

  14. Indian Gaming 2012 Tradeshow and Convention

    Broader source: Energy.gov [DOE]

    The National Indian Gaming Association (NIGA) 2012 tradeshow and convention will take place April 1-4, 2012, in San Diego, California. The event features seminars and trainings and other activities...

  15. Game Logs and Screenshots Frame Selection

    E-Print Network [OSTI]

    Chen, Sheng-Wei

    object detection technique To pinpoint the location and size of game characters in screenshots To crop://mmnet.iis.sinica.edu.tw Multimedia Networking and Systems Lab Institute of Information Science, Academia Sinica Figure 4 #12;

  16. Two-player conflicting interest Bayesian games and Bell nonlocality

    E-Print Network [OSTI]

    Haozhen Situ

    2015-10-27

    Nonlocality, one of the most remarkable aspects of quantum mechanics, is closely related to Bayesian game theory. Quantum mechanics can offer advantages to some Bayesian games, if the payoff functions are related to Bell inequalities in some way. Most of these Bayesian games that have been discussed are common interest games. Recently the first conflicting interest Bayesian game is proposed in Phys. Rev. Lett. 114, 020401 (2015). In the present paper we present three new conflicting interest Bayesian games where quantum mechanics offers advantages. The first game is linked with Cereceda inequalities, the second game is linked with a generalized Bell inequality with 3 possible measurement outcomes, and the third game is linked with a generalized Bell inequality with 3 possible measurement settings.

  17. Serious Games for Solving Protein Sequence Alignments -Combining Citizen Science and

    E-Print Network [OSTI]

    Goesele, Michael

    Serious Games for Solving Protein Sequence Alignments - Combining Citizen Science and Gaming Martin Games, Bioinformatics, Multiple Sequence Align- ments, Protein Sequences, Citizen Science, Game- ing their results is called citizen science [9]. In this concept, research tasks are outsourced

  18. ALGEBRA SEMINAR TALK Department of Computer Science

    E-Print Network [OSTI]

    Sinnamon, Gordon J.

    ALGEBRA SEMINAR TALK WITH LILA KARI Department of Computer Science The University of Western for Theoretical Computer Science" Abstract: We are now witnessing exciting interactions between computer science absorbing notions, techniques and methodologies intrinsic to computer science and mathematics, theoretical

  19. Finiteness in the Card Game of War

    E-Print Network [OSTI]

    Lakshtanov, Evgeny

    2010-01-01

    We study a well-known card game "war" along with its mathematical modification. At the beginning of a game, a set of numbered cards going from 1 to $n$ is split into two parts (hands), and at each round of the game the players lay down the top card from their hand. The player laying the highest card then takes both cards and transfers them to the bottom of their hand. We accept the rule when the lowest valued card in the set beats the highest valued one. The game is finished once one of the players has collected all the cards. The order in which two cards that have been played are returned to the winner's hand, is not defined by the rules. Assuming that the players regularly use both possible ways of returning cards to their hand, we have proved that for all $n$ the time of the game is bounded, i.e. the expected value of the number of moves is finite. A similar result is proved for the standard game played with the classic pack. In the language of finite Markov chains this means that final state can be reache...

  20. Classic Mechanism Design Mechanism design is the sub-eld of microeconomics and game theory that considers how

    E-Print Network [OSTI]

    Chen, Yiling

    Chapter 2 Classic Mechanism Design Mechanism design is the sub- eld of microeconomics and game-theoretic approach to mechanism design, and presents important possibility and impossibilityresults in the literature-rationality in mechanism design. The challenge in computational mechanism design is to design mechanisms that are both

  1. Gaming for (Citizen) Science Exploring Motivation and Data Quality in the Context of Crowdsourced Science Through the Design

    E-Print Network [OSTI]

    Crowston, Kevin

    Gaming for (Citizen) Science Exploring Motivation and Data Quality in the Context of Crowdsourced-computational system designed to support a citizen science task, the taxonomic classification of various insect, animal, and plant species. In addition to supporting this natural science objective, the Citizen Sort platform

  2. Adaptive Interaction through WWW Fuyau Lin and Ron Danielson

    E-Print Network [OSTI]

    Danielson, Ronald

    Adaptive Interaction and Instruction using the World-Wide Web. We include a brief survey of human-computer of this paper discusses human-computer interaction in the context of the WWW, factors relevant to delivering on the Web. 2. HUMAN-COMPUTER INTERACTION AND THE WWW #12;Mechanisms for Human-Computer Interaction (HCI

  3. MARKERAUGMENTED ROBOTENVIRONMENT INTERACTION

    E-Print Network [OSTI]

    Mali, Amol D.

    MARKER­AUGMENTED ROBOT­ENVIRONMENT INTERACTION Amol Dattatraya Mali Electrical Engg. & Computer Science University of Wisconsin, Milwaukee, WI 53211 mali@miller.cs.uwm.edu Abstract There has been

  4. Computer resources Computer resources

    E-Print Network [OSTI]

    Yang, Zong-Liang

    Computer resources 1 Computer resources available to the LEAD group Cédric David 30 September 2009 #12;Ouline · UT computer resources and services · JSG computer resources and services · LEAD computers· LEAD computers 2 #12;UT Austin services UT EID and Password 3 https://utdirect.utexas.edu #12;UT Austin

  5. CHI 2006 Workshop What is the Next Generation of Human-Computer Interaction? The Future of Mobile Device Research in HCI

    E-Print Network [OSTI]

    Wobbrock, Jacob O.

    trends that point toward the increasing importance of mobile device research in Human- Computer wider than today, mobile devices have proliferated even further in society, and computer use is more are that mobile devices must be made more accessible to an aging population, they must be designed

  6. Unfolding and Refolding Embodiment into the Landscape of Ubiquitous Computing

    E-Print Network [OSTI]

    Schick, Lea; Malmborg, Lone

    2009-01-01

    interaction design and ubiquitous computing to see how thesetangible, social and ubiquitous computing, the body is beinghave to deal with in ubiquitous computing and sensor-network

  7. INSTRUMENTATION OF VIDEO GAME SOFTWARE TO SUPPORT AUTOMATED CONTENT ANALYSES

    E-Print Network [OSTI]

    Katchabaw, Michael James

    INSTRUMENTATION OF VIDEO GAME SOFTWARE TO SUPPORT AUTOMATED CONTENT ANALYSES T. Bullen and M, automated content analysis, software instrumentation, Unreal Engine. ABSTRACT Content analysis of video content analyses for video games through the use of software instrumentation. By properly instrumenting

  8. Playing Nature: The Virtual Ecology of Game Environments

    E-Print Network [OSTI]

    Chang, Alenda Y.

    2013-01-01

    Earth Start screen for the Starbucks-sponsored Planet GreenGreen Game, created by Starbucks Coffee Company and GlobalStart screen for the Starbucks-funded Planet Green Game.

  9. Identification and Estimation of a Discrete Game of Complete Information

    E-Print Network [OSTI]

    Bajari, Patrick

    We discuss the identification and estimation of discrete games of complete information. Following Bresnahan and Reiss (1990, 1991), a discrete game is a generalization of a standard discrete choice model where utility ...

  10. Mastery and the mobile future of massively multiplayer games

    E-Print Network [OSTI]

    Roy, Daniel, S.M. Massachusetts Institute of Technology

    2007-01-01

    What game design opportunities do we create when we extend massively multiplayer online games (MMOs) to cell phones? MMOs allow us to create representations of our own increasing mastery, and mobile gives us better access ...

  11. Proof Systems and Transformation Games Yoram Bachrach1

    E-Print Network [OSTI]

    Woolridge, Mike

    University of Liverpool, UK Abstract. We introduce Transformation Games (TGs), a form of coalitional game of several problems in TGs, such as testing whether a coalition wins, checking if a player is a dummy

  12. Revolutionizing history education : using augmented reality games to teach histories

    E-Print Network [OSTI]

    Schrier, Karen L

    2005-01-01

    In an ever-changing present of multiple truths and reconfigured histories, people need to be critical thinkers. Research has suggested the potential for using augmented reality (AR) games- location-based games that use ...

  13. Adapting existing games for education using speech recognition

    E-Print Network [OSTI]

    Cai, Carrie Jun

    2013-01-01

    Although memory exercises and arcade-style games are alike in their repetitive nature, memorization tasks like vocabulary drills tend to be mundane and tedious while arcade-style games are popular, intense and broadly ...

  14. Borel Determinacy of Concurrent Games Julian Gutierrez1

    E-Print Network [OSTI]

    Winskel, Glynn

    Borel Determinacy of Concurrent Games Julian Gutierrez1 and Glynn Winskel2 1 University of Oxford for well-founded games #12;2 J. Gutierrez, G. Winskel (i.e. where only finite plays are possible) provided

  15. Good Programming in Transactional Memory$ Game Theory Meets Multicore Architecture

    E-Print Network [OSTI]

    Good Programming in Transactional Memory$ Game Theory Meets Multicore Architecture Raphael compatible. Keywords: transactional memory, game theory, multicore architecture, concurrency, contention management, mechanism design, human factors 1. Introduction In traditional single core architecture

  16. Good Programming in Transactional Memory Game Theory Meets Multicore Architecture

    E-Print Network [OSTI]

    Good Programming in Transactional Memory Game Theory Meets Multicore Architecture Raphael Eidenbenz compatible. Key words: transactional memory, game theory, multicore architecture, concur- rency, contention management, mechanism design, human factors. 1 Introduction In traditional single core architecture

  17. An Alternative Quantization Protocol for the History Dependent Parrondo Game

    E-Print Network [OSTI]

    Faisal Shah Khan

    2008-06-09

    Earlier work on the quantization of the history dependent (HD) Parrondo game by Flitney, Ng, and Abbott led to the FNA protocol. We propose an alternative quantization protocol for this game which differs from the FNA protocol in various aspects.

  18. GameBuilder, an outdoor AR creation software

    E-Print Network [OSTI]

    Zhang, Chuan, M. Eng. Massachusetts Institute of Technology

    2010-01-01

    In this thesis, the author designed and implemented GameBuilder, a desktop application targeted towards 11-14 year olds for creating Outdoor AR games. The software attempts to reduce its learning curve by limiting the ...

  19. Innovative Computational Tools for Reducing Exploration Risk...

    Office of Energy Efficiency and Renewable Energy (EERE) Indexed Site

    Computational Tools for Reducing Exploration Risk Through Integration of Water-Rock Interactions and Magnetotelluric Surveys Innovative Computational Tools for Reducing Exploration...

  20. Peer-to-Peer Architecture for Massively Multiplayer Online Games

    E-Print Network [OSTI]

    for real games. #12;ii #12;Resum´e Online spil med massivt deltagerantal kræver i dag store datacentre som

  1. Fair Computation with Rational Players Amos Beimel

    E-Print Network [OSTI]

    International Association for Cryptologic Research (IACR)

    with understanding interactions between mu- tually distrusting parties with potentially conflicting interests to protect the interests of each party against arbitrary (i.e., malicious) behavior of the other parties recently been devoted to bridging cryptography and game theory; see [12, 28] for surveys. This work has

  2. Generalized Tsirelson Inequalities, Commuting-Operator Provers, and Multi-Prover Interactive Proof Systems

    E-Print Network [OSTI]

    Tsuyoshi Ito; Hirotada Kobayashi; Daniel Preda; Xiaoming Sun; Andrew C. -C. Yao

    2008-04-11

    A central question in quantum information theory and computational complexity is how powerful nonlocal strategies are in cooperative games with imperfect information, such as multi-prover interactive proof systems. This paper develops a new method for proving limits of nonlocal strategies that make use of prior entanglement among players (or, provers, in the terminology of multi-prover interactive proofs). Instead of proving the limits for usual isolated provers who initially share entanglement, this paper proves the limits for "commuting-operator provers", who share private space, but can apply only such operators that are commutative with any operator applied by other provers. Commuting-operator provers are at least as powerful as usual isolated but prior-entangled provers, and thus, limits for commuting-operator provers immediately give limits for usual entangled provers. Using this method, we obtain an n-party generalization of the Tsirelson bound for the Clauser-Horne- Shimony-Holt inequality for every n. Our bounds are tight in the sense that, in every n-party case, the equality is achievable by a usual nonlocal strategy with prior entanglement. We also apply our method to a 3-prover 1-round binary interactive proof for NEXP. Combined with the technique developed by Kempe, Kobayashi, Matsumoto, Toner and Vidick to analyze the soundness of the proof system, it is proved to be NP-hard to distinguish whether the entangled value of a 3-prover 1-round binary-answer game is equal to 1 or at most 1-1/p(n) for some polynomial p, where n is the number of questions. This is in contrast to the 2-prover 1-round binary-answer case, where the corresponding problem is efficiently decidable. Alternatively, NEXP has a 3-prover 1-round binary interactive proof system with perfect completeness and soundness 1-2^{-poly}.

  3. Video Games and Aggression: the effects of violent game play on self-reported and peer-observed anger 

    E-Print Network [OSTI]

    Nelson, Andrew R

    2009-01-01

    The continued upsurge in the popularity of video games has lead to persistent debate over the effects of play, particularly the use of violent video games. The present experimental study aimed to replicate the results of ...

  4. Risk Assessment Coherent Risks: An Axiomatic Approach Relation with Cooperative Game Concluding Remarks Risk, Coherency and Cooperative Game

    E-Print Network [OSTI]

    Li, Haijun

    Risk Assessment Coherent Risks: An Axiomatic Approach Relation with Cooperative Game Concluding 2011 1 / 30 #12;Risk Assessment Coherent Risks: An Axiomatic Approach Relation with Cooperative Game Concluding Remarks Outline 1 Risk Assessment Risk = Volatility? Modern Portfolio Theory (MPT) Risk

  5. PURE NASH EQUILIBRIA OF COORDINATION MATRIX GAMES DAVID P. ROBERTS

    E-Print Network [OSTI]

    Roberts, David P.

    PURE NASH EQUILIBRIA OF COORDINATION MATRIX GAMES DAVID P. ROBERTS DIVISION OF SCIENCE-by-n coor- dination game has exactly k pure Nash equilibria and compare the payoffs at the different equilibria. Keywords: pure Nash equilibrium, coordination game JEL classification: C72 1. Introduction

  6. Towards a Video Game Description Language Marc Ebner1

    E-Print Network [OSTI]

    Togelius, Julian

    recognised the need to create a Video Game Description Language (VGDL), we formed a group to address purpose of the language proposed here is to be able to specify complete video games, so that they could; users could modify existing games very quickly, or have a library of existing implementations defined

  7. A power algebra of games of choice Ingrid Rewitzky

    E-Print Network [OSTI]

    Jipsen, Peter

    A power algebra of games of choice Ingrid Rewitzky Department of Mathematics and Applied as forming a power algebra of the power set Boolean algebra of outcomes. Allowing a set of possible starting the power algebra of games of choice. With this algebraic view of simple games of choice we invoke (a

  8. Adapting to When Students Game an Intelligent Tutoring System

    E-Print Network [OSTI]

    Paris-Sud XI, Université de

    student supplementary exercises focused on exactly the material the student bypassed by gaming, and which typically occurs on the problem steps the student knows least well, and is associated with poor learning gaming, in order to improve gaming students' learning. This tutor incorporates an animated agent, Scooter

  9. Generating and Solving Imperfect Information Games Daphne Koller

    E-Print Network [OSTI]

    Pfeffer, Avi

    that this is not an accident. These games fall into two fundamentally different classes, and the techniques that apply to one do not usually apply to the other. The essential difference lies in the information that is avail information. Game theory is mostly intended to deal with games derived from ``real life,'' and particularly

  10. Towards Customizable Games for Stroke Rehabilitation Gazihan Alankus1

    E-Print Network [OSTI]

    Kelleher, Caitlin

    Towards Customizable Games for Stroke Rehabilitation Gazihan Alankus1 , Amanda Lazar2 , Matt May1 by their therapists. Home-based stroke rehabilitation games may help motivate stroke patients to perform the necessary stroke rehabilitation games with both stroke patients and therapists. We describe the lessons we learned

  11. A DETERMINISTIC PREDICTION MODEL FOR THE AMERICAN GAME OF FOOTBALL

    E-Print Network [OSTI]

    Weaver, Adam Lee

    A DETERMINISTIC PREDICTION MODEL FOR THE AMERICAN GAME OF FOOTBALL John Am Trono, Saint Michael's College Introduction This article describes a simulation model of the sport known as footballs It was created to predict results of post season football games, most notably college bowl games. By constructing

  12. Priming the Pump 2015: Higher Education Video Game Alliance

    E-Print Network [OSTI]

    Ferris, Michael C.

    Priming the Pump 2015: Higher Education Video Game Alliance Survey of Program Graduates #12;From in March 2015 ­ Higher Education Video Game Alliance Survey 2014-15: Our State of Play ­ we now release our Game Alliance Survey of Program Graduates. This " rst-of-its-kind" survey reveals the value that our

  13. Tune of Take Me Out To The Ball Game There is an end to the OIL game

    E-Print Network [OSTI]

    Nightingale, Peter

    Oil Game! Tune of Take Me Out To The Ball Game There is an end to the OIL game Soon we'll sit for the GREEN life The only way to SURVIVE Let's shout one, two, three, And break free, Of the OLD OIL GAME! Watch that hole in the OCEAN Spewing oil like the plague Killing the fish and the BIRDS and more

  14. CIG07 Hawaii Honolulu 1 Old-fashioned Computer Go

    E-Print Network [OSTI]

    Bouzy, Bruno

    CIG07 Hawaii Honolulu 1 Old-fashioned Computer Go vs Monte-Carlo Go Bruno Bouzy (Paris 5 University) CIG07 Tutorial April 1 2007 #12;CIG07 Hawaii Honolulu 2 Outline Computer Go (CG) overview Rules Go #12;CIG07 Hawaii Honolulu 3 Rules overview through a game (opening 1) Black and White move

  15. Computer Animation of Human Walking: a Survey Franck Multon1

    E-Print Network [OSTI]

    Paris-Sud XI, Université de

    Animation of human walking is a crucial problem in Computer Graphics: Many synthetic scenes involve virtualComputer Animation of Human Walking: a Survey Franck Multon1 , Laure France2 , Marie-Paule Cani humans, from special e ects in the lm industry to virtual reality and video games. Synthesizing realistic

  16. Practical Lessons From Creating the Control-Alt-Hack Card Game and Research Challenges for Games In Education and Research

    E-Print Network [OSTI]

    Washington at Seattle, University of

    Practical Lessons From Creating the Control-Alt-Hack Card Game and Research Challenges for Games, produced, distributed, and evaluated Con- trol-Alt-HackTM: a recreational tabletop card game in- tended we released Control-Alt-Hack: White Hat Hacking for Fun and ProfitTM--a recreation- al tabletop card

  17. Game Action Based Power Management for Multiplayer Online Game

    E-Print Network [OSTI]

    Chan, Mun Choon

    applications on mobile phones. One of the key challenges is battery lifetime. For example, a mobile phone. However, the lack of similar growth in battery technology limits the usability of these devices for MOGs interactive applications on mobile phones is usually much lower when compared to running

  18. Experimental Tests of Global Games Theory: Coordination, Bargaining and Entry Games 

    E-Print Network [OSTI]

    Viriyaripart, Ajalavat

    2015-08-04

    conditions deviate significantly from the equilibrium prediction in favor of payoff dominance. They play similar strategies to those under complete information conditions. In the bargaining games most subjects conform to the risk-dominant prediction of global...

  19. Cultural production and politics of the digital games industry: the case of independent game production 

    E-Print Network [OSTI]

    Guevara Villalobos, Orlando; Villalobos, Orlando Guevara

    2013-11-27

    This thesis sheds light on the social relationships, work practices and identities that shape the small scale sector of independent game production. Harnessing elements of the Production of Culture and Cultural Industries/Work ...

  20. Special Issue on Human Computing

    E-Print Network [OSTI]

    Nijholt, Anton

    The seven articles in this special issue focus on human computing. Most focus on two challenging issues in human computing, namely, machine analysis of human behavior in group interactions and context-sensitive modeling.

  1. Game Imaging Meets Nuclear Reality

    SciTech Connect (OSTI)

    Michel, Kelly; Watkins, Adam

    2011-03-21

    At Los Alamos National Laboratory, a team of artists and animators, nuclear engineers and computer scientists is teaming to provide 3-D models of nuclear facilities to train IAEA safeguards inspectors and others who need fast familiarity with specific nuclear sites.

  2. Game Imaging Meets Nuclear Reality

    ScienceCinema (OSTI)

    Michel, Kelly; Watkins, Adam

    2014-08-12

    At Los Alamos National Laboratory, a team of artists and animators, nuclear engineers and computer scientists is teaming to provide 3-D models of nuclear facilities to train IAEA safeguards inspectors and others who need fast familiarity with specific nuclear sites.

  3. A Game Theoretical Approach to Communication Security

    E-Print Network [OSTI]

    Gueye, Assane

    2011-01-01

    Serazzi and S. Zanero, “Computer virus propagation models,”epidemiology [79], and computer virus propagation [78].A unified prediction of computer virus spread in connected

  4. GAME THEORY Using randomness to confuse

    E-Print Network [OSTI]

    Zhou, Chongwu

    's NAE Moment 6 IDEA MAP: Energy Geography 8 Anatomy of a Video Game 9 Saving Da Vinci's Last Supper Department of Electrical Engineering. This is an unprecedented tragedy in our history.Words are not enough can't comprehend how the lives of two young people, full of potential, full of energy, have been taken

  5. The Bayesian Search Game Marc Toussaint

    E-Print Network [OSTI]

    Toussaint, Marc

    The Bayesian Search Game Marc Toussaint Abstract The aim of this chapter is to draw links between-directed manner. For instance, with the goal to gain information about the Marc Toussaint Machine Learning & Robotics lab, FU Berlin, Arnimallee 7, 14195 Berlin, Germany e-mail: marc.toussaint@fu-berlin.de 1 #12

  6. Are We Compromised? Modelling Security Assessment Games

    E-Print Network [OSTI]

    International Association for Cryptologic Research (IACR)

    against cyber-attacks. A security assessment is the process of determining how effectively an entity being examples of cyber attacks that fit this profile are the security breach at RSA Data Security [6Are We Compromised? Modelling Security Assessment Games Viet Pham and Carlos Cid Information

  7. Player Dynamics in Massively Multiplayer Online Games

    E-Print Network [OSTI]

    of player session lengths, downtimes, inter-arrival times, and availability, the aggregate player churn rate;Keywords: games, massively multiplayer, measurement, player dynamics, churn #12;Abstract Millions of people into account the churn inherent in MMOG player participation. This paper presents the results of an extensive

  8. Player Dynamics in Massively Multiplayer Online Games

    E-Print Network [OSTI]

    of player session lengths, downtimes, inter­arrival times, and availability, the aggregate player churn rate #12; Keywords: games, massively multiplayer, measurement, player dynamics, churn #12; Abstract into account the churn inherent in MMOG player participation. This paper presents the results of an extensive

  9. J.A. Jacko (Ed.): Human-Computer Interaction, Part II, HCII 2009, LNCS 5611, pp. 178187, 2009. Springer-Verlag Berlin Heidelberg 2009

    E-Print Network [OSTI]

    Kallmann, Marcelo

    }@ucmerced.edu Abstract. While interactive virtual humans are becoming widely used in educa- tion, training and delivery humans are mainly based on pre-defined animations which have to be re-built by skilled animators to enable a seamless interface for programming mo- tions by demonstration. Keywords: virtual humans, motion

  10. Towards a Therapist-Centered Programming Environment for Creating Rehabilitation Games

    E-Print Network [OSTI]

    Kelleher, Caitlin

    Towards a Therapist-Centered Programming Environment for Creating Rehabilitation Games Caitlin of the rehabilitation game design space and, ultimately, wider use of games in stroke recovery. This paper presents]. Early research into using video games for stroke rehabilitation suggests that games can motivate people

  11. Web Interactions A Dissertation Presented

    E-Print Network [OSTI]

    Strickland, Stevie

    Web Interactions A Dissertation Presented by Paul Thorsen Graunke to The College of Computer Thorsen Graunke ALL RIGHTS RESERVED #12; ii Web Interactions by Paul Thorsen Graunke ABSTRACT that exhibit the same exibility as Web dialogues. A foundational model of Web interactions pro- vides

  12. Extending the limits of Weatherlings: a ubiquitous, educational, multiplayer, web-based game for mobile and desktop platforms

    E-Print Network [OSTI]

    Sasmaz, Yunus

    2010-01-01

    UbiqGames is a project that aims to create ubiquitous, educational, multi-player games. Built under UbiqGames framework, Weatherlings is a web-based educational game, which allows players to collaborate in a networked ...

  13. Balanced Virtual Humans Interacting with their Environment

    E-Print Network [OSTI]

    Rennuit, Antoine; Merlhiot, Xavier; Andriot, Claude; Guillaume, François; Chevassus, Nicolas; Chablat, Damien; Chedmail, Patrick

    2007-01-01

    The animation of human avatars seems very successful; the computer graphics industry shows outstanding results in films everyday, the game industry achieves exploits... Nevertheless, the animation and control processes of such manikins are very painful. It takes days to a specialist to build such animated sequences, and it is not adaptive to any type of modifications. Our main purpose is the virtual human for engineering, especially virtual prototyping. As for this domain of activity, such amounts of time are prohibitive.

  14. Cloud Computing Adam Barker

    E-Print Network [OSTI]

    St Andrews, University of

    Cloud Computing 1 Adam Barker #12;Overview · Introduction to Cloud computing · Enabling technologies · Di erent types of cloud: IaaS, PaaS and SaaS · Cloud terminology · Interacting with a cloud: management consoles · Launching an instance · Connecting to an instance · Running your application · Clouds

  15. Energy Consumption Scheduling in Smart Grid: A Non-Cooperative Game Approach

    E-Print Network [OSTI]

    Kai, Ma; Guoqiang, Hu; Spanos, Costas

    2013-01-01

    is cast into a non- cooperative energy consumption game,prove that the non-cooperative energy consumption game has aby introducing a non-cooperative energy consumption game in

  16. Energy Consumption Scheduling in Smart Grid: A Non-Cooperative Game Approach

    E-Print Network [OSTI]

    Ma, Kai; Hu, Guoqiang; Spanos, Costas J

    2014-01-01

    is cast into a non- cooperative energy consumption game,prove that the non-cooperative energy consumption game has aby introducing a non-cooperative energy consumption game in

  17. Energy Consumption Scheduling in Smart Grid:A Non-Cooperative Game Approach

    E-Print Network [OSTI]

    Kai, Ma; Guoqiang, Hu; Spanos, Costas

    2013-01-01

    is cast into a non- cooperative energy consumption game,prove that the non-cooperative energy consumption game has aby introducing a non-cooperative energy consumption game in

  18. Building Blocks for Mobile Games : A multiplayer framework for App Inventor for Android

    E-Print Network [OSTI]

    Magnuson, Bill

    2010-01-01

    Building Blocks for Mobile Games is a client-server multiplayer game-building-framework for the App Inventor for Android platform. The Building Blocks for Mobile Games multiplayer framework includes an App Inventor component ...

  19. UbiqBio: Adoptions and Outcomes of Mobile Biology Games in the Ecology of School

    E-Print Network [OSTI]

    Klopfer, Eric

    The integration of learning games into schools holds significant promise, yet faces numerous obstacles. Ubiquitous games (casual games for smart phones) attempt to motivate students to engage repeatedly with content beyond ...

  20. Computer Engineering Computer Systems and

    E-Print Network [OSTI]

    Computer Engineering Computer Systems and Electrical Engineering Concentrations MS Graduate Handbook 2014 - 2015 #12;MANUAL OF THE MS DEGREE IN COMPUTER ENGINEERING ARIZONA STATE UNIVERSITY 2014 ­ 2015 Computer Engineering (Computer Systems) graduate degrees please contact: School of Computing

  1. Cooperative Equilibrium beyond Social Dilemmas: Pareto Solvable Games

    E-Print Network [OSTI]

    Capraro, Valerio; Venanzi, Matteo; Jennings, Nicholas R

    2015-01-01

    A recently introduced concept of "cooperative equilibrium", based on the assumption that players have a natural attitude to cooperation, has been proven a powerful tool in predicting human behaviour in social dilemmas. In this paper, we extend this idea to more general game models, termed "Pareto solvable" games, which in particular include the Nash Bargaining Problem and the Ultimatum Game. We show that games in this class possess a unique pure cooperative equilibrium. Furthermore, for the Ultimatum Game, this notion appears to be strongly correlated with a suitably defined variant of the Dictator Game. We support this observation with the results of a behavioural experiment conducted using Amazon Mechanical Turk, which demonstrates that our approach allows for making statistically precise predictions of average behaviour in such settings.

  2. The game story space of professional sports: Australian Rules Football

    E-Print Network [OSTI]

    Kiley, D P; Mitchell, L; Danforth, C M; Dodds, P S

    2015-01-01

    Sports are spontaneous generators of stories. Through skill and chance, the script of each game is dynamically written in real time by players acting out possible trajectories allowed by a sport's rules. By properly characterizing a given sport's ecology of `game stories', we are able to capture the sport's capacity for unfolding interesting narratives, in part by contrasting them with random walks. Here, we explore the game story space afforded by a data set of 1,310 Australian Football League (AFL) score lines. We find that AFL games exhibit a continuous spectrum of stories and show how coarse-graining reveals identifiable motifs ranging from last minute comeback wins to one-sided blowouts. Through an extensive comparison with a random walk null model, we show that AFL games are superdiffusive and deliver a much broader array of motifs, and we provide consequent insights into the narrative appeal of real games.

  3. Density functional theory study of the interaction of vinyl radical, ethyne, and ethene with benzene, aimed to define an affordable computational level to investigate stability trends in large van der Waals complexes

    SciTech Connect (OSTI)

    Maranzana, Andrea E-mail: anna.giordana@hotmail.com E-mail: mauro.causa@unina.it Giordana, Anna E-mail: anna.giordana@hotmail.com E-mail: mauro.causa@unina.it Indarto, Antonius Tonachini, Glauco; Barone, Vincenzo E-mail: anna.giordana@hotmail.com E-mail: mauro.causa@unina.it; Causà, Mauro E-mail: anna.giordana@hotmail.com E-mail: mauro.causa@unina.it; Pavone, Michele E-mail: anna.giordana@hotmail.com E-mail: mauro.causa@unina.it

    2013-12-28

    Our purpose is to identify a computational level sufficiently dependable and affordable to assess trends in the interaction of a variety of radical or closed shell unsaturated hydro-carbons A adsorbed on soot platelet models B. These systems, of environmental interest, would unavoidably have rather large sizes, thus prompting to explore in this paper the performances of relatively low-level computational methods and compare them with higher-level reference results. To this end, the interaction of three complexes between non-polar species, vinyl radical, ethyne, or ethene (A) with benzene (B) is studied, since these species, involved themselves in growth processes of polycyclic aromatic hydrocarbons (PAHs) and soot particles, are small enough to allow high-level reference calculations of the interaction energy ?E{sub AB}. Counterpoise-corrected interaction energies ?E{sub AB} are used at all stages. (1) Density Functional Theory (DFT) unconstrained optimizations of the A?B complexes are carried out, using the B3LYP-D, ?B97X-D, and M06-2X functionals, with six basis sets: 6-31G(d), 6-311 (2d,p), and 6-311++G(3df,3pd); aug-cc-pVDZ and aug-cc-pVTZ; N07T. (2) Then, unconstrained optimizations by Møller-Plesset second order Perturbation Theory (MP2), with each basis set, allow subsequent single point Coupled Cluster Singles Doubles and perturbative estimate of the Triples energy computations with the same basis sets [CCSD(T)//MP2]. (3) Based on an additivity assumption of (i) the estimated MP2 energy at the complete basis set limit [E{sub MP2/CBS}] and (ii) the higher-order correlation energy effects in passing from MP2 to CCSD(T) at the aug-cc-pVTZ basis set, ?E{sub CC-MP}, a CCSD(T)/CBS estimate is obtained and taken as a computational energy reference. At DFT, variations in ?E{sub AB} with basis set are not large for the title molecules, and the three functionals perform rather satisfactorily even with rather small basis sets [6-31G(d) and N07T], exhibiting deviation from the computational reference of less than 1 kcal mol{sup ?1}. The zero-point vibrational energy corrected estimates ?(E{sub AB}+ZPE), obtained with the three functionals and the 6-31G(d) and N07T basis sets, are compared with experimental D{sub 0} measures, when available. In particular, this comparison is finally extended to the naphthalene and coronene dimers and to three ??? associations of different PAHs (R, made by 10, 16, or 24 C atoms) and P (80 C atoms)

  4. Computational Biology | Supercomputing & Computation | ORNL

    Broader source: All U.S. Department of Energy (DOE) Office Webpages (Extended Search)

    Computational Biophysics Chemistry Computational Engineering Computer Science Data Earth Sciences Energy Science Future Technology Knowledge Discovery Materials Mathematics...

  5. Card games have long been enjoyed by children and adults of all ages, with several companies producing cards for centuries. However, some card

    E-Print Network [OSTI]

    Goadrich, Mark

    Attribute clubs spades player Endcondition Computermoves Stage Stage Stage Boolean Intop Int 500 goal is to computationally simulate various card games and quantify their quality automatically (Browne locations are spatially independent. Second, we implemented a library, written in C#, called Card Stock

  6. IEEE TRANSACTIONS ON CONTROL SYSTEMS TECHNOLOGY, VOL. 21, NO. 4, JULY 2013 1207 A Model-Free Approach to Wind Farm Control Using Game Theoretic Methods

    E-Print Network [OSTI]

    Marden, Jason R.

    -Free Approach to Wind Farm Control Using Game Theoretic Methods Jason R. Marden, Member, IEEE, Shalom D. Ruben provably maximize energy production in wind farms without explicitly modeling the aerodynamic interaction amongst the turbines. Index Terms--Cooperative systems, networked control systems, wind farms. I

  7. Cooperation percolation in spatial prisoner's dilemma game

    E-Print Network [OSTI]

    Yang, Han-Xin; Wang, Wen-Xu

    2015-01-01

    The paradox of cooperation among selfish individuals still puzzles scientific communities. Although a large amount of evidence has demonstrated that cooperator clusters in spatial games are effective to protect cooperators against the invasion of defectors, we continue to lack the condition for the formation of a giant cooperator cluster that assures the prevalence of cooperation in a system. Here, we study the dynamical organization of cooperator clusters in spatial prisoner's dilemma game to offer the condition for the dominance of cooperation, finding that a phase transition characterized by the emergence of a large spanning cooperator cluster occurs when the initial fraction of cooperators exceeds a certain threshold. Interestingly, the phase transition belongs to different universality classes of percolation determined by the temptation to defect $b$. Specifically, on square lattices, $1

  8. Continuous Time Finite State Mean Field Games

    SciTech Connect (OSTI)

    Gomes, Diogo A., E-mail: dgomes@math.ist.utl.pt [Instituto Superior Tecnico, Center for Mathematical Analysis, Geometry, and Dynamical Systems, Departamento de Matematica (Portugal); Mohr, Joana, E-mail: joana.mohr@ufrgs.br; Souza, Rafael Rigao, E-mail: rafars@mat.ufrgs.br [UFRGS, Instituto de Matematica (Brazil)

    2013-08-01

    In this paper we consider symmetric games where a large number of players can be in any one of d states. We derive a limiting mean field model and characterize its main properties. This mean field limit is a system of coupled ordinary differential equations with initial-terminal data. For this mean field problem we prove a trend to equilibrium theorem, that is convergence, in an appropriate limit, to stationary solutions. Then we study an N+1-player problem, which the mean field model attempts to approximate. Our main result is the convergence as N{yields}{infinity} of the mean field model and an estimate of the rate of convergence. We end the paper with some further examples for potential mean field games.

  9. Laws of thermodynamics and game theory

    E-Print Network [OSTI]

    Lev Sakhnovich

    2011-05-23

    Using a game theory approach and a new extremal problem, Gibbs formula is proved in a most simple and general way for the classical mechanics case. A corresponding conjecture on the asymptotics of the classical entropy is formulated. For the ordinary quantum mechanics case, the third law of thermodynamics is derived. Some results on the number of ground states and residual entropy are obtained rigorously.

  10. Using EPECs to model bilevel games in restructured electricity ...

    E-Print Network [OSTI]

    Jan 5, 2006 ... Abstract: We study a bilevel noncooperative game-theoretic model of restructured electricity markets, with locational marginal prices.

  11. A Game-Theoretical Dynamic Model for Electricity Markets

    E-Print Network [OSTI]

    Oct 6, 2010 ... Abstract: We present a game-theoretical dynamic model for competitive electricity markets.We demonstrate that the model can be used to ...

  12. Locality Aware Dynamic Load Management for Massively Multiplayer Games

    E-Print Network [OSTI]

    Amza, Cristiana

    Locality Aware Dynamic Load Management for Massively Multiplayer Games Jin Chen Department with a dynamic load management algorithm enables us to better handle transient crowding by adaptively dispersing

  13. Repeated Auction Games and Learning Dynamics in Electronic Logistics Marketplaces

    E-Print Network [OSTI]

    Bertini, Robert L.

    Repeated Auction Games and Learning Dynamics in Electronic Logistics Marketplaces: Complexity still satisfy the customer's level of service demands. Specifically, this chapter considers the reverse

  14. Effects of Sequential Context on Judgments and Decisions in the Prisoner's Dilemma Game

    E-Print Network [OSTI]

    Chater, Nick

    Effects of Sequential Context on Judgments and Decisions in the Prisoner's Dilemma Game Ivaylo investigated choice and predictions about the choices of other players in Prisoners Dilemma game

  15. Electronic and thermoelectric properties of Ce{sub 3}Te{sub 4} and La{sub 3}Te{sub 4} computed with density functional theory with on-site Coulomb interaction correction

    SciTech Connect (OSTI)

    Vo, Trinh; Allmen, Paul von; Huang, Chen-Kuo; Ma, James; Bux, Sabah; Fleurial, Jean-Pierre [Jet Propulsion Laboratory, California Institute of Technology, Pasadena, California 91109 (United States)

    2014-10-07

    The electronic properties and Seebeck coefficients of Ce{sub 3}Te{sub 4} and La{sub 3}Te{sub 4} are computed using Density Functional Theory with on-site Coulomb interaction correction. We found that the Seebeck coefficients of Ce{sub 3}Te{sub 4} and La{sub 3}Te{sub 4} are almost equal at temperatures larger than the Curie temperature of Ce{sub 3}Te{sub 4}, and in good agreement with the measurements reported by May et al. [Phys. Rev. B 86, 035135 (2012)]. At temperatures below the Curie temperature, the Seebeck coefficient of Ce{sub 3}Te{sub 4} increases due to the ferromagnetic ordering, which leads the f-electron of Ce to contribute to the Seebeck coefficient in the relevant range of electron concentration.

  16. Disembedding Computers Interfacing Ubiquitous William Edmondson

    E-Print Network [OSTI]

    Edmondson, William

    Disembedding Computers ­ Interfacing Ubiquitous Computers William Edmondson Advanced Interaction interpretations of the term `Ubiquitous Computing' - many computers; people using them much of the time; embedded, Ubiquitous computers. ACM Classification Keywords H.5 Information Interfaces and Presentation (e.g., HCI). H

  17. Computer Science Contact List for Inquiring Students First Name Last Name Major(s) Minor(s) Email

    E-Print Network [OSTI]

    Snider, Barry B.

    Computer Science Contact List for Inquiring Students First Name Last Name Major(s) Minor(s) Email Summer 2011 - Mobile Applications and Game Development Taha Bakhtiyar Economics, Computer Science tahaalib@brandeis.edu Jared Dunn Undeclared jwdunn1@brandeis.edu Todd Kirkland Computer Science tkirk

  18. Sticky Hands interaction with an anthropomorphic robot

    E-Print Network [OSTI]

    Hale, J.G.

    Hale,J.G. Pollick,F.E. Workshop on Interactive Robotics and Entertainment (WIRE-2000), Carnegie Mellon University, Pittsburgh, Pennsylvania Dept of Computing Science, University of Glasgow

  19. A Survey of Interdependent Information Security Games ARON LASZKA1

    E-Print Network [OSTI]

    Bencsáth, Boldizsár

    A A Survey of Interdependent Information Security Games ARON LASZKA1 , MARK FELEGYHAZI1 , LEVENTE by the security-related decisions of others. This interdependence between information system operators and users Information security has traditionally been considered a strategic cat-and-mouse game between the defending

  20. Nash Equilibria in Discrete Routing Games with Convex Latency Functions

    E-Print Network [OSTI]

    Mavronicolas, Marios

    Nash Equilibria in Discrete Routing Games with Convex Latency Functions Martin Gairing1 , Thomas L 20537, Nicosia CY-1678, Cyprus. mavronic@ucy.ac.cy Abstract. We study Nash equilibria in a discrete, this is the first time that mixed Nash equilibria for routing games have been studied in combination with non

  1. Learning Nash Equilibria in Congestion Games Walid Krichene

    E-Print Network [OSTI]

    Learning Nash Equilibria in Congestion Games Walid Krichene Benjamin Drigh`es Alexandre M. Bayen dynamics of strategy profiles converge to the set of Nash equilibria of the one-shot game? We consider. We show that the resulting sequence of strategy profiles converges to the set of Nash equilibria

  2. Flow Allocation Games: Pricing, Equilibria and Fast Convergence

    E-Print Network [OSTI]

    Byers, John W.

    Flow Allocation Games: Pricing, Equilibria and Fast Convergence John W. Byers Danny Raz Abstract We consider the distributed allocation problem of assigning rates to a set of network flows from a new game-theoretic standpoint. Our setting is a fixed capacitated network in which a set of long-lived flows is given

  3. Security Risk Management via Dynamic Games with Learning

    E-Print Network [OSTI]

    Alpcan, Tansu

    Security Risk Management via Dynamic Games with Learning Praveen Bommannavar Management Science@stanford.edu Abstract--This paper presents a game theoretic and learning approach to security risk management based agent, e.g. security and risk management division of the organization, which aims to mitigate risks. We

  4. Social Game for Building Energy Efficiency: Incentive Design

    E-Print Network [OSTI]

    Sastry, S. Shankar

    consumption of buildings, both residential and commercial, accounts for approximately 40% of all energy usageSocial Game for Building Energy Efficiency: Incentive Design Lillian J. Ratliff, Ming Jin, Ioannis of a social game encouraging energy efficient behavior in occupants by dis- tributing points which determine

  5. Rethink Energy Accounting with Cooperative Game Theory Rice University

    E-Print Network [OSTI]

    Zhong, Lin

    Rethink Energy Accounting with Cooperative Game Theory Mian Dong Rice University dongmian- lated as a cooperative game and that the Shapley value provides the ultimate ground truth for energy Energy accounting determines how much a software principal con- tributes to the total system energy

  6. Trading Infinite Memory for Uniform Randomness in Timed Games

    E-Print Network [OSTI]

    Henzinger, Thomas A.

    restriction on the game structure, and gives both players equally powerful options for advancing time specified as parity conditions. These games offer an appropriate model for the synthesis of real randomized real- time controllers are much simpler in structure than the corresponding pure controllers

  7. Trading Infinite Memory for Uniform Randomness in Timed Games #

    E-Print Network [OSTI]

    Henzinger, Thomas A.

    restriction on the game structure, and gives both players equally powerful options for advancing time objectives specified as parity conditions. These games o#er an appropriate model for the synthesis of real randomized real­ time controllers are much simpler in structure than the corresponding pure controllers

  8. Battery-State Dependent Power Control as a Dynamic Game

    E-Print Network [OSTI]

    , for example, that a station that transmits at high power prevents the signal of other stations from being1 Battery-State Dependent Power Control as a Dynamic Game Ishai Menache and Eitan Altman Faculty power in a noncooperative way. The novelty of our model is in considering the dynamic game in which

  9. COOPERATIVE ADVERTISING: A BIFORM GAME ANALYSIS Ezio Marchi

    E-Print Network [OSTI]

    COOPERATIVE ADVERTISING: A BIFORM GAME ANALYSIS By Ezio Marchi and Paula Andrea Cohen IMA Preprint-626-7370 URL: http://www.ima.umn.edu #12;COOPERATIVE ADVERTISING: A BIFORM GAME ANALYSIS Ezio MARCHI@yahoo.com.ar 1 #12;INTRODUCTION Cooperative advertising is one of the most important issues in the analysis

  10. UNIQUENESS OF OPTIMAL STRATEGIES IN CAPTAIN LOTTO GAMES

    E-Print Network [OSTI]

    Hart, Sergiu

    known as Captain Lotto games (Hart 2014). These are Colonel Blotto type games in which the players have the supervision of Sergiu Hart. The author thanks Sergiu Hart for his wonderful guidance and useful suggestions of the nonsymmetric case, a > b, is given by Sahuguet and Persico (2006); see also Hart (2008, Appendix). Sahuguet

  11. Repeated Games with Incomplete Information on Both Sides Mor Amitai *

    E-Print Network [OSTI]

    Hart, Sergiu

    the guidance of Professor Sergiu Hart. l #12;1 Introduction A game with incomplete information is a game on both sides). However, when it is not empty, it might be a very complex set. Hart (Hart 1985) introduced case (see also Aumann and Hart 1986). Lately Simon, Spiez, and Torunczyk (1995) proved that this set

  12. A Framework for Game-Based Security Proofs David Nowak

    E-Print Network [OSTI]

    International Association for Cryptologic Research (IACR)

    A Framework for Game-Based Security Proofs David Nowak Research Center for Information Security, a cryptographic scheme must come with a proof that it satisfies some standard security properties. However, ideally, machine-checkable. A proof starts with the initial game which comes from the definition

  13. What is the Game in Cyber Security? Ravi Sandhu

    E-Print Network [OSTI]

    Sandhu, Ravi

    1 What is the Game in Cyber Security? Ravi Sandhu Executive Director and Endowed Professor February with Real-World Impact! Institute for Cyber Security #12; Multiple games at multiple levels More than 2 than offense Most important recommendation cyber security needs to be a proactive rather than

  14. Evolutionary prisoner's dilemma games with voluntary participation Gyorgy Szabo

    E-Print Network [OSTI]

    Hauert, Christoph

    Evolutionary prisoner's dilemma games with voluntary participation Gyo¨rgy Szabo´ Research. In the prisoner's dilemma, the effects of voluntary participation crucially depend on the underlying population.062903 PACS number s : 87.23.Cc, 05.50. q I. INTRODUCTION Evolutionary prisoner's dilemma games PDG's 1­5 were

  15. Reverse Auction Bidding Further Elements to the Game Theory 

    E-Print Network [OSTI]

    Li, Jiaxing

    2014-06-03

    economically effective bidder. Type A less economically effective bidder Type Bidder who is within the middle of the range maxiB ? ? ? ? ? ? { | 0 1}? ? ? ? ? ? j? i? kl? ij? ? ? ? ? x L set of all bids for the game, this is a finite closed set... ..................................................... 91 Table 29 Game 16 Summary of the Descriptive Data ..................................................... 92 Table 30 KTS Scoring Sheet ........................................................................................... 98 1...

  16. Health Advisor An Online Game for Managing Healthcare Delivery

    E-Print Network [OSTI]

    Li, Mo

    Health Advisor An Online Game for Managing Healthcare Delivery Tennenbaum Institute Georgia, valuable change. Health Advisor The Tennenbaum Institute is developing, with partial support from IBM, an online game for managing healthcare delivery ­ Health Advisor. Each player manages a set of clients

  17. Ouch! How Embodied Damage Indicators in First-Person Shooting Games Impact Gaming Experience

    E-Print Network [OSTI]

    , a paper doll, and an x-ray mechanism, observing impact on gaming experience. 1 Introduction and Related in our study. #12;2 Damage Indicators We investigated three damage indicators, a red flash, paper doll doll indicator places a cut-out character silhouette at the top-left of the screen, flashing the screen

  18. International interactive

    E-Print Network [OSTI]

    Nielsen, Finn Årup

    and interact with the same visualization. The researchers can be situated anywhere on the Internet. Bibli

  19. Computation and representation in the primate visual system

    E-Print Network [OSTI]

    Simoncelli, Eero

    ; Matt Haxby and Mike Brotzman, for the nights playing video games; and Anne Lind, for supportComputation and representation in the primate visual system Jeremy Freeman A dissertation submitted, and Peter Li. Each taught me to think in a new way. And thanks to my family, for encouraging my passions

  20. Xiaohan Kang School of Electrical, Computer and Energy Engineering

    E-Print Network [OSTI]

    Zhang, Junshan

    Xiaohan Kang School of Electrical, Computer and Energy Engineering Arizona State University modeling; game theory. Academic Background Ph.D. in Electrical Engineering Aug. 2015 (expected) Arizona State University, Tempe, AZ Advisor: Professor Lei Ying M.S. in Electrical Engineering Dec. 2012 Iowa

  1. Related Work 2.1 Realism in Computer Animation Techniques

    E-Print Network [OSTI]

    Rodríguez, Inmaculada

    Chapter 2 Related Work 2.1 Realism in Computer Animation Techniques Realistic animation of human the motion are directly applied to the virtual human. Motion capture is typically used in video game. Amaya et al. designed a model to generate "emotional" animation from "neutral" human motion [Ama96

  2. Markovian Search Games in Heterogeneous Spaces

    SciTech Connect (OSTI)

    Griffin, Christopher H [ORNL

    2009-01-01

    We consider how to search for a mobile evader in a large heterogeneous region when sensors are used for detection. Sensors are modeled using probability of detection. Due to environmental effects, this probability will not be constant over the entire region. We map this problem to a graph search problem and, even though deterministic graph search is NP-complete, we derive a tractable, optimal, probabilistic search strategy. We do this by defining the problem as a differential game played on a Markov chain. We prove that this strategy is optimal in the sense of Nash. Simulations of an example problem illustrate our approach and verify our claims.

  3. Video Games - Did They Begin at Brookhaven

    Office of Scientific and Technical Information (OSTI)

    AFDC Printable Version Share this resource Send a link to EERE: Alternative Fuels Data Center Home Page to someone by E-mail Share EERE: Alternative Fuels Data Center Home Page on Facebook Tweet about EERE: Alternative Fuels Data Center Home Page on Twitter Bookmark EERE: Alternative Fuels Data Center Homesum_a_epg0_fpd_mmcf_m.xls" ,"Available from WebQuantity of NaturalDukeWakefield Municipal GasAdministrationTechnicalTechnicalScience.gov App Find science informationVideo Games –

  4. The Price of Anarchy in Network Creation Games Is (Mostly) Constant

    E-Print Network [OSTI]

    Fiat, Amos

    The Price of Anarchy in Network Creation Games Is (Mostly) Constant Mat´us Mihal´ak and Jan the price of anarchy and the structure of equilibria in network creation games. A network creation game in the resulting graph of the game. In this paper we improve previously known bounds on the price of anarchy

  5. M.Sc. Project Report Reykjavk University -School of Computer Science

    E-Print Network [OSTI]

    Karlsson, Brynjar

    M.Sc. Project Report Reykjavík University - School of Computer Science Gylfi Þór Guðmundsson Master of Science June 2009 Solving General Game Playing Puzzles using Heuristic Search #12;#12;Project Report, Reykjavík University Project report submitted to the School of Computer Science at Reykjavík University

  6. urbino worldwide campus applied computer scienceComputer Architecture

    E-Print Network [OSTI]

    Bogliolo, Alessandro

    -Khowarizmi, 800] Boolean algebra [Boole, 1847] Touring machine [Touring, 1936] Game theory [Von Neumann, 1944

  7. Aakar Gupta Contact Department of Computer Science http://www.cs.toronto.edu/~aakar

    E-Print Network [OSTI]

    Toronto, University of

    : Android, Arduino Teaching Teaching Assistant for Human-Computer Interaction, Data Structures and Analysis

  8. Human-computer interface

    DOE Patents [OSTI]

    Anderson, Thomas G.

    2004-12-21

    The present invention provides a method of human-computer interfacing. Force feedback allows intuitive navigation and control near a boundary between regions in a computer-represented space. For example, the method allows a user to interact with a virtual craft, then push through the windshield of the craft to interact with the virtual world surrounding the craft. As another example, the method allows a user to feel transitions between different control domains of a computer representation of a space. The method can provide for force feedback that increases as a user's locus of interaction moves near a boundary, then perceptibly changes (e.g., abruptly drops or changes direction) when the boundary is traversed.

  9. Computer Science Computer Science?

    E-Print Network [OSTI]

    Cafarella, Michael J.

    -M Programming, U-M Solar Car, Hybrid Racing, and the Mars Rover Team. Other groups that advance societal good. Michigan Hackers: Experimenting with technology gEECS: Girls in electrical engineering and computer science

  10. The public goods game on homogeneous and heterogeneous networks: investment strategy according to the pool size

    E-Print Network [OSTI]

    Zi-Gang Huang; Zhi-Xi Wu; Jian-Yue Guan; An-Cai Wu; Ying-Hai Wang

    2007-08-21

    We propose an extended public goods interaction model to study the evolution of cooperation in heterogeneous population. The investors are arranged on the well known scale-free type network, the Barab\\'{a}si-Albert model. Each investor is supposed to preferentially distribute capital to pools in its portfolio based on the knowledge of pool sizes. The extent that investors prefer larger pools is determined by investment strategy denoted by a tunable parameter $\\alpha$, with larger $\\alpha$ corresponding to more preference to larger pools. As comparison, we also study this interaction model on square lattice, and find that the heterogeneity contacts favors cooperation. Additionally, the influence of local topology to the game dynamics under different $\\alpha$ strategies are discussed. It is found that the system with smaller $\\alpha$ strategy can perform comparatively better than the larger $\\alpha$ ones.

  11. Impact of Preference and Equivocators on Opinion Dynamics with Evolutionary Game Framework

    E-Print Network [OSTI]

    Deng, Xinyang; Liu, Qi; Deng, Yong; Shyr, Yu

    2015-01-01

    Opinion dynamics, aiming to understand the evolution of collective behavior through various interaction mechanisms of opinions, represents one of the most challenges in natural and social science. To elucidate this issue clearly, binary opinion model becomes a useful framework, where agents can take an independent opinion. Inspired by the realistic observations, here we propose two basic interaction mechanisms of binary opinion model: one is the so-called BSO model in which players benefit from holding the same opinion; the other is called BDO model in which players benefit from taking different opinions. In terms of these two basic models, the synthetical effect of opinion preference and equivocators on the evolution of binary opinion is studied under the framework of evolutionary game theory (EGT), where the replicator equation (RE) is employed to mimick the evolution of opinions. By means of numerous simulations, we show the theoretical equilibrium states of binary opinion dynamics, and mathematically anal...

  12. Guest editorial: Special issue on human computing

    E-Print Network [OSTI]

    Pantic, Maja

    The seven articles in this special issue focus on human computing. Most focus on two challenging issues in human computing, namely, machine analysis of human behavior in group interactions and context-sensitive modeling.

  13. Computer Engineering Computer Systems and

    E-Print Network [OSTI]

    Computer Engineering Computer Systems and Electrical Engineering Concentrations Ph.D. Graduate Handbook 2014 - 2015 #12;MANUAL OF THE PH.D. DEGREE IN COMPUTER ENGINEERING ARIZONA STATE UNIVERSITY 2014 ­ 2015 Computer Engineering (Computer Systems) graduate degrees please contact: School of Computing

  14. Risk Mathematics and Quantum Games on Quantum Risk Structures - A Nuclear War Scenario Game

    E-Print Network [OSTI]

    Gonçalves, Carlos Pedro

    2012-01-01

    Quantum game theory is combined with risk mathematics' formalism to provide an approach to evolutionary scenario analysis. The formalism is addressed in its general form and is then applied to an extreme risks modelling case, to model a coevolving dynamical web of systemic situations representing the evolution of the regional tensions between two countries with nuclear weapons. The model's results are addressed regarding the potential for regional nuclear conflict to take place, and how evolutionary scenario analysis may contribute to nuclear war threat assessment and dynamical risk analysis. A final discussion is provided in what regards risk mathematics based on the evolutionary approach to risk assessement resulting from the combination of quantum game theory, morphic web representations and scenario analysis.

  15. Risk Mathematics and Quantum Games on Quantum Risk Structures - A Nuclear War Scenario Game

    E-Print Network [OSTI]

    Carlos Pedro Gonçalves

    2012-11-28

    Quantum game theory is combined with risk mathematics' formalism to provide an approach to evolutionary scenario analysis. The formalism is addressed in its general form and is then applied to an extreme risks modelling case, to model a coevolving dynamical web of systemic situations representing the evolution of the regional tensions between two countries with nuclear weapons. The model's results are addressed regarding the potential for regional nuclear conflict to take place, and how evolutionary scenario analysis may contribute to nuclear war threat assessment and dynamical risk analysis. A final discussion is provided in what regards risk mathematics based on the evolutionary approach to risk assessement resulting from the combination of quantum game theory, morphic web representations and scenario analysis.

  16. Student Orientation Guide Introduction to Game Theory

    E-Print Network [OSTI]

    Alvarez-Cohen, Lisa

    by Prajit Dutta, (MIT Press, 2000). o ISBN-10: 0262041693 o ISBN-13: 978-0262041690 2. Computer Requirements o Mac OSX 10.6 and newer o Linux ­ chromeOS · Computer Speed and Processor o Use a computer five-642-4126 · Personalize your settings (only takes a minute) o Choose Settings from top right HELP menu o Customize your

  17. Synopsis of Games The following games will be showcased at this year's 2015 Junior Expo on Friday, March 6, 2015. Please

    E-Print Network [OSTI]

    Reed, Nancy E.

    all games will be occurring simulta- neously. Prepared Games Popsicle Stick Bridge Building and abilities at designing and building an popsicle stick bridge that meets the given specifications! Paper

  18. Mixed-strategy equilibria in the Nash Demand Game

    E-Print Network [OSTI]

    Malueg, David A.

    2010-01-01

    selection in the Nash Demand Game: an evolutionary approach,Wiley (1999) Binmore, K. : Nash bargaining theory II. In:A. , Wolinsky, A. : The Nash bargaining solution in economic

  19. Experiment centered design in a massively multiplayer online educational game

    E-Print Network [OSTI]

    Conrad, Shawn (Shawn S.)

    2013-01-01

    With the United States of America suffering from a lack of scientifically literate grade and secondary school students, educational games offer an opportunity to engage and inspire students to take interest in science, ...

  20. FLIPIT: The Game of "Stealthy Takeover" Marten van Dijk

    E-Print Network [OSTI]

    International Association for Cryptologic Research (IACR)

    FLIPIT: The Game of "Stealthy Takeover" Marten van Dijk Ari Juels Alina Oprea Ronald L. Rivest, Cambridge, MA, USA; e-mail: Marten.VanDijk@rsa.com RSA Laboratories, Cambridge, MA, USA; e-mail: ari

  1. On Committee Decision Making: A Game Theoretical Approach

    E-Print Network [OSTI]

    Shenoy, Prakash P.

    1980-04-01

    In this paper, we study committee decision making process using game theory. By a committee, we mean any group of people who have to pick one option from a given set of alternatives. A well defined voting rule is specified ...

  2. Artificial Intelligence Design for Real-time Strategy Games

    E-Print Network [OSTI]

    Ernst, Damien

    Artificial Intelligence Design for Real-time Strategy Games Firas Safadi University of Li been challenging intelligence, human and artificial (AI) alike, as one of the top genre in terms

  3. 6.972 Game Theory and Mechanism Design, Spring 2005

    E-Print Network [OSTI]

    Ozdaglar, Asu

    This course is offered to graduates and is an introduction to fundamentals of game theory and mechanism design with motivations drawn from various applications including distributed control of wireline and wireless ...

  4. Collabio: A Game for Annotating People within Social Networks

    E-Print Network [OSTI]

    Pratt, Vaughan

    social connectedness, and is a game. Research systems such as Mr. Taggy [4], Spar.tag.us [3] and Dogear) or "tagging for us" (Spar.tag.us). Unlike in the other tools, Collabio taggers do not receive direct benefit

  5. Game Theoretic Models of Public Choice and Political Economy 

    E-Print Network [OSTI]

    Balduzzi, Paolo

    This thesis is composed of three chapters, which can be read independently. In the first one, we present and solve some bargaining games a la Rubinstein, where the subjects can delegate the negotiating process to agents. ...

  6. Spellbound : an activity-based outdoor mobile multiplayer game

    E-Print Network [OSTI]

    Sra, Misha

    2013-01-01

    Traditional outdoor recreation is physically and emotionally rewarding from goal directed social activities and encourages a connection with the real world but can be logistically difficult. Online gaming allows people to ...

  7. Applying the repeated game framework to multiparty networked applications

    E-Print Network [OSTI]

    Afergan, Michael Moïse

    2005-01-01

    This thesis presents repeated game analysis as an important and practical tool for networked application and protocol designers. Incentives are a potential concern for a large number of networked applications. Well-studied ...

  8. Cost Allocation of Capacity Investment Games Zhisong Chen2

    E-Print Network [OSTI]

    Chen, Xin

    Periodicals, Inc. Naval Research Logistics 60: 512­523, 2013 Keywords: cooperative game; quantity discount the construction and maintenance costs (see Young et al. [22]); receivers of multicast transmis- sions share

  9. Computational Nanophotonics: modeling optical interactions and...

    Office of Scientific and Technical Information (OSTI)

    and Technial Information About OSTI Mission Organization Chart Achievements Alliances OSTI History Feedback DOE STI Program Scientific and Technical Information Program...

  10. The Future of Child-Computer Interaction

    E-Print Network [OSTI]

    Cortes, Corinna

    players become as common as teddy bears and Copyright is held by the author/owner(s). CHI 2011, May 7@umich.edu Dan Russell (Panelist) Google Inc., User Happiness 1600 Amphitheatre Parkway, Mountain View, CA 94043

  11. Computational Nanophotonics: modeling optical interactions and...

    Office of Scientific and Technical Information (OSTI)

    provides a powerful approach for performing these studies, so much of this research project involved the development of methods for solving Maxwell's equations, including...

  12. COMPUTER VISION FOR INTERACTIVE SKEWED VIDEO PROJECTION

    E-Print Network [OSTI]

    Colombo, Carlo

    system encompass arbitrary (pan/tilt/screw) keystone correction, visualization of undistorted information to automatically compensate for the so called "keystone" deformation. This is a projective deformation. Current projectors normally include a hardware keystone cor- rection, but this is typically limited to a 1

  13. Nash Equilibria in Random Games Imre Brny,1,2,

    E-Print Network [OSTI]

    Bárány, Imre

    Nash Equilibria in Random Games Imre Bárány,1,2, * Santosh Vempala,3, Adrian Vetta4, 1 Rényi.interscience.wiley.com). DOI 10.1002/rsa.20199 ABSTRACT: We consider Nash equilibria in 2-player random games and analyze a Nash equilibrium; on m × n payoff matrices, it runs in time O(m2 n log log n + n2 m log log m

  14. Uniqueness of Nash equilibria in quantum Cournot duopoly game

    E-Print Network [OSTI]

    Yohei Sekiguchi; Kiri Sakahara; Takashi Sato

    2009-10-28

    A quantum Cournot game of which classical form game has multiple Nash equilibria is examined. Although the classical equilibria fail to be Pareto optimal, the quantum equilibrium exhibits the following two properties, (i) if the measurement of entanglement between strategic variables chosen by the competing firms is sufficiently large, the multiplicity of equilibria vanishes, and, (ii) the more strongly the strategic variables are entangled, the more closely the unique equilibrium approaches to the optimal one.

  15. Video Game Device Haptic Interface for Robotic Arc Welding

    SciTech Connect (OSTI)

    Corrie I. Nichol; Milos Manic

    2009-05-01

    Recent advances in technology for video games have made a broad array of haptic feedback devices available at low cost. This paper presents a bi-manual haptic system to enable an operator to weld remotely using the a commercially available haptic feedback video game device for the user interface. The system showed good performance in initial tests, demonstrating the utility of low cost input devices for remote haptic operations.

  16. The Continuous Time Nonzero-sum Dynkin Game and Applications.

    E-Print Network [OSTI]

    Vermet, Franck

    -sum Dunkin game and a NEP for the game is just a saddle point for the ZSDG. It satisfies: 1, 2, J1( 1, 2) J = 1, 2 is a NEP for the NZSDG. 6 #12;B. The probabilistic approach (Etourn., 86) Theorem: The processes are general and sat- isfy [H1]-[H2]. Then the NZSDG has a NEP. The proof uses the notion of Snell

  17. An analysis of two modifications of the Petersburg game

    E-Print Network [OSTI]

    Martin-Löf, Anders

    2007-01-01

    Two modifications of the Petersburg game are considered: 1. Truncation, so that the player has a finite capital at his disposal. 2. A cost of borrowing capital, so that the player has to pay interest on the capital needed. In both cases limit theorems for the total net gain are derived, so that it is easy to judge if the game is favourable or not.

  18. Homebrew and the social construction of gaming : community, creativity, and legal context of amateur Game Boy Advance development

    E-Print Network [OSTI]

    Camper, Brett Bennett

    2005-01-01

    This thesis challenges the common social construction of game development, which perceives the activity only within its commercial, corporate realm. As an exemplar of the many thriving amateur development communities, the ...

  19. Embodied Computation Applying the Physics of Computation to Artificial Morphogenesis

    E-Print Network [OSTI]

    MacLennan, Bruce

    Embodied Computation Applying the Physics of Computation to Artificial Morphogenesis Bruce J. Mac by exploiting their bodies and their physical environments as their own models. Embodied agents do not require emerge from an agent's purposeful interaction with its physical environment. Furthermore, the embodied

  20. Interactions between the firmware and the physical system Numerical analysis of the algorithms coded in the firmware

    E-Print Network [OSTI]

    Technology Computational Mechatronics: simulating the interactions between a control firmware and its TNA Meeting - Lugano, 2009 Fabio Marcuzzi Computational Mechatronics: simulating the interactionsNumerica s.r.l. engineering applications Fabio Marcuzzi Computational Mechatronics: simulating

  1. advancing sustainable Interaction Design: two perspectives on material effects design philosophy papers #04 / 2006 ISSN 1448-7136

    E-Print Network [OSTI]

    Blevis, Eli

    advancing sustainable Interaction Design: two perspectives on material effects Eli Blevis design SUSTAINABLE INTERACTION DESIGN: TWO PERSPECTIVES ON MATERIAL EFFECTS Eli Blevis School of Informatics Indiana Association for Computing Machinery's (ACM) Special Interest Group on Computer-Human Interaction (SIGCHI

  2. Review of Dick Vitale and Dick Weiss. Holding Court: Reflections of the Game I Love and John Feinstein. Winter Games.

    E-Print Network [OSTI]

    Wedge, Philip

    1997-01-01

    to Home in the latter category. Christopher Moinet Dick Vitale with Dick Weiss. Holding Court: Reflections on the Game I hove. Indianapolis: Masters, 1995. 271 pp. $22.95. John Feinstein. Winter Games. Boston: Little, 1995. 277 pp. $21.95. In his... Introduction, Vitale stresses his "passion and enthusiasm" for basketball, and what ESPN viewer couldn't sense that in listening to the typical Vitale commentary? However, I felt less than enthusiastic about this book. Filled with tributes to coaches...

  3. Computing at Scale Technion Computer

    E-Print Network [OSTI]

    Schuster, Assaf

    Interdisciplinary Center for Life Sciences & Engineering COMPUTER SCIENCE ELECTRICAL ENGINEERING IBM HRL Yahoo Interdisciplinary Center for Life Sciences & Engineering COMPUTER SCIENCE ELECTRICAL ENGINEERING IBM HRL Yah oo! Mi Sciences & Engineering COMPUTER SCIENCE ELECTRICAL ENGINEERING IBM HRL Yahoo! Microsoft Google Mellanox

  4. Good Reception: Utilizing Mobile Media and Games to Develop Critical Inner-City Agents of Social Change

    E-Print Network [OSTI]

    Garcia, Antero David

    2012-01-01

    culture vis-à-vis mobile devices and gaming. Myliteracy practices on mobile devices and in gameplay in waysstudy revealed how mobile devices and games can cultivate

  5. Euclid and Wythoff games Aviezri S. Fraenkel

    E-Print Network [OSTI]

    precisely for all y in the closed integer interval [ nx , n+1x ]. For computing the g-function it thus suffices to compute the boundary points nx . (For n Z>0, nx = 1 + nx ; 0 = 1, 1 the golden section.) In this note we present two characterizations of the extremal points nx , which also reveal, incidentally

  6. Optical computing and computational complexity

    E-Print Network [OSTI]

    Winfree, Erik

    Optical computing and computational complexity Damien Woods Boole Centre for Research­vector algebra [9, 24]. There have been much resources devoted to designs, implementations and algorithms

  7. Optical computing and computational complexity

    E-Print Network [OSTI]

    Winfree, Erik

    Optical computing and computational complexity Damien Woods Boole Centre for Research-vector algebra [9, 24]. There have been much resources devoted to designs, implementations and algorithms

  8. Introduction computation

    E-Print Network [OSTI]

    Escardó, Martín

    Introduction to exact numerical computation Notes for a tutorial at ISSAC 2000 Mart#19; #16;n August 2000 Contents 1 Introduction 2 2 Floating-point computation 4 3 Exact numerical computation 8 4) for computing a syntactical representative of the mathematical entity denoted by a program (called the se

  9. Minimal ancilla mediated quantum computation

    E-Print Network [OSTI]

    Timothy J. Proctor; Viv Kendon

    2014-09-10

    Schemes of universal quantum computation in which the interactions between the computational elements, in a computational register, are mediated by some ancillary system are of interest due to their relevance to the physical implementation of a quantum computer. Furthermore, reducing the level of control required over both the ancillary and register systems has the potential to simplify any experimental implementation. In this paper we consider how to minimise the control needed to implement universal quantum computation in an ancilla-mediated fashion. Considering computational schemes which require no measurements and hence evolve by unitary dynamics for the global system, we show that when employing an ancilla qubit there are certain fixed-time ancilla-register interactions which, along with ancilla initialisation in the computational basis, are universal for quantum computation with no additional control of either the ancilla or the register. We develop two distinct models based on locally inequivalent interactions and we then discuss the relationship between these unitary models and the measurement-based ancilla-mediated models known as ancilla-driven quantum computation.

  10. The potential of America's Army, the video game as civilian-military public sphere

    E-Print Network [OSTI]

    Li, Zhan, 1979-

    2004-01-01

    The US Army developed multiplayer online First Person Shooter video game, America's Army, was examined as the first instance of an entirely state-produced and directed enterprise leveraging video game popular culture. ...

  11. Not just in it to win it : inclusive game play in an MIT dorm

    E-Print Network [OSTI]

    Kolos, Hillary (Hillary Anne)

    2010-01-01

    The recent increase in digital gaming players and platforms does not imply that digital gaming is as inclusive as it could be. There are still gaps in participation that, if left unaddressed, will exclude groups who have ...

  12. Automatic Identification and Generation of Highlight Cinematics for 3D Games

    E-Print Network [OSTI]

    Young, R. Michael

    Automatic Identification and Generation of Highlight Cinematics for 3D Games Mike Dominguez Fact and renders cinematic highlights of the story-oriented game play, allowing players to view these emergent

  13. Adversarial Risk Analysis: Analyses of Borel Games David Banks and Francesca Petralia

    E-Print Network [OSTI]

    McShea, Daniel W.

    Adversarial Risk Analysis: Analyses of Borel Games David Banks and Francesca Petralia Department School of Business Duke University, shouqiang.wang@duke.edu Abstract Adversarial risk analysis offers Introduction Adversarial risk analysis (ARA) attempts to apply statistical methodology to game

  14. A non-robustness in the order structure of the equilibrium set in lattice games

    E-Print Network [OSTI]

    Monaco, Andrew J.; Sabarwal, Tarun

    2012-04-18

    The order and lattice structure of the equilibrium set in games with strategic complements do not survive a minimal introduction of strategic substitutes: in a lattice game in which all-but-one players exhibit strategic complements (with one player...

  15. Designing a Real-time Strategy Game about Sustainable Energy Use 

    E-Print Network [OSTI]

    Doucet, Lars Andreas

    2011-08-08

    This thesis documents the development of a video game about sustainable energy use that unites fun with learning. Many other educational games do not properly translate knowledge, facts, and lessons into the language of ...

  16. INVESTIGATIVE REPORT CONCERNING FOOTBALLS USED DURING THE AFC CHAMPIONSHIP GAME ON JANUARY 18, 2015

    E-Print Network [OSTI]

    Columbia University

    INVESTIGATIVE REPORT CONCERNING FOOTBALLS USED DURING THE AFC CHAMPIONSHIP GAME ON JANUARY 18, 2015 ............................................................................................................. 32II. Rules and Practices Regarding Footballs Used in NFL Games............................ 32A........................................................................................... 321. Guidelines Concerning the Preparation of Footballs................................ 332. Pre

  17. Constant Price of Anarchy in Network Creation Games via Public Service Advertising

    E-Print Network [OSTI]

    Demaine, Erik D.

    Network creation games have been studied in many different settings recently. These games are motivated by social networks in which selfish agents want to construct a connection graph among themselves. Each node wants to ...

  18. Playing in the X-Games Window on the Extreme Universe

    E-Print Network [OSTI]

    Playing in the X-Games Window on the Extreme Universe Yucca Mountain The Unseen Scholars 1663 LOS, TECHNOLOGY, AND ENGINEERING 2 8 20 Trident MAJOR PLAYER IN THE X-GAMES OF CONTEMPORARY SCIENCE Yucca Mountain

  19. Double play : athletes' use of sport video games to enhance athletic performance

    E-Print Network [OSTI]

    Silberman, Lauren (Lauren Beth)

    2010-01-01

    A design feature of contemporary sport video games allows elite athletes to play as themselves in life-like representations of actual sporting events. The relation between playing sport video games and actual physical ...

  20. Computing Frontier: Distributed Computing

    Broader source: All U.S. Department of Energy (DOE) Office Webpages (Extended Search)

    AFDC Printable Version Share this resource Send a link to EERE: Alternative Fuels Data Center Home Page to someone by E-mail Share EERE: Alternative Fuels Data Center Home Page on Facebook Tweet about EERE: Alternative Fuels Data Center Home Page on Twitter Bookmark EERE: Alternative Fuels Data Center Homesum_a_epg0_fpd_mmcf_m.xls" ,"Available from WebQuantityBonneville Power Administration would like submit the following commentsMethodsCompositional6EnergyComputing Frontier:

  1. A Series of Tubes: Adding Interactivity to 3D Prints Using Internal Pipes

    E-Print Network [OSTI]

    O'Brien, James F.

    , and presence-aware pen holder. Center: touch-sensitive toys. Right: custom neon signs. ABSTRACT 3D printers leverage 3D printers as tools for design work. A wide array of objects, from toy fig- urines to video game fabricated on 3D printers today are passive: they express the form, but not the interactivity, of an object

  2. Interactive Jobs

    Broader source: All U.S. Department of Energy (DOE) Office Webpages (Extended Search)

    AFDC Printable Version Share this resource Send a link to EERE: Alternative Fuels Data Center Home Page to someone by E-mail Share EERE: Alternative Fuels Data Center Home Page on Facebook Tweet about EERE: Alternative Fuels Data Center Home Page on Twitter Bookmark EERE: Alternative Fuels Data Center Homesum_a_epg0_fpd_mmcf_m.xls" ,"Available from WebQuantity ofkandz-cm11 Outreach Home Room NewsInformation CurrentHenryInhibitingInteractive Jobs Interactive Jobs To run an interactive

  3. Quantum steady computation

    SciTech Connect (OSTI)

    Castagnoli, G. )

    1991-08-10

    This paper reports that current conceptions of quantum mechanical computers inherit from conventional digital machines two apparently interacting features, machine imperfection and temporal development of the computational process. On account of machine imperfection, the process would become ideally reversible only in the limiting case of zero speed. Therefore the process is irreversible in practice and cannot be considered to be a fundamental quantum one. By giving up classical features and using a linear, reversible and non-sequential representation of the computational process - not realizable in classical machines - the process can be identified with the mathematical form of a quantum steady state. This form of steady quantum computation would seem to have an important bearing on the notion of cognition.

  4. PASSWORD REQUIRED COMPUTER(S)

    E-Print Network [OSTI]

    Clayton, Dale H.

    Student Computing Services EQUIPMENT CHECKOUT CLASSROOM SUPPORT POSTER & 3D PRINTING BOOK, FICHE, & FILM

  5. Nash equilibrium seeking in noncooperative games and multi -agent deployment to planar curves

    E-Print Network [OSTI]

    Frihauf, Paul A.

    2012-01-01

    1.1 Nash Equilibrium Seeking in Noncooperative Games . . .Overview . . . . . . . . . . . . . . . . . . . . . . . NashNash Equilibrium Seeking with Non-Quadratic Payoffs . . .

  6. Games and Economic Behavior 64 (2008) 367 www.elsevier.com/locate/geb

    E-Print Network [OSTI]

    Hart, Sergiu

    2008-01-01

    . Sergiu Hart President of the Game Theory Society E-mail address: hart@huji.ac.il 10 September 2008

  7. Evolutionarily Stable Sets in Quantum Penny Flip Games

    E-Print Network [OSTI]

    Tina Yu; Radel Ben-Av

    2012-11-30

    In game theory, an Evolutionarily Stable Set (ES set) is a set of Nash Equilibrium (NE) strategies that give the same payoffs. Similar to an Evolutionarily Stable Strategy (ES strategy), an ES set is also a strict NE. This work investigates the evolutionary stability of classical and quantum strategies in the quantum penny flip games. In particular, we developed an evolutionary game theory model to conduct a series of simulations where a population of mixed classical strategies from the ES set of the game were invaded by quantum strategies. We found that when only one of the two players' mixed classical strategies were invaded, the results were different. In one case, due to the interference phenomenon of superposition, quantum strategies provided more payoff, hence successfully replaced the mixed classical strategies in the ES set. In the other case, the mixed classical strategies were able to sustain the invasion of quantum strategies and remained in the ES set. Moreover, when both players' mixed classical strategies were invaded by quantum strategies, a new quantum ES set emerged. The strategies in the quantum ES set give both players payoff 0, which is the same as the payoff of the strategies in the mixed classical ES set of this game.

  8. developments. interactive

    E-Print Network [OSTI]

    Jaun, André

    interactive course: ffl web­pages for hyper­linked lecture notes, student exercises and projects, ffl java teachers: ffl public on the web y : lecture notes including the JBONE applet, ffl on demand: source Java

  9. Spike-based Decision Learning of Nash Equilibria in Two-Player Games

    E-Print Network [OSTI]

    Senn, Walter

    Spike-based Decision Learning of Nash Equilibria in Two- Player Games Johannes Friedrich, Walter game. It performs optimally according to a pure (deterministic) and mixed (stochastic) Nash equilibrium automated decision learning of a Nash equilibrium in two-player games. Citation: Friedrich J, Senn W (2012

  10. Comparing Nash and IESDS equilibria We consider a finite two player game.

    E-Print Network [OSTI]

    Marker, David

    Comparing Nash and IESDS equilibria We consider a finite two player game. Proposition 1 If (a , b ) is a strictly dominant strategy equilibrium, then (a , b ) is a Nash equilibrium. Proof The strategy a strictly ) is a Nash equi- librium. The game Battle of the Sexes shows that the coverse fails as there are games

  11. AUTOMATING CINEMATICS AND CUT-SCENES IN VIDEO GAMES THROUGH SCRIPTING WITH ACTIVE PERFORMANCE OBJECTS

    E-Print Network [OSTI]

    Katchabaw, Michael James

    AUTOMATING CINEMATICS AND CUT-SCENES IN VIDEO GAMES THROUGH SCRIPTING WITH ACTIVE PERFORMANCE, active performance objects, story scripting, cut-scenes, cinematics, video games ABSTRACT Storytelling to automate the production of cinematics and cut-scenes for video games. These elements allow writers

  12. Camera-based Observation of Football Games for Analyzing Multi-agent Activities

    E-Print Network [OSTI]

    Camera-based Observation of Football Games for Analyzing Multi-agent Activities Michael Beetz beetz-based observation system for foot- ball games that is used for the automatic analysis of football games and challenging domain in the multi-agent com- munity is football -- in particular in the context of the Robo

  13. Measuring the Client Performance and Energy Consumption in Mobile Cloud Gaming

    E-Print Network [OSTI]

    Chen, Sheng-Wei

    Measuring the Client Performance and Energy Consumption in Mobile Cloud Gaming Chun-Ying Huang1, Po-constrained devices may lead to inferior performance and high energy consumption. For example, the gaming frame rate and energy consumption of mobile clients is critical to the success of the new mobile cloud gaming ecosystem

  14. Models of Non-atomic Congestion Games From Unicast to Multicast Routing

    E-Print Network [OSTI]

    Srivastav, Anand

    an overview of important results for non-atomic con- gestion games in their traditional form along with self consumption-relevance congestion games. We intro- duce the consumption-relevance congestion game first. This is expressed by element-strategy- dependent factors called rates of consumption. The same factor

  15. Ghostbusting Facebook: Detecting and Characterizing Phantom Profiles in Online Social Gaming Applications

    E-Print Network [OSTI]

    Chuah, Chen-Nee

    Ghostbusting Facebook: Detecting and Characterizing Phantom Profiles in Online Social Gaming a strategic advantage in social games. Through a measurement-based study of a Facebook gaming appli- cation/phantom identities in OSNs. 1. Introduction Over the last five years, Online Social Networks (OSNs) such as Facebook

  16. Security Games with Surveillance Cost and Optimal Timing of Attack Execution

    E-Print Network [OSTI]

    Vorobeychik, Eugene

    of Energy's National Nuclear Security Administration under contract DE-AC04-94AL85000. Appears inSecurity Games with Surveillance Cost and Optimal Timing of Attack Execution Bo An1 , Matthew Brown Terms Algorithm, Security Keywords Game Theory, Security, Optimization, Stackelberg Games 1

  17. CLOUD GAMING ONWARD: RESEARCH OPPORTUNITIES AND OUTLOOK Kuan-Ta Chen1

    E-Print Network [OSTI]

    Chen, Sheng-Wei

    CLOUD GAMING ONWARD: RESEARCH OPPORTUNITIES AND OUTLOOK Kuan-Ta Chen1 , Chun-Ying Huang2 ABSTRACT Cloud gaming has become increasingly more popular in the academia and the industry, evident by the large numbers of related research papers and startup companies. Some pub- lic cloud gaming services have

  18. To Cloud or Not to Cloud: Measuring the Performance of Mobile Gaming

    E-Print Network [OSTI]

    Chen, Sheng-Wei

    To Cloud or Not to Cloud: Measuring the Performance of Mobile Gaming Chun-Ying Huang Department Tsing-Hua University Hsinchu, Taiwan chsu@cs.nthu.edu.tw ABSTRACT Mobile cloud gaming allows gamers an open source cloud gaming platform to conduct extensive experiments on real mobile clients. Our

  19. Linguistic Harbingers of Betrayal: A Case Study on an Online Strategy Game

    E-Print Network [OSTI]

    Niculae, Vlad; Boyd-Graber, Jordan; Danescu-Niculescu-Mizil, Cristian

    2015-01-01

    Interpersonal relations are fickle, with close friendships often dissolving into enmity. In this work, we explore linguistic cues that presage such transitions by studying dyadic interactions in an online strategy game where players form alliances and break those alliances through betrayal. We characterize friendships that are unlikely to last and examine temporal patterns that foretell betrayal. We reveal that subtle signs of imminent betrayal are encoded in the conversational patterns of the dyad, even if the victim is not aware of the relationship's fate. In particular, we find that lasting friendships exhibit a form of balance that manifests itself through language. In contrast, sudden changes in the balance of certain conversational attributes---such as positive sentiment, politeness, or focus on future planning---signal impending betrayal.

  20. Electrical Vehicles in the Smart Grid: A Mean Field Game Analysis

    E-Print Network [OSTI]

    Couillet, Romain; Tembine, Hamidou; Debbah, Merouane

    2011-01-01

    In this article, we investigate the competitive interaction between electrical vehicles or hybrid oil-electricity vehicles in a Cournot market consisting of electricity transactions to or from an underlying electricity distribution network. We provide a mean field game formulation for this competition, and introduce the set of fundamental differential equations ruling the behavior of the vehicles at the system equilibrium, namely the mean field equilibrium. This framework allows for a consistent analysis of the evolution of the sale-and-purchase price of electricity as well as of the instantaneous total demand. Simulations precisely quantify those parameters and suggest that following the charge and discharge policy at the equilibrium allows for a significant reduction of the daily electricity peak demand.