National Library of Energy BETA

Sample records for tv-based game system

  1. Fast Monotonic Blind Deconvolution Algorithm for Constrained TV Based Image Restoration

    E-Print Network [OSTI]

    Lu, Wu-Sheng

    Fast Monotonic Blind Deconvolution Algorithm for Constrained TV Based Image Restoration Haiying Liu Kong, P. R. China Abstract--A new fast monotonic blind deconvolution algo- rithmic method. Specifically, the monotone fast iterative shrinkage/thresholding algorithm (MFISTA) combined with the fast

  2. 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

  3. 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

  4. 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

  5. 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...

  6. Energy Efficient Relaying Games in Cooperative Wireless Transmission Systems

    E-Print Network [OSTI]

    Brown III, Donald R.

    Energy Efficient Relaying Games in Cooperative Wireless Transmission Systems Jie Yang and D information for others. This paper considers the effect of selfishness on energy efficiency using a non efficiency close to that of centrally optimized energy allocation in many cases. I. Introduction In energy

  7. 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

  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. Using a Potential Game for Power Reduction in Distributed Storage Systems

    E-Print Network [OSTI]

    Banbara, Mutsunori

    Using a Potential Game for Power Reduction in Distributed Storage Systems Koji Hasebe, Takumi--We present a game-theoretic approach for power reduction in large-scale distributed storage systems. The key the running time of the disks in active mode by 12.7­18.7%, with an overall average response time of 50­190 ms

  10. 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

  11. 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

  12. 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

  13. 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

  14. Game development for experience through staying there Integrated Media Systems Center,

    E-Print Network [OSTI]

    Shahabi, Cyrus

    California, CA Abstract We describe two approaches to aid in game design, evaluation and development for user events helps us to understand user-players' behaviour and experience and aids in the detection of design, activity theory ACM Classification Keywords H.1.2 [Models and Principles]: [User/Machine Systems Human

  15. Design and Evaluation of Afterthought, A System that Automatically Creates Highlight Cinematics for 3D Games

    E-Print Network [OSTI]

    Young, R. Michael

    Design and Evaluation of Afterthought, A System that Automatically Creates Highlight Cinematics and renders cinematic highlights of the story-oriented game play, allowing players to view these emergent as well as an empirical human-subjects evaluation of the effectiveness of the cinematics that it creates

  16. 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

  17. Interoperable simulation gaming for strategic infrastructure systems design

    E-Print Network [OSTI]

    Grogan, Paul Thomas, 1985-

    2014-01-01

    Infrastructure systems are large physical networks of interrelated components which produce and distribute resources to meet societal needs. Meeting future sustainability objectives may require more complex systems with ...

  18. Design of an Audience Voting System for the Olympic Games

    E-Print Network [OSTI]

    be used for all kinds of judged sport events like diving, synchronised swimming, gymnastics, and ice. With the spreading of mobile phones and SMS, it is a nice idea to use such devices for a voting system. This could

  19. An Artificial Intelligence system to help the player of Real-Time Strategy games Renato L. de Freitas Cunha Luiz Chaimowicz

    E-Print Network [OSTI]

    Chaimowicz, Luiz

    An Artificial Intelligence system to help the player of Real-Time Strategy games Renato L. de propose and develop an Artificial Intelligence (AI) system that helps the player during the game, giving. Keywords:: Real-time Strategy, Artificial Intelligence Author's Contact: renato@renatocunha.com chaimo

  20. Evolution of sanctioning systems and opting out of games of life

    E-Print Network [OSTI]

    Sasaki, Tatsuya; Cang, Voltaire; Chen, Xiaojie

    2014-01-01

    In explaining altruistic cooperation and punishment, the challenging riddle is how transcendental rules can emerge within the empirical world. Recent game-theoretical studies show that pool punishment, in particular second-order punishment, plays a key role in understanding the evolution of cooperation. Second-order pool punishment, however, is tautological in nature: the punishment system itself is caused by its own effects. The emergence of pool punishment poses a logical conundrum that to date has been overlooked in the study of the evolution of social norms and institutions. Here we tackle the issue by considering the interplay of (a) cognitive biases in reasoning and (b) Agamben's notion of homo sacer (Agamben, G. 1998. Homo Sacer: Sovereign Power and Bare Life. Stanford Univ. Press), that is, a person who may be killed without legal consequence. Based on cognitive disposition of reversing the cause-and-effect relationship, then we propose a new system: preemptive punishment of homo sacers. This action c...

  1. Reasoning about Equilibria in Game-Like Concurrent Systems Julian Gutierrez and Paul Harrenstein and Michael Wooldridge

    E-Print Network [OSTI]

    Woolridge, Mike

    Reasoning about Equilibria in Game-Like Concurrent Systems Julian Gutierrez and Paul Harrenstein, histories, ...) will be generated in equi- librium? In (Gutierrez, Harrenstein, and Wooldridge 2013 can be identified as being the result of Nash equilib- rium strategies, and (Gutierrez, Harrenstein

  2. 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...

  3. 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 ...

  4. 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

  5. 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 ...

  6. Mechanizing Exploratory Game Design

    E-Print Network [OSTI]

    Smith, Adam Marshall

    2012-01-01

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

  7. 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 ...

  8. 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

  9. Automated synthesis of reliable and efficient systems through game theory: a case study

    E-Print Network [OSTI]

    Randour, Mickael

    2012-01-01

    Reactive computer systems bear inherent complexity due to continuous interactions with their environment. While this environment often proves to be uncontrollable, we still want to ensure that critical computer systems will not fail, no matter what they face. Examples are legion: railway traffic, power plants, plane navigation systems, etc. Formal verification of a system may ensure that it satisfies a given specification, but only applies to an already existing model of a system. In this work, we address the problem of synthesis: starting from a specification of the desired behavior, we show how to build a suitable system controller that will enforce this specification. In particular, we discuss recent developments of that approach for systems that must ensure Boolean behaviors (e.g., reachability, liveness) along with quantitative requirements over their execution (e.g., never drop out of fuel, ensure a suitable mean response time). We notably illustrate a powerful, practically useable algorithm for the aut...

  10. Reward system and temporal pole contributions to affective evaluation during a first person shooter video game

    E-Print Network [OSTI]

    Mathiak, Krystyna A; Klasen, Martin; Weber, René; Ackermann, Hermann; Shergill, Sukhwinder S; Mathiak, Klaus

    2011-01-01

    Y: The Enigmatic temporal pole: a review of findings onS, Miyashita Y: Temporal pole activity during perception ofReward system and temporal pole contributions to affective

  11. 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

  12. 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

  13. Incentive-Driven P2P Anonymity System: A Game-Theoretic Approach Souvik Ray1

    E-Print Network [OSTI]

    Zhang, Zhao

    built on P2P in- frastructures using anonymity forwarders are frequently af- fected by the churn problem-driven simulations to evaluate the quality of anonymity provided by the mecha- nism under high churn-centralized forwarding nodes. However, P2P-based forwarding systems are affected by the churn problem, i.e. the frequent

  14. 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.

  15. 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 ...

  16. 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;

  17. 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...

  18. 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.

  19. Baylor Game 

    E-Print Network [OSTI]

    Unknown

    2011-08-17

    The design of passive heat removal systems is one of the main concerns for the modular Very High Temperature Gas-Cooled Reactors (VHTR) vessel cavity. The Reactor Cavity Cooling System (RCCS) is an important heat removal ...

  20. Fish & Game 

    E-Print Network [OSTI]

    Unknown

    2011-08-17

    In this thesis we develop some programs to check the robust stability of sampled interval control systems subject to parametric uncertainty. We also offer another technique for both checking the stability and designing ...

  1. 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.

  2. 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...

  3. 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

  4. 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

  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. PHYSICAL REVIEW E 87, 052808 (2013) Controlling collective dynamics in complex minority-game resource-allocation systems

    E-Print Network [OSTI]

    Lai, Ying-Cheng

    2013-01-01

    730000, China 2 School of Electrical, Computer, and Energy Engineering, Arizona State University, Tempe in complex dynamical systems with significant applications to social, economical, and political systems. DOI

  7. 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 ...

  8. 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 ...

  9. 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 ...

  10. 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...

  11. 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 ...

  12. Evolutionary games defined at the network mesoscale: The Public Jesus Gomez-Garden~es,1,2,3,a)

    E-Print Network [OSTI]

    Sánchez, Angel "Anxo"

    Evolutionary games defined at the network mesoscale: The Public Goods game Jesu´s Go on the mesoscale level of large social systems, that promotes cooperation. Moreover, we fur- ther show

  13. 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 ...

  14. Technology transition in the national air transportation system : market failure and game theoretic analysis with application to ADS-B

    E-Print Network [OSTI]

    Hu, Xiaojie

    2008-01-01

    This research analyzes the problem of technology transition in the national air transportation system, focusing on the implementation of Automatic Dependent Surveillance-Broadcast (ADS-B). ADS-B is a key technology in the ...

  15. 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

  16. 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),

  17. Abstract--A newly developed hand rehabilitation system is presented that combines robotics and interactive gaming to

    E-Print Network [OSTI]

    Mavroidis, Constantinos

    Abstract--A newly developed hand rehabilitation system is presented that combines robotics, patients are receiving less therapy and are discharged from rehabilitation hospitals sooner [2]. Robotic extremity rehabilitation after stroke have shown This work was supported by WGI Inc., Southwick, MA, USA. O

  18. 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

  19. 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.

  20. Game Theoretic Modelling of a Human Driver’s Steering Interaction with Vehicle Active Steering Collision Avoidance System

    E-Print Network [OSTI]

    Na, Xiaoxiang; Cole, David J.

    2014-11-10

    deeper insights into physiological and cognitive behaviours of human drivers so that optimization of present or future driver-automation interfaces, e.g. continuous sharing control [8] becomes a possibility. However, little attention has yet been paid... Model Predictive Control (MPC) and the Linear Quadratic (LQ) dynamic optimization approaches. A. Distributed MPC The idea of distributed MPC was presented in [26] as a practical approach to industrial process control of large-scale systems...

  1. IEEE TRANSACTIONS ON MULTIMEDIA, VOL. X, NO. X, SEPTEMBER 2013 1 On the Quality of Service of Cloud Gaming

    E-Print Network [OSTI]

    Chen, Sheng-Wei

    IEEE TRANSACTIONS ON MULTIMEDIA, VOL. X, NO. X, SEPTEMBER 2013 1 On the Quality of Service of Cloud Gaming Systems Kuan-Ta Chen, Member, IEEE, Yu-Chun Chang, Hwai-Jung Hsu, De-Yu Chen, Chun-Ying Huang, Member, IEEE, Cheng-Hsin Hsu, Member, IEEE Abstract Cloud gaming, i.e., real-time game playing via thin

  2. 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.

  3. 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.

  4. 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.

  5. 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

  6. 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

  7. 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.

  8. 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

  9. Discrete-Time, Bi-Cumulant Minimax and Nash Games Ronald W. Diersing, Michael K. Sain, and Chang-Hee Won

    E-Print Network [OSTI]

    Won, Chang-Hee

    Discrete-Time, Bi-Cumulant Minimax and Nash Games Ronald W. Diersing, Michael K. Sain, and Chang player, Nash and minimax cumulant games will be formulated and developed for a nonlinear system with non, a cumulant based, discrete time, Nash game will be developed. At first we will consider a nonlinear system

  10. 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

  11. Integrating Video Games and Robotic Play in Physical Environments Byron Lahey,1

    E-Print Network [OSTI]

    Burleson, Winslow S.

    Integrating Video Games and Robotic Play in Physical Environments Byron Lahey,1 Winslow Burleson,1 Environments with Robotic Tangibles (ALERT) are mixed reality video gaming systems that use sensors, vision systems, and robots to provide an engaging experience that may motivate hitherto underrepresented kinds

  12. 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...

  13. 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.

  14. 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.

  15. 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

  16. 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

  17. 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.

  18. 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

  19. 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

  20. 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

  1. 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

  2. Rook: Using Video Games as a Low-Bandwidth Censorship Resistant Communication Platform

    E-Print Network [OSTI]

    Kohno, Tadayoshi

    across the globe. While most censorship circumvention systems are still focused on es- caping a given and surveillence re- sistant platform for communicaton using online games as its cover application. The use analysis, statistical analyses of packet payloads and game-specific analyses. 1 Introduction

  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. 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...

  5. 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.

  6. 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.

  7. 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 ...

  8. 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...

  9. 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.

  10. 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

  11. 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 ...

  12. 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.

  13. 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 ...

  14. Department of Systems & Information

    E-Print Network [OSTI]

    Zhigilei, Leonid V.

    , communication systems, control systems, economic systems, energy and environmental systems, human factors systems, safety-critical systems, wireless communications, game theory and artificial intelligenceDeveloping Leaders of Innovation Department of Systems & Information Engineering #12;In the U

  15. 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

  16. 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.

  17. 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.

  18. 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

  19. 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

  20. 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

  1. 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

  2. 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

  3. Game Theory and Distributed Control Jason R. Marden

    E-Print Network [OSTI]

    Marden, Jason R.

    when components can communicate as communications can be costly, e.g., because of energy conservation or prescribing behavior in distributed engineered systems. The rationale for this new perspective stems from each other and the state of the world. Accordingly, there is extensive work in game theory

  4. The Cost of Stability in Coalitional Games Yoram Bachrach1

    E-Print Network [OSTI]

    Elkind, Edith

    concern to their designers as well. In many settings, such as online auctions and other types of markets of stabilizing a coalitional game by using external payments. We consider a scenario where an external party [19, 8, 22, 20]. Indeed, multiagent systems research focuses on designing in- telligent agents, i

  5. Evolutionary Game Theory: Theoretical Concepts and Applications to

    E-Print Network [OSTI]

    Frey, Erwin

    Evolutionary Game Theory: Theoretical Concepts and Applications to Microbial Communities Erwin Frey of these ecological systems. We give an introduction into the modern formulation of these theories and illustrate provide a gen- eral concept for defining survival and extinction on ecological time-scales. Spatial

  6. 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...

  7. 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 ...

  8. 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

  9. Unsupervised discovery of human behavior and dialogue patterns in data from an online game

    E-Print Network [OSTI]

    Smith, Tynan S

    2011-01-01

    A content authoring bottleneck in AI, coupled with improving technology, has lead to increasing efforts in using large datasets to power Al systems directly. This idea is being used to create Al agents in video games, using ...

  10. 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

  11. 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

  12. 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

  13. 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

  14. 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

  15. 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

  16. 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

  17. 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...

  18. Advanced Authoring Tools for Game-Based Training A. Tanju Erdem Bora Utku Tolga Abaci idem Erolu Erdem*

    E-Print Network [OSTI]

    Erdem, Cigdem Eroglu

    recorded speech. Either the whole training system or a subset of its modules can be applied to a wide rangeAdvanced Authoring Tools for Game-Based Training A. Tanju Erdem Bora Utku Tolga Abaci Çidem Erolu, tabaci}@momentum-dmt.com, cigdem.erdem@bahcesehir.edu.tr Keywords Game-based training, non-linear story

  19. Evolutionary games of condensates in coupled birth-death processes

    E-Print Network [OSTI]

    Knebel, Johannes; Krueger, Torben; Frey, Erwin

    2015-01-01

    Condensation phenomena arise through a collective behaviour of particles. They are observed in both classical and quantum systems, ranging from the formation of traffic jams in mass transport models to the macroscopic occupation of the energetic ground state in ultra-cold bosonic gases (Bose-Einstein condensation). Recently, it has been shown that a driven and dissipative system of bosons may form multiple condensates. Which states become the condensates has, however, remained elusive thus far. The dynamics of this condensation are described by coupled birth-death processes, which also occur in evolutionary game theory. Here, we apply concepts from evolutionary game theory to explain the formation of multiple condensates in such driven-dissipative bosonic systems. We show that vanishing of relative entropy production determines their selection. The condensation proceeds exponentially fast, but the system never comes to rest. Instead, the occupation numbers of condensates may oscillate, as we demonstrate for a...

  20. 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

  1. 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.

  2. 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

  3. 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

  4. 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

  5. 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

  6. IEEE TRANSACTIONS ON SYSTEMS, MAN, AND CYBERNETICS--PART B: CYBERNETICS, VOL. 39, NO. 6, DECEMBER 2009 1393 Cooperative Control and Potential Games

    E-Print Network [OSTI]

    Arslan, Gürdal

    IEEE TRANSACTIONS ON SYSTEMS, MAN, AND CYBERNETICS--PART B: CYBERNETICS, VOL. 39, NO. 6, DECEMBER, California Institute of Technology, by the Army Research Office under Grant W911NF04316, by the Air Force. R. Marden is with the Social and Information Sciences Laboratory, California Institute of Technology

  7. 612 IEEE TRANSACTIONS ON SYSTEMS, MAN, AND CYBERNETICS--PART B: CYBERNETICS, VOL. 40, NO. 3, JUNE 2010 Attack and Flee: Game-Theory-Based Analysis on

    E-Print Network [OSTI]

    Wu, Jie

    612 IEEE TRANSACTIONS ON SYSTEMS, MAN, AND CYBERNETICS--PART B: CYBERNETICS, VOL. 40, NO. 3, JUNE of Engineering and Technology, Indiana University- Purdue University Indianapolis, Indianapolis, IN 46022 USA (e-mail: fengli@ iupui.edu). Y. Yang is with the Department of Computer Science and Engineering, Florida Atlantic

  8. 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

  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. 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

  11. 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

  12. 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.

  13. 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,...

  14. 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

  15. Nash Equilibria in Noncooperative Predator-Prey Games

    SciTech Connect (OSTI)

    Ramos, Angel Manuel [Departamento de Matematica Aplicada, Universidad Complutense de Madrid, Plaza de Ciencias 3, 28040 (Spain)], E-mail: Angel_Ramos@mat.ucm.es; Roubicek, Tomas [Mathematical Institute, Charles University, Sokolovska 83, CZ-186 75 Praha 8 and Institute of Information Theory and Automation, Academy of Sciences, Pod vodarenskou vezi 4 (Czech Republic)], E-mail: roubicek@karlin.mff.cuni.cz

    2007-09-15

    A noncooperative game governed by a distributed-parameter predator-prey system is considered, assuming that two players control initial conditions for predator and prey, respectively. Existence of a Nash equilibrium is shown under the condition that the desired population profiles and the environmental carrying capacity for the prey are sufficiently small. A conceptual approximation algorithm is proposed and analyzed. Finally, numerical simulations are performed, too.

  16. 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

  17. 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

  18. 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

  19. 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

  20. 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

  1. 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

  2. Ordering in spatial evolutionary games for pairwise collective strategy updates

    E-Print Network [OSTI]

    Szabo, Gyorgy; Varga, Melinda; Hanusovszky, Livia

    2010-01-01

    Evolutionary $2 \\times 2$ games are studied with players located on a square lattice. During the evolution the randomly chosen neighboring players try to maximize their collective income by adopting a random strategy pair with a probability dependent on the difference of their summed payoffs between the final and initial state assuming quenched strategies in their neighborhood. In the case of the anti-coordination game this system behaves alike an anti-ferromagnetic kinetic Ising model. Within a wide region of social dilemmas this dynamical rule supports the formation of similar spatial arrangement of the cooperators and defectors ensuring the optimum total payoff if the temptation to choose defection exceeds a threshold value dependent on the sucker's payoff. The comparison of the results with those achieved for pairwise imitation and myopic strategy updates has indicated the relevant advantage of pairwise collective strategy update in the maintenance of cooperation.

  3. 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

  4. 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

  5. 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

  6. 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

  7. 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...

  8. 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.

  9. 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.

  10. 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...

  11. 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 ...

  12. 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 ...

  13. 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.

  14. 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 ...

  15. 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...

  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. 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. 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. 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

  1. 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.

  2. 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...

  3. A Pure Nash Equilibrium Guaranteeing Game Theoretical Replica Allocation Method for Reducing Web Access Time

    E-Print Network [OSTI]

    Ahmad, Ishfaq

    A Pure Nash Equilibrium Guaranteeing Game Theoretical Replica Allocation Method for Reducing Web of these agents. With spontaneous and non-deterministic strategies, the system can exhibit Nash equilibrium be multiple Nash equilibria, making it difficult to decide which one is the best. Instead, we use the notion

  4. 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

  5. Recidivism and Rehabilitation of Criminal Offenders: A Carrot and Stick Evolutionary Game

    E-Print Network [OSTI]

    Levine, Alex J.

    Recidivism and Rehabilitation of Criminal Offenders: A Carrot and Stick Evolutionary Game Bijan Motivated by recent efforts by the criminal justice system to treat and rehabilitate nonviolent offenders of virtuous, rehabilitated citizens or incorrigibles. Since total resources may be limited, we constrain

  6. Autonomous Demand Side Management Based on Game-Theoretic Energy Consumption

    E-Print Network [OSTI]

    Mohsenian-Rad, Hamed

    Autonomous Demand Side Management Based on Game-Theoretic Energy Consumption Scheduling side energy management system among users that takes advantage of a two-way digital communication distributed demand side energy management strategy requires each user to simply apply its best response

  7. Demand Response Design based on a Stackelberg Game in Smart Grid

    E-Print Network [OSTI]

    Bahk, Saewoong

    of a real-time two-way communication system. This is called demand-side management (DSM) [2]. Among DSMDemand Response Design based on a Stackelberg Game in Smart Grid Sung-Guk Yoon, Young-June Choi- time demand response can be applied. A smart grid network consisting of one retailer and many customers

  8. EXPLORING COLLECTIVE INTELLIGENCE GAMES WITH DESIGN SCIENCE: A CITIZEN SCIENCE DESIGN CASE

    E-Print Network [OSTI]

    Crowston, Kevin

    EXPLORING COLLECTIVE INTELLIGENCE GAMES WITH DESIGN SCIENCE: A CITIZEN SCIENCE DESIGN CASE Nathan Syracuse University 343 Hinds Hall Syracuse, NY 13244, USA crowston@syr.edu ABSTRACT Citizen science investigations. Citizen science pro- jects often use web-based systems to support collabo- rative scientific

  9. 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

  10. 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

  11. 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

  12. 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.

  13. 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 ...

  14. 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 ...

  15. 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 ...

  16. 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 ...

  17. 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 ...

  18. 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 ...

  19. 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

  20. 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

  1. 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

  2. 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.

  3. 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 ...

  4. 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

  5. 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 ...

  6. 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

  7. 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

  8. 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

  9. 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

  10. 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

  11. 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

  12. 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

  13. 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

  14. 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

  15. 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

  16. 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

  17. 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

  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. 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

  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. 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

  3. 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

  4. 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

  5. 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

  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. 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

  8. 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

  9. 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

  10. Linear conic formulations for two-party correlations and values of nonlocal games

    E-Print Network [OSTI]

    Jamie Sikora; Antonios Varvitsiotis

    2015-09-11

    In this work we study the sets of two-party correlations generated from a Bell scenario involving two spatially separated systems with respect to various physical models. We show that the sets of classical, quantum, no-signaling and unrestricted correlations can be expressed as projections of affine sections of appropriate convex cones. As a by-product, we identify a spectrahedral outer approximation to the set of quantum correlations which is contained in the first level of the Navascu\\'es, Pironio and Ac\\'in (NPA) hierarchy and also a sufficient condition for the set of quantum correlations to be closed. Furthermore, by our conic formulations, the value of a nonlocal game over the sets of classical, quantum, no-signaling and unrestricted correlations can be cast as a linear conic program. This allows us to show that a semidefinite programming upper bound to the classical value of a nonlocal game introduced by Feige and Lov\\'asz is in fact an upper bound to the quantum value of the game and moreover, it is at least as strong as optimizing over the first level of the NPA hierarchy. Lastly, we show that deciding the existence of a perfect quantum (resp. classical) strategy is equivalent to deciding the feasibility of a linear conic program over the cone of completely positive semidefinite matrices (resp. completely positive matrices). By specializing the results to synchronous nonlocal games, we recover the conic formulations for various quantum and classical graph parameters that were recently derived in the literature.

  11. 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 ...

  12. 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

  13. 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

  14. 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

  15. 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 ...

  16. 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

  17. 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 ...

  18. 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 ...

  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. 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.

  1. 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.

  2. 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...

  3. 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.

  4. 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.

  5. 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.

  6. 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 ...

  7. 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

  8. 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

  9. 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

  10. A Game-Theoretic Framework for Control of Distributed Renewable-Based Energy Resources in Smart Grids

    E-Print Network [OSTI]

    Liberzon, Daniel

    A Game-Theoretic Framework for Control of Distributed Renewable-Based Energy Resources in Smart¸ar Abstract-- Renewable energy plays an important role in distributed energy resources in smart grid systems. Deployment and integration of renewable energy resources require an intelligent management to optimize

  11. A Game-Theoretic Framework for Control of Distributed Renewable-Based Energy Resources in Smart Grids

    E-Print Network [OSTI]

    Dominguez-Garcia, Alejandro

    increasing renewable energy legislation, incentives and commercialization. Motivated by this, we proposeA Game-Theoretic Framework for Control of Distributed Renewable-Based Energy Resources in Smart¸ar Abstract-- Renewable energy plays an important role in distributed energy resources in smart grid systems

  12. 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

  13. 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

  14. 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

  15. 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

  16. 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

  17. 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

  18. 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

  19. 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

  20. 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

  1. 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

  2. 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

  3. 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

  4. 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

  5. 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

  6. 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

  7. 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

  8. 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

  9. 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

  10. 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

  11. 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

  12. 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

  13. 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

  14. 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...

  15. 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

  16. 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

  17. A flexible system for Olympic villages

    E-Print Network [OSTI]

    Chung, Se-Hack

    1985-01-01

    This thesis suggests a flexible system and its systems approach in constructing Olympic Villages which are used both during and after the Games. A historical overview of ancient Olympia and modern Olympia, as well as a ...

  18. 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.

  19. 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 –

  20. 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

  1. 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

  2. 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

  3. 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

  4. 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

  5. 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 ...

  6. 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, ...

  7. 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

  8. 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 ...

  9. 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 ...

  10. 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 ...

  11. 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

  12. 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 ...

  13. 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. ...

  14. 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 ...

  15. 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 ...

  16. 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 ...

  17. 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

  18. 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

  19. 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.

  20. 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

  1. 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.

  2. 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 ...

  3. 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...

  4. A d-person Differential Game with State Space Constraints

    SciTech Connect (OSTI)

    Ramasubramanian, S. [Indian Statistical Institute, Stat. Math. Unit (India)], E-mail: ram@isibang.ac.in

    2007-12-15

    We consider a network of d companies (insurance companies, for example) operating under a treaty to diversify risk. Internal and external borrowing are allowed to avert ruin of any member of the network. The amount borrowed to prevent ruin is viewed upon as control. Repayment of these loans entails a control cost in addition to the usual costs. Each company tries to minimize its repayment liability. This leads to a d -person differential game with state space constraints. If the companies are also in possible competition a Nash equilibrium is sought. Otherwise a utopian equilibrium is more appropriate. The corresponding systems of HJB equations and boundary conditions are derived. In the case of Nash equilibrium, the Hamiltonian can be discontinuous; there are d interlinked control problems with state constraints; each value function is a constrained viscosity solution to the appropriate discontinuous HJB equation. Uniqueness does not hold in general in this case. In the case of utopian equilibrium, each value function turns out to be the unique constrained viscosity solution to the appropriate HJB equation. Connection with Skorokhod problem is briefly discussed.

  5. 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

  6. LanguageLand : a multimodal conversational spoken language learning system

    E-Print Network [OSTI]

    Lee, Vivienne C. (Vivienne Catherine)

    2004-01-01

    LanguageLand is a multimodal conversational spoken language learning system whose purpose is to help native English users learn Mandarin Chinese. The system is centered on a game that involves navigation on a simulated ...

  7. 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. ...

  8. 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 ...

  9. 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

  10. 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

  11. 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...

  12. 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 ...

  13. 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 ...

  14. 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 ...

  15. 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

  16. 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

  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. 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...

  19. 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

  20. 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 ...

  1. 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 ...

  2. 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 . . .

  3. 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

  4. 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.

  5. 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

  6. 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

  7. 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

  8. 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

  9. 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

  10. 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

  11. 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

  12. 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

  13. 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

  14. 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

  15. 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

  16. 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

  17. 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

  18. 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

  19. 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...

  20. 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

  1. 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

  2. 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

  3. 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

  4. 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

  5. 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

  6. 15/01/2015 20:50Economic games don't show altruism | University of Oxford Page 1 of 3http://www.ox.ac.uk/news/science-blog/economic-games-dont-show-altruism

    E-Print Network [OSTI]

    West, Stuart

    .ac.uk/news/science-blog/economic-games-dont-show-altruism Charvy Narain 15 Jan 2015 Economic games don't show altruism OXFORD SCIENCE BLOG (//WWW.OX.AC.UK/NEWS/SCIENCE-BLOG) Economic 'games (http what these results are likely to mean for the field. OxSciBlog: What do these economic games involve

  7. 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

  8. Two Different Approaches to Nonzero-Sum Stochastic Differential Games

    SciTech Connect (OSTI)

    Rainer, Catherine [Departement de Mathematiques, Universite de Bretagne Occidentale, 6 avenue Victor-le-Gorgeu - CS 93837 (France)], E-mail: Catherine.Rainer@univ-brest.fr

    2007-06-15

    We make the link between two approaches to Nash equilibria for nonzero-sum stochastic differential games: the first one using backward stochastic differential equations and the second one using strategies with delay. We prove that, when both exist, the two notions of Nash equilibria coincide.

  9. Mixed Nash Equilibria in Concurrent Terminal-Reward Games

    E-Print Network [OSTI]

    Doyen, Laurent

    Mixed Nash Equilibria in Concurrent Terminal-Reward Games Patricia Bouyer, Nicolas Markey, and Daniel Stan LSV ­ CNRS & ENS Cachan ­ France Abstract We study mixed-strategy Nash equilibria states with a value for each player). We show undecidability of the existence of a constrained Nash

  10. 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 Gairing Thomas L is determined by an arbitrary non-decreasing, non-constant and convex latency function . In a Nash equilib- rium on the link it chooses. To evaluate Nash equilibria, we formulate Social Cost as the sum of the users

  11. 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

  12. Game On! Middle School Camp Engineering Challenge Camp

    E-Print Network [OSTI]

    Mohaghegh, Shahab

    Game On! Middle School Camp Engineering Challenge Camp Hosted by the West Virginia University Student Discussion 501 ESB 2:00 p.m. Human Powered Vehicle ESB Atrium Dr. Kostas Sierros and Team 3:00 p Engineering Learning Center Cate Schlobohm 3:00 p.m. High School Presentations ESB Atrium Cate Schlobohm 4

  13. COOPERATIVE GAME THEORY SOLUTION IN AN UPSTREAM-DOWNSTREAM RELATIONSHIP

    E-Print Network [OSTI]

    COOPERATIVE GAME THEORY SOLUTION IN AN UPSTREAM-DOWNSTREAM RELATIONSHIP By Ezio Marchi Paula Andrea THEORY SOLUTION IN AN UPSTREAM-DOWNSTREAM RELATIONSHIP MARCHI, Ezio Instituto de Matemática Aplicada San; and second, an economic element, where we reconsider the upstream-downstream relationship under a cooperative

  14. 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

  15. A Game Theoretic Study of Energy Efficient Cooperative Wireless Networks

    E-Print Network [OSTI]

    Brown III, Donald R.

    A Game Theoretic Study of Energy Efficient Cooperative Wireless Networks Donald Richard Brown III as cooperative relays to reduce the transmis- sion energy required to reliably deliver a message to an intended contributions of this paper are (i) the development of Pareto-efficient cooperative energy allocations that can

  16. Playing games against nature: optimal policies for renewable resource allocation

    E-Print Network [OSTI]

    Keinan, Alon

    Playing games against nature: optimal policies for renewable resource allocation Stefano Ermon- cision processes that arise as a natural model for many renewable resource allocation problems. Upon, obtaining a policy with a guaranteed lower bound on the utility function that is struc- turally very

  17. CSc-165 Spring 2015 Week 1 Simple example game

    E-Print Network [OSTI]

    Gordon, Scott

    GameWorldObject(rect2); // a HUD timeString = new HUDString("Time = " + time); timeString.setLocation(0,0.05); // (0 = (rng.nextFloat()*2 -1) * 0.005f ; s.translate(tx, ty, 0); } // update the HUD score

  18. 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

  19. 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

  20. Wireless Social Community Networks: A Game-Theoretic Analysis

    E-Print Network [OSTI]

    Marbach, Peter

    Wireless Social Community Networks: A Game-Theoretic Analysis Mohammad Hossein Manshaei, Julien: marbach@cs.toronto.edu Abstract--Wireless social community networks have been cre- ated as an alternative to cellular wireless networks to provide wireless data access in urban areas. By relying on access points

  1. Climate closure: Game over for climate skep4cs

    E-Print Network [OSTI]

    Lovejoy, Shaun

    Climate closure: Game over for climate skep4cs S. Lovejoy, McGill, Physics McGill, Macdonald College Campus 4 November, 2014 #12;What is the climate climate is what you expect... "Climate is what you expect, weather is what you get." -Lazarus Long

  2. 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

  3. Synthesising axioms by games Robin Hirsch and Ian Hodkinson

    E-Print Network [OSTI]

    Hodkinson, Ian

    a highly successful algebra of propositions [Boo48]. De Morgan wrote: When the ideas thrown out by Mr Boole for classes of algebras, and the way in which games can contribute to solving it. Towards the end, we the story. We will concentrate on the algebraic logic side, as we believe most Dutch people nowadays can

  4. Games in Algebraic Logic Robin Hirsch and Ian Hodkinson

    E-Print Network [OSTI]

    Hodkinson, Ian

    algebra of propositions [Boo51]. De Morgan wrote When the ideas thrown out by Mr Boole shall have borneGames in Algebraic Logic Robin Hirsch and Ian Hodkinson January 12, 1998 In 1860, Augustus de Morgan published [DeM60], thereby launching an inves­ tigation into the algebra of relations

  5. Educational Software Engineering: Where Software Engineering, Education, and Gaming Meet

    E-Print Network [OSTI]

    Xie, Tao

    Educational Software Engineering: Where Software Engineering, Education, and Gaming Meet Tao Xie and advocate the subfield of educational software engineering (i.e., software engineering for education), which develops software engineering technologies (e.g., software testing and analysis, software analytics

  6. 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

  7. Buyer-Supplier Games: Optimization Over the Core

    E-Print Network [OSTI]

    Plaxton, Charles Gregory

    Buyer-Supplier Games: Optimization Over the Core Nedialko B. Dimitrov , C. Greg Plaxton 1 University of Texas at Austin 1 University Station C0500 Austin, Texas 78712­0233 Abstract In a buyer-supplier some combinatorial structure. A set of players, called suppliers, offer various components

  8. 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

  9. 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

  10. Selfishness, fraternity, and other-regarding preference in spatial evolutionary games

    E-Print Network [OSTI]

    Szabo, Gyorgy; 10.1016/j.jtbi.2011.03.015

    2011-01-01

    Spatial evolutionary games are studied with myopic players whose payoff interest, as a personal character, is tuned from selfishness to other-regarding preference via fraternity. The players are located on a square lattice and collect income from symmetric two-person two-strategy (called cooperation and defection) games with their nearest neighbors. During the elementary steps of evolution a randomly chosen player modifies her strategy in order to maximize stochastically her utility function composed from her own and the co-players' income with weight factors $1-Q$ and Q. These models are studied within a wide range of payoff parameters using Monte Carlo simulations for noisy strategy updates and by spatial stability analysis in the low noise limit. For fraternal players ($Q=1/2$) the system evolves into ordered arrangements of strategies in the low noise limit in a way providing optimum payoff for the whole society. Dominance of defectors, representing the "tragedy of the commons", is found within the region...

  11. Introduction Aim of the Paper Game Model Defense Mechanism 1 Defense Mechanism 2 Hidden Difficulty Puzzle Conclusions Game Theoretic Resistance to DoS Attacks Using

    E-Print Network [OSTI]

    Swift, Michael

    Introduction Aim of the Paper Game Model Defense Mechanism 1 Defense Mechanism 2 Hidden Difficulty Model Defense Mechanism 1 Defense Mechanism 2 Hidden Difficulty Puzzle Conclusions Outline 1 Introduction 2 Aim of the Paper 3 Game Model Player Actions Payoff Functions 4 Defense Mechanism 1

  12. A Game Theoretical Approach to Communication Security

    E-Print Network [OSTI]

    Gueye, Assane

    2011-01-01

    Information and communication systems’ securityTrust: An Element of Information Security,” in Security andInternational Journal of Information Security, vol. 4, pp.

  13. The equivalence of Bell's inequality and the Nash inequality in a quantum game-theoretic setting

    E-Print Network [OSTI]

    Azhar Iqbal; James M. Chappell; Derek Abbott

    2015-08-04

    Are there two-player games in which a strategy pair can exist as a Nash equilibrium only when the game is played quantum mechanically? To find an answer to this question, we study two-player games that are played in generalized Einstein-Podolsky-Rosen setting. Considering particular strategy pairs, we identify sets of games for which the pair can exist as a Nash equilibrium when Bell's inequality is violated. We thus identify games and players' strategies for which the Nash inequality becomes equivalent to Bell's inequality. As the violation of Bell's inequality is regarded as being quantum in nature, this paper thus addresses the earliest criticisms of quantum games that questioned if they were truly quantum.

  14. 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...

  15. Reciprocal Altruism-based Cooperation in a Social Network Game

    E-Print Network [OSTI]

    Takano, Masanori; Fukuda, Ichiro

    2015-01-01

    Cooperative behaviors are common in humans and are fundamental to our society. Theoretical and experimental studies have modeled environments in which the behaviors of humans, or agents, have been restricted to analyze their social behavior. However, it is important that such studies are generalized to less restrictive environments to understand human society. Social network games (SNGs) provide a particularly powerful tool for the quantitative study of human behavior. In SNGs, numerous players can behave more freely than in the environments used in previous studies; moreover, their relationships include apparent conflicts of interest and every action can be recorded. We focused on reciprocal altruism, one of the mechanisms that generate cooperative behavior. This study aims to investigate cooperative behavior based on reciprocal altruism in a less restrictive environment. For this purpose, we analyzed the social behavior underlying such cooperative behavior in an SNG. We focused on a game scenario in which t...

  16. Dynamic Motifs of Strategies in Prisoner's Dilemma Games

    E-Print Network [OSTI]

    Kim, Young Jin; Jeong, Seon-Young; Son, Seung-Woo

    2014-01-01

    We investigate the win-lose relations between strategies of iterated prisoner's dilemma games by using a directed network concept to display the replicator dynamics results. In the giant strongly-connected component of the win/lose network, we find win-lose circulations similar to rock-paper-scissors and analyze the fixed point and its stability. Applying the network motif concept, we introduce dynamic motifs, which describe the population dynamics relations among the three strategies. Through exact enumeration, we find 22 dynamic motifs and display their phase portraits. Visualization using directed networks and motif analysis is a useful method to make complex dynamic behavior simple in order to understand it more intuitively. Dynamic motifs can be building blocks for dynamic behavior among strategies when they are applied to other types of games.

  17. Exploration games for UML software design 

    E-Print Network [OSTI]

    Tenzer, Jennifer

    The Unified Modeling Language (UML) has become the standard language for the design of object-oriented software systems over the past decade. Even though there exist various tools which claim to support design with UML, ...

  18. 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.

  19. 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.

  20. 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.

  1. 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

  2. COGNITIVE SCIENCE IMPLICATIONS FOR ENHANCING TRAINING EFFECTIVENESS IN A SERIOUS GAMING CONTEXT

    SciTech Connect (OSTI)

    Greitzer, Frank L.; Kuchar, Olga A.; Huston, Kristy A.

    2007-08-01

    Serious games use entertainment principles, creativity, and technology to meet government or corporate training objectives, but these principles alone will not guarantee that the intended learning will occur. To be effective, serious games must incorporate sound cognitive, learning, and pedagogical principles into their design and structure. In this paper, we review cognitive principles that can be applied to improve the training effectiveness in serious games and we describe a process we used to design improvements for an existing game-based training application in the domain of cyber security education.

  3. MathematicalProgramming 83 (1998) 195-211 The nucleon of cooperative games and an algorithm

    E-Print Network [OSTI]

    Fekete, Sándor P.

    1998-01-01

    for matching games Ulrich Faigle a,*, Walter Kern a, S~indor P. Fekete b, Winfried Hochst/ittler b a Department

  4. 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

    on Game- Theoretic Energy Consumption Scheduling for theIn this paper, energy consumption scheduling based on non-Energy Consumption Scheduling in Smart Grid: A Non-

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

    E-Print Network [OSTI]

    Kai, Ma; Guoqiang, Hu; Spanos, Costas

    2013-01-01

    on Game- Theoretic Energy Consumption Scheduling for theIn this paper, energy consumption scheduling based on non-Energy Consumption Scheduling in Smart Grid: A Non-

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

    E-Print Network [OSTI]

    Kai, Ma; Guoqiang, Hu; Spanos, Costas

    2013-01-01

    on Game- Theoretic Energy Consumption Scheduling for theIn this paper, energy consumption scheduling based on non-Energy Consumption Scheduling in Smart Grid: A Non-

  7. Communication aspects of a three-player Prisoner's Dilemma quantum game

    E-Print Network [OSTI]

    M. Ramzan; M. K. Khan

    2009-02-27

    We present a quantization scheme for a three-player Prisoner's Dilemma game. It is shown that entanglement plays a dominant role in the three-player quantum game. Four different types of payoffs are identified on the basis of different combinations of initial state and measurement basis entanglement parameters. A relation among these different payoffs is also established. We also study the communication aspects of the three-player game. By exploiting different combinations of initial state and measurement basis entanglement parameters, we establish a relationship for the information shared among the parties. It is seen that the strategies of the players act as carriers of information in quantum games.

  8. From the Gaming Experience to the Wider User Experience Eduardo H. Calvillo Gmez

    E-Print Network [OSTI]

    Cairns, Paul

    from games Also at Divisi´on de Nuevas Tecnolog´ias de la Informaci´on, Universidad Polit´ecnica de San

  9. Women playing a man's game : reconstructing ceremonial and ritual history of the Mesoamerican ballgame

    E-Print Network [OSTI]

    Ramos, Maria Isabel

    2012-01-01

    Xihuitlémoc, the king of Xochimilco illustrates the politicsgarden. When the king of Xochimilco won the game, Axayacatlagainst the king of Xochimilco. From political performances

  10. Noncooperative Games for Autonomous Consumer Load Balancing over Smart Grid

    E-Print Network [OSTI]

    Agarwal, Tarun

    2011-01-01

    Traditionally, most consumers of electricity pay for their consumptions according to a fixed rate. With the ad- vancement of Smart Grid technologies, large-scale implementation of variable-rate metering becomes more practical. As a result, consumers will be able to control their electricity consumption in an automated fashion, where one possible scheme is to have each individual maximize their own utility as a noncooperative game. In this paper, noncooperative games are formulated among the electricity consumers in Smart Grid with two real-time pricing schemes, where the Nash equilibrium operation points are investigated for their uniqueness and load balancing properties. The first pricing scheme charges a price according to the average cost of electricity borne by the retailer and the second one charges according to a time-variant increasing-block price, where for each scheme, a zero-revenue model and a constant-rate revenue model are considered. In addition, the relationship between the studied games and ce...

  11. Weiqi games as a loop-free tree

    E-Print Network [OSTI]

    Xu, Li-Gong; Zhou, Wei-Xing

    2015-01-01

    Weiqi is one of the most complex board games played by two persons. The placement strategies adopted by Weiqi players are often used to analog the philosophy of human wars. Contrary to the western chess, Weiqi games are less studied by academics partially because Weiqi is popular only in East Asia, especially in China, Japan and Korea. Here, we propose to construct a directed tree using a database of extensive Weiqi games and perform a quantitative analysis of the Weiqi tree. We find that the popularity distribution of Weiqi openings with a same number of moves is distributed according to a power law and the tail exponent increases with the number of moves. Intriguingly, the superposition of the popularity distributions of Weiqi openings with the number of moves no more than a given number also has a power-law tail in which the tail exponent increases with the number of moves, and the superposed distribution approaches to the Zipf law. These findings are the same as for chess and support the conjecture that t...

  12. 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...

  13. MIMO Interference Cancelation via Network Formation Game

    E-Print Network [OSTI]

    Liu, K. J. Ray

    maximization of mutual information in the MIMO Gaussian interference chan- nel in a fully distributed manner com- munication systems where multiple links share the same communication medium. Two typical examples of outgoing cooperative set and incoming cooperative set, which stands for the links alleviating interference

  14. Distributed Sustainable Generation Dispatch via Evolutionary Games

    E-Print Network [OSTI]

    Kundur, Deepa

    and solar panels are sustainable but unreliable as these have inherently variable generation capacities The power grid is composed of a diverse mix of energy generation systems designed to provision for all types such as wind and solar power generators are green en- ergy sources with lower levelized costs [4

  15. Degree project in Communication Systems

    E-Print Network [OSTI]

    Maguire Jr., Gerald Q.

    and competitive activities which in this thesis project were evaluated in a educational process contextDegree project in Communication Systems Second level, 30.0 HEC Stockholm, Sweden F R A N C I S C O interaction in areas, such as health care, computer games, and robotics. Although many research projects have

  16. IEEE TRANSACTIONS ON COMMUNICATIONS, VOL. 56, NO. 11, NOVEMBER 2008 1919 A Nash Game Approach for OSNR Optimization

    E-Print Network [OSTI]

    Pavel, Lacra

    IEEE TRANSACTIONS ON COMMUNICATIONS, VOL. 56, NO. 11, NOVEMBER 2008 1919 A Nash Game Approach Pavel, Senior Member, IEEE Abstract--This paper develops a Nash game towards optimiz- ing optical signal. This can be regarded as the optical link capacity constraint. We formulate an extended OSNR Nash game

  17. Coalitional Game Theory for Security Risk Management Walid Saad1, Tansu Alpcan2, Tamer Basar3, and Are Hjrungnes1

    E-Print Network [OSTI]

    Alpcan, Tansu

    Coalitional Game Theory for Security Risk Management Walid Saad1, Tansu Alpcan2, Tamer Bas¸ar3--Quantitative models for security risk management in organizations are recently receiving an increased attention protocol are analyzed. Index Terms--risk management, coalitional game theory, game theory, security. I

  18. THE OBSTACLE PROBLEM FOR THE p-LAPLACIAN VIA OPTIMAL STOPPING OF TUG-OF-WAR GAMES

    E-Print Network [OSTI]

    Lewicka, Marta

    THE OBSTACLE PROBLEM FOR THE p-LAPLACIAN VIA OPTIMAL STOPPING OF TUG-OF-WAR GAMES MARTA LEWICKA-Laplace oper- ator. The solutions are approximated by running processes determined by tug-of-war games plus be used to write a formula similar to (1.3). Instead, we will show that one can use tug-of-war games

  19. Satellite Attitude Control Using Statistical Game Theory Jong-Ha Lee, Ronald W. Diersing and Chang-Hee Won

    E-Print Network [OSTI]

    Won, Chang-Hee

    Satellite Attitude Control Using Statistical Game Theory Jong-Ha Lee, Ronald W. Diersing and Chang sensing satellite attitude control. Statistical game theory is a generalization of mixed H2/H control-Hee Won Abstract-- We consider the application of multi-objective sta- tistical game theory to a remote

  20. Online Adjustment of the AI's Strength in a Fighting Game Using the k-Nearest Neighbor Algorithm and a

    E-Print Network [OSTI]

    Thawonmas, Ruck

    Online Adjustment of the AI's Strength in a Fighting Game Using the k-Nearest Neighbor Algorithm@ci.ritsumei.ac.jp Abstract-- This paper proposes a method for online adjustment of the AI's strength in a fighting game winning scores against the opponent. The proposed method is evaluated on a fighting- game used

  1. Abstract--We describe an approach to using standard data mining algorithms to help analyse recurring themes in game

    E-Print Network [OSTI]

    Togelius, Julian

    Abstract-- We describe an approach to using standard data mining algorithms to help analyse recurring themes in game design across several games, and to help suggest novel game design ideas mining have been used to identify archetypes and recurring themes. The results of the qualitative

  2. Game Theory and Global Warming Steve Schecter (North Carolina State University)

    E-Print Network [OSTI]

    Schecter, Stephen

    Game Theory and Global Warming Steve Schecter (North Carolina State University) Mary Lou Zeeman global warming game It's time to negotiate a new treaty to stop global warming. · Player 1: Governments, Brazil, Mexico, . . . ). Situation: · An investment of $2 trillion is needed to stop global warming

  3. 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

  4. Monotone operator methods for Nash equilibria in non-potential games

    E-Print Network [OSTI]

    Combettes, Patrick Louis

    Chapter 9 Monotone operator methods for Nash equilibria in non-potential games Luis M. Brice~no-Arias and Patrick L. Combettes Abstract We observe that a significant class of Nash equilibrium problems in non such problems and establish their convergence. Applications to generalized Nash equilibria, zero-sum games

  5. Stability of Nash equilibria in the congestion game under Replicator dynamics

    E-Print Network [OSTI]

    Stability of Nash equilibria in the congestion game under Replicator dynamics Benjamin Drigh points, and relate them to the Nash equilibria of the one-shot congestion game. The rest points of the replicator dynamics, also called evolutionary stable points, are known to coincide with a superset of Nash

  6. Nash Equilibria in Random Games Imre B ar any # , Santosh Vempala + and Adrian Vetta #

    E-Print Network [OSTI]

    Vempala, Santosh

    Nash Equilibria in Random Games Imre Bâ?? arâ?? any # , Santosh Vempala + and Adrian Vetta # Abstract We consider Nash equilibria in 2­player random games and analyze a simple Las Vegas algorithm for finding an equilibrium. The algorithm is combinatorial and always finds a Nash equilibrium; on mÃ?n payo

  7. Iterative Algorithms for Nash Equilibrium of An Extended OSNR Game Yan Pan, Lacra Pavel

    E-Print Network [OSTI]

    Pavel, Lacra

    Iterative Algorithms for Nash Equilibrium of An Extended OSNR Game Yan Pan, Lacra Pavel Department in optical net- works. Based on the extended OSNR Nash game formu- lation that includes power capacity constraints in [10], the Nash equilibrium (NE) solution is analytically intractable and highly nonlinear. We

  8. 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

  9. 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

  10. When Security Games Go Green: Designing Defender Strategies to Prevent Poaching and Illegal Fishing

    E-Print Network [OSTI]

    Stone, Peter

    When Security Games Go Green: Designing Defender Strategies to Prevent Poaching and Illegal Fishing infrastruc- ture, researchers have begun focusing on applying game theory to green security domains adversaries in green security domains often lack the resources to fully track the defender strategy

  11. Story Scripting for Automating Cinematics and Cut-Scenes in Video Games

    E-Print Network [OSTI]

    Katchabaw, Michael James

    Story Scripting for Automating Cinematics and Cut-Scenes in Video Games W. Zhang, M. Mc to automate the production of cinematics and cut-scenes for video games. These elements allow writers of using these elements for cinematic and cut- scene automation. This paper also presents experiences

  12. Stronger CDA Strategies through Empirical Game-Theoretic Analysis and Reinforcement Learning

    E-Print Network [OSTI]

    Wellman, Michael P.

    this methodology to the classic Continuous Double Auction game, conducting the most comprehensive CDA strategic Economics, Experimentation Keywords Continuous double auction, empirical game-theoretic analysis, trad- ing agents 1. INTRODUCTION The continuous double auction (CDA) [6] is a dynamic market environment, where

  13. THE APPLE GAME AND THE PRESSING-DOWN LEMMA Brian White

    E-Print Network [OSTI]

    White, Brian

    THE APPLE GAME AND THE PRESSING-DOWN LEMMA Brian White Math 161 Lecture Notes (Winter 2005) Recall, but for every apple game is played in a series of stages, one for each element of 1. At stage 0, you are given a countable collection of apples. At each stage n 1 with n > 0: (1) If you have

  14. Citizens Collaboration to Minimize Power Costs in Smart Grids: A Game Theoretic Approach

    E-Print Network [OSTI]

    Bellalta, Boris

    Citizens Collaboration to Minimize Power Costs in Smart Grids: A Game Theoretic Approach Tarek Al.bellalta@upf.edu Keywords: Smart Cities, Smart Grids, Renewable Energy, Game Theory. Abstract: Generating the power end-users in smart grids. We consider that citizens can produce some amount of electric power obtained

  15. User Studies of a Multiplayer First Person Shooting Game with Tangible and Physical

    E-Print Network [OSTI]

    Winkler, Stefan

    corresponds to the gun aiming orientation in the game. As a result, shooting and viewing directions can game items (health, armor, weapon, bullets) in the corners of the room. The player must physically walk of the player. The player aims the gun using his hand as in the real world. The player typically uses a joystick

  16. Branded with a Scarlet "C": Cheaters in a Gaming Social Network

    E-Print Network [OSTI]

    Iamnitchi, Adriana

    cheating, to victims' mon- etary losses due to cyber crime. This paper studies cheaters in the Steam is not correlated with the geographical, real-world population density, or with the local popularity of the Steam resent the unethical behavior that breaks the rules of the game: "The rules of a game are ab- solutely

  17. The Community Network Game Project: Enriching Online Gamers Experience with User Generated Content

    E-Print Network [OSTI]

    interests, shared adventures, and common objectives. We present the EU funded Community Network Game (CNG) project. The CNG project will provide tools to enhance col- laborative activities between online gamers) into existing MMOGs. CNG will allow the addition of new engaging community services without changing the game

  18. 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...

  19. The complexity of flood-filling games on Kitty Meeks and Alexander Scott

    E-Print Network [OSTI]

    Scott, Alexander Alexander

    The complexity of flood-filling games on graphs Kitty Meeks and Alexander Scott Mathematical, 2011 Abstract We consider the complexity of problems related to the combinato- rial game Free-Flood-It, in which players aim to make a coloured graph monochromatic with the minimum possible number of flooding

  20. Enhancing the Performance of a Multiplayer Game by Using a Parallelizing Compiler

    E-Print Network [OSTI]

    Kasahara, Hironori

    Enhancing the Performance of a Multiplayer Game by Using a Parallelizing Compiler Yasir I. M. Al performance enhancement in Video Games when using parallelizing compilers and the difficulties involved parallelizing compilers in extracting parallelism. Next, the program is compiled using a parallelizing compiler

  1. Risk Assessment as an Argumentation Game Henry Prakken1,2

    E-Print Network [OSTI]

    Wieringa, Roel

    Risk Assessment as an Argumentation Game Henry Prakken1,2 , Dan Ionita3 , and Roel Wieringa3 1@student.utwente.nl,r.j.wieringa@ewi.utwente.nl Abstract. This paper explores the idea that IT security risk assessment can be formalized is always partial and involves a risk assessment of the assessors. The game is dynamic in that the players

  2. Reconstruc*ng the World in 3D: Bringing Games with a Purpose

    E-Print Network [OSTI]

    Washington at Seattle, University of

    Reconstruc*ng the World in 3D: Bringing Games with a Purpose Outdoors #12;Design Challenges 1.Mo*va*ng players 2.Direc*ng player effort 3.Visualizing the game world 4.Ge^ng players outside #12;Mo*va*ng Players Challenge #1 #12;Score

  3. A Game-Theoretic Price Determination Algorithm for Utility Companies Serving a Community in Smart Grid

    E-Print Network [OSTI]

    Pedram, Massoud

    A Game-Theoretic Price Determination Algorithm for Utility Companies Serving a Community in Smart-cooperative utility companies who have incentives to maximize their own profits. The energy price competition forms an n-person game among utility companies where one's price strategy will affect the payoffs of others

  4. Pegs, Pebbles, Pennies and Piles --a study of some combinatorial games

    E-Print Network [OSTI]

    Pegs, Pebbles, Pennies and Piles -- a study of some combinatorial games Niklas Eriksen f95-ner (also known as solitaire), Pebbles, Pennies and Piles, which are described in this report. The main with the stan- dard techniques. · A study of Pennies, which is an entirely new game. On most boards, Pennies

  5. Internet-Based Games 0-8493-0052-5/00/$0.00+$.50

    E-Print Network [OSTI]

    Young, R. Michael

    Internet-Based Games 0-8493-0052-5/00/$0.00+$.50 c 2001 by CRC Press LLC 1 #12;#12;Contents 1 Internet-Based Games 1 R. Michael Young North Carolina State University 1.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 1.2 Background and History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 1

  6. Strong and Pareto Price of Anarchy in Congestion Games Steve Chien

    E-Print Network [OSTI]

    Sinclair, Alistair

    their strategies so as to improve all of their costs. The strong price of anarchy (see, e.g., [3]) is the ratioStrong and Pareto Price of Anarchy in Congestion Games Steve Chien Alistair Sinclair§ September 21 games, focusing on the relationships between the price of anarchy for these equilibria

  7. A competitive game whose maximal Nash-equilibrium payoff requires quantum resources for its achievement

    E-Print Network [OSTI]

    Charles D. Hill; Adrian P. Flitney; Nicolas C. Menicucci

    2009-09-14

    While it is known that shared quantum entanglement can offer improved solutions to a number of purely cooperative tasks for groups of remote agents, controversy remains regarding the legitimacy of quantum games in a competitive setting--in particular, whether they offer any advantage beyond what is achievable using classical resources. We construct a competitive game between four players based on the minority game where the maximal Nash-equilibrium payoff when played with the appropriate quantum resource is greater than that obtainable by classical means, assuming a local hidden variable model. The game is constructed in a manner analogous to a Bell inequality. This result is important in confirming the legitimacy of quantum games.

  8. Noise effects in a three-player Prisoner's Dilemma quantum game

    E-Print Network [OSTI]

    M. Ramzan; M. K. Khan

    2009-02-16

    We study the three-player Prisoner's Dilemma game under the effect of decoherence and correlated noise. It is seen that the quantum player is always better off over the classical players. It is also seen that the game's Nash equilibrium does not change in the presence of correlated noise in contradiction to the effect of decoherence in multiplayer case. Furthermore, it is shown that for maximum correlation the game does not behave as a noiseless game and the quantum player is still better off for all values of the decoherence parameter p which is not possible in the two-player case. In addition, the payoffs reduction due to decoherence is controlled by the correlated noise throughout the course of the game.

  9. Security Analysis of Selected AMI Failure Scenarios Using Agent Based Game Theoretic Simulation

    SciTech Connect (OSTI)

    Abercrombie, Robert K; Schlicher, Bob G; Sheldon, Frederick T

    2014-01-01

    Information security analysis can be performed using game theory implemented in dynamic Agent Based Game Theoretic (ABGT) simulations. Such simulations can be verified with the results from game theory analysis and further used to explore larger scale, real world scenarios involving multiple attackers, defenders, and information assets. We concentrated our analysis on the Advanced Metering Infrastructure (AMI) functional domain which the National Electric Sector Cyber security Organization Resource (NESCOR) working group has currently documented 29 failure scenarios. The strategy for the game was developed by analyzing five electric sector representative failure scenarios contained in the AMI functional domain. From these five selected scenarios, we characterize them into three specific threat categories affecting confidentiality, integrity and availability (CIA). The analysis using our ABGT simulation demonstrates how to model the AMI functional domain using a set of rationalized game theoretic rules decomposed from the failure scenarios in terms of how those scenarios might impact the AMI network with respect to CIA.

  10. Accelerating the transformation of power systems

    E-Print Network [OSTI]

    requirements are unique to each power system, but across many settings the quantity and performance ancillary services provision and preventing gaming Next Steps · CERC and POSOCO are evaluating how to apply consultative support Accelerating the transformation of power systems NREL/FS-6A20-61811 · May 2014 15013

  11. Complexity and Efficiency in Repeated Games and Negotiation

    E-Print Network [OSTI]

    Lee, Jihong; Sabourian, Hamid

    2004-06-16

    by Fi. Also, we shall denote by F ti the set of player i’s strategies in the negotiation game starting with role distribution given in period t. Thus, if t is odd, F ti = Fi. We can define a stationary (or history-independent) strategy in the following... ,M?2 ) is a NEMc with c ? 0 and T (M?) < ?. Then, qti(M?) 6= qTi (M?) ?t < T (M?) and ?i. Proof. Suppose not. So, suppose that qti = qTi for some i and some t < T . Let z = (z1, z2) ? 42 be the agreement at T . There are two possible cases to consider...

  12. Network Structures between Strategies in Iterated Prisoners' Dilemma Games

    E-Print Network [OSTI]

    Kim, Young Jin; Son, Seung-Woo

    2014-01-01

    We use replicator dynamics to study an iterated prisoners' dilemma game with memory. In this study, we investigate the characteristics of all 32 possible strategies with a single-step memory by observing the results when each strategy encounters another one. Based on these results, we define similarity measures between the 32 strategies and perform a network analysis of the relationship between the strategies by constructing a strategies network. Interestingly, we find that a win-lose circulation, like rock-paper-scissors, exists between strategies and that the circulation results from one unusual strategy.

  13. New Mexico Department of Game and Fish | Open Energy Information

    Open Energy Info (EERE)

    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 Home Page on Google Bookmark EERE: Alternative Fuels Data Center Home Page on QA:QAsource History ViewMayo, Maryland:NPI Ventures LtdNeville, Ohio:Archaeological Permits Webpage JumpNew MexicoGame

  14. Idaho Department of Fish & Game | Open Energy Information

    Open Energy Info (EERE)

    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 Home Page on Google Bookmark EERE: Alternative Fuels Data Center Home Page on QA:QA J-E-1 SECTION J APPENDIXsource History View NewGuam:on Openei | Open Energy2010)Texas) JumpFish & Game Jump

  15. Alaska Department of Fish and Game | Open Energy Information

    Open Energy Info (EERE)

    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 Home Page on Google Bookmark EERE: Alternative Fuels Data Center Home Page on QA:QA J-E-1 SECTION J APPENDIX ECoop IncIowaWisconsin: Energy ResourcesAirAlamo Heights,Game Jump to: navigation,

  16. Wyoming Game and Fish Department | Open Energy Information

    Open Energy Info (EERE)

    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 Home Page on Google Bookmark EERE: Alternative Fuels Data Center Home Page on QA:QA J-E-1 SECTION J APPENDIX ECoop IncIowa (UtilityMichigan) Jump to: Name: Wyoming Department of TransportationGame

  17. Approved Module Information for AM30GT, 2014/5 Module Title/Name: Game Theory Module Code: AM30GT

    E-Print Network [OSTI]

    Neirotti, Juan Pablo

    Approved Module Information for AM30GT, 2014/5 Module Title/Name: Game Theory Module Code: AM30GT. To be aware of basic and fundamental theorems underpinning mathematical game theory.4. Appreciate, complete and incomplete information games. 6 Auctions. 7. Applications of game theory . Module Delivery

  18. Fighting Game Artificial Intelligence Competition Feiyu Lu, Kaito Yamamoto, Luis H. Nomura, Syunsuke Mizuno, YoungMin Lee, and Ruck Thawonmas

    E-Print Network [OSTI]

    Thawonmas, Ruck

    Fighting Game Artificial Intelligence Competition Platform Feiyu Lu, Kaito Yamamoto, Luis H. Nomura fighting game. Examples of fighting games are Street Fighter, Tekken, and Mortal Kombat. To select the winner in the fighting game is simple: the winner is the character with less damage or the last one

  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. Prediction Markets, Mechanism Design, and Cooperative Game Theory

    E-Print Network [OSTI]

    Conitzer, Vincent

    2012-01-01

    Prediction markets are designed to elicit information from multiple agents in order to predict (obtain probabilities for) future events. A good prediction market incentivizes agents to reveal their information truthfully; such incentive compatibility considerations are commonly studied in mechanism design. While this relation between prediction markets and mechanism design is well understood at a high level, the models used in prediction markets tend to be somewhat different from those used in mechanism design. This paper considers a model for prediction markets that fits more straightforwardly into the mechanism design framework. We consider a number of mechanisms within this model, all based on proper scoring rules. We discuss basic properties of these mechanisms, such as incentive compatibility. We also draw connections between some of these mechanisms and cooperative game theory. Finally, we speculate how one might build a practical prediction market based on some of these ideas.

  1. 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 ...

  2. A Note on the Existence of Nash Equilibrium in Games with Discontinuous Payoffs

    E-Print Network [OSTI]

    Gatti, J Rupert J

    2006-03-14

    This paper generalises the approach taken by Dasgupta & Maskin (1986) and Simon (1989) and provides necessary and sufficient conditions for the existence of pure and mixed strategy Nash equilibrium in games with continuous strategy spaces...

  3. Customer research, customer-driven design, and business strategy in Massively Multiplayer Online Games

    E-Print Network [OSTI]

    Andrivet, Sébastien

    2007-01-01

    This thesis is a part of an exploration of how the relationships between the customers of Massively Multiplayer Online Games (MMOGs) shape customer experience, and can be used to diminish customer churn and improve customer ...

  4. Game theoretic models of inter-firm R&D dynamics in semiconductor manufacturing

    E-Print Network [OSTI]

    Heaps-Nelson, G. Thomas

    2013-01-01

    This dissertation demonstrates that valuable strategic insight and a reasonable measure of predictive power can be obtained by developing and analyzing context-rich parsimonious game theoretic strategy models during large ...

  5. The effect of anonymity on the WTA - WTP gap in endowment effect games 

    E-Print Network [OSTI]

    Cohen, Gregory

    2012-04-12

    I conducted experiments to determine whether anonymity affects the gap between the willingness to accept (WTA) and willingness to pay (WTP) in endowment effect games. Plott and Zeiler (2005) theorize complete anonymity is ...

  6. Spieleprogrammierung mit PyGame Teil II Softwareentwicklungspraktikum "Python mit dem Raspberry Pi"

    E-Print Network [OSTI]

    Spieleprogrammierung mit PyGame ­ Teil II Softwareentwicklungspraktikum "Python mit dem Raspberry Pi" (WiSe 2015/2016) Clemens Schefels Lehr- und Forschungseinheit f¨ur Programmier- und

  7. Design of Emergent and Adaptive Virtual Players in a War RTS Game

    E-Print Network [OSTI]

    Gutiérrez, José A García; Fernández-Leiva, Antonio J

    2012-01-01

    Basically, in (one-player) war Real Time Strategy (wRTS) games a human player controls, in real time, an army consisting of a number of soldiers and her aim is to destroy the opponent's assets where the opponent is a virtual (i.e., non-human player controlled) player that usually consists of a pre-programmed decision-making script. These scripts have usually associated some well-known problems (e.g., predictability, non-rationality, repetitive behaviors, and sensation of artificial stupidity among others). This paper describes a method for the automatic generation of virtual players that adapt to the player skills; this is done by building initially a model of the player behavior in real time during the game, and further evolving the virtual player via this model in-between two games. The paper also shows preliminary results obtained on a one player wRTS game constructed specifically for experimentation.

  8. Game theory and real options : analysis of land value and strategic decisions in real estate development

    E-Print Network [OSTI]

    So, Chun Kit (Chun Kit Timothy)

    2013-01-01

    This thesis investigates the use of the game theory and the real options theory in real estate development at the strategic level, trying empirically to explain different economic observations among different metropolitan ...

  9. 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

  10. Chinese Scrabble : a web-based speech-enabled game for Chinese vocabulary building

    E-Print Network [OSTI]

    Trnovcova, Zuzana

    2010-01-01

    The subject of this thesis is a web-based language game Chinese Scrabble, whose main objective is to help students of Chinese to practice speaking, to learn and review vocabulary both in pinyin and in Chinese characters. ...

  11. User Identification based on Game-Play Activity Patterns Kuan-Ta Chen

    E-Print Network [OSTI]

    Chen, Sheng-Wei

    on subscriber behavior, such as how players' age, gender, and occupations affect their payment behavior, Kullback-Leibler Divergence, Online Games, User Behavior 1. INTRODUCTION Security is considered one

  12. Government Leasing Policy and the Multi-Stage Investment Timing Game in Offshore Petroleum Production

    E-Print Network [OSTI]

    Lin, C.-Y. Cynthia; Leighty, Wayne

    2007-01-01

    The case of o?shore petroleum leases. Quarterly Journal of100 (401), 367-390. [29] Petroleum Production Tax website. (timing game in o?shore petroleum production. Working paper.

  13. Investigations of Game of Life cellular automata rules on Penrose Tilings: lifetime and ash

    E-Print Network [OSTI]

    Stepney, Susan

    Investigations of Game of Life cellular automata rules on Penrose Tilings: lifetime and ash; section 6 reports the statistics of lifetimes, ash densities, and growth of the region of activity. 2

  14. Ecology and evolution simulation and quest design for an educational massive multiplayer online game

    E-Print Network [OSTI]

    Zhang, Mark (Mark A.)

    2013-01-01

    In this design-based research project, I developed two simulations to be used as student tools in a massively multiplayer online game targeted at STEM education, the Radix Endeavor. I designed both the underlying agent-based ...

  15. Play and learning in Pieter Bruegel’s Children’s games 

    E-Print Network [OSTI]

    Orrock, Amy Louise

    2010-11-26

    This thesis offers a reassessment of Pieter Bruegel the Elder’s painting Children’s Games (1560, Kunsthistoriches Museum, Vienna). Addressing the lack of historically accurate interpretations of Bruegel’s panel, I use a wide range of sixteenth...

  16. How Japanese is Wii? The Reception and Localization of Japanese Video Games in America

    E-Print Network [OSTI]

    Huang, Xiangyi

    2009-06-12

    How Japanese is Wii? The Reception and Localization of Japanese Video Games in America By C2009 Xiangyi Huang Submitted to the Department of American Studies and the Faculty of the Graduate School of the University..., 2009 ii The Thesis Committee for Xiangyi Huang certifies that this is the approved Version of the following thesis: How Japanese is Wii? The Reception and Localization of Japanese Video Games...

  17. Non-factorizable Joint Probabilities and Evolutionarily Stable Strategies in the Quantum Prisoner's Dilemma Game

    E-Print Network [OSTI]

    Azhar Iqbal; Derek Abbott

    2009-05-12

    The well known refinement of the Nash Equilibrium (NE) called an Evolutionarily Stable Strategy (ESS) is investigated in the quantum Prisoner's Dilemma (PD) game that is played using an Einstein-Podolsky-Rosen type setting. Earlier results report that in this scheme the classical NE remains intact as the unique solution of the quantum PD game. In contrast, we show here that interestingly in this scheme a non-classical solution for the ESS emerges for the quantum PD.

  18. An Analysis of the Quantum Penny Flip Game using Geometric Algebra

    E-Print Network [OSTI]

    James M. Chappell; Azhar Iqbal; M. A. Lohe; Lorenz von Smekal

    2009-02-25

    We analyze the quantum penny flip game using geometric algebra and so determine all possible unitary transformations which enable the player Q to implement a winning strategy. Geometric algebra provides a clear visual picture of the quantum game and its strategies, as well as providing a simple and direct derivation of the winning transformation, which we demonstrate can be parametrized by two angles. For comparison we derive the same general winning strategy by conventional means using density matrices.

  19. Parallel Repetition of Entangled Games with Exponential Decay via the Superposed Information Cost

    E-Print Network [OSTI]

    André Chailloux; Giannicola Scarpa

    2014-10-02

    In a two-player game, two cooperating but non communicating players, Alice and Bob, receive inputs taken from a probability distribution. Each of them produces an output and they win the game if they satisfy some predicate on their inputs/outputs. The entangled value $\\omega^*(G)$ of a game $G$ is the maximum probability that Alice and Bob can win the game if they are allowed to share an entangled state prior to receiving their inputs. The $n$-fold parallel repetition $G^n$ of $G$ consists of $n$ instances of $G$ where the players receive all the inputs at the same time and produce all the outputs at the same time. They win $G^n$ if they win each instance of $G$. In this paper we show that for any game $G$ such that $\\omega^*(G) = 1 - \\varepsilon right)}$, where $|I|$ and $|O|$ are the sizes of the input and output sets. From this result, we show that for any entangled game $G$, $\\omega^*(G^n) \\le (1 - \\varepsilon^2)^{\\Omega(\\frac{n}{Q\\log(|I||O|)} - \\frac{|\\log(\\varepsilon)|}{Q})}$ where $p$ is the input distribution of $G$ and $Q= \\frac{|I|^2 \\max_{xy} p_{xy}^2 }{\\min_{xy} p_{xy} }$. This implies parallel repetition with exponential decay as long as $\\min_{xy} \\{p_{xy}\\} \

  20. Digital radiographic systems detect boiler tube cracks

    SciTech Connect (OSTI)

    Walker, S. [EPRI, Charlotte, NC (United States)

    2008-06-15

    Boiler water wall leaks have been a major cause of steam plant forced outages. But conventional nondestructive evaluation techniques have a poor track record of detecting corrosion fatigue cracking on the inside surface of the cold side of waterwall tubing. EPRI is performing field trials of a prototype direct-digital radiographic system that promises to be a game changer. 8 figs.

  1. 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.

  2. PARKING/TRANSIT: Football game day information Will you be in Clemson during the game? If you have a car parked on

    E-Print Network [OSTI]

    Stuart, Steven J.

    a car parked on campus or plan to drive a car on campus or around town this weekend, read the following information and heed the warnings to avoid the expense and frustration of your car being towed from a spaceStadiumInfo2014.pdf?DB_OEM_ID=28500&DB_OEM_ID=28500 #12;Parking restrictions after the game Parked cars must

  3. Evolutionary stable strategies in networked games: the influence of topology

    E-Print Network [OSTI]

    Kasthurirathna, Dharshana; Uddin, Shahadat

    2015-01-01

    Evolutionary game theory is used to model the evolution of competing strategies in a population of players. Evolutionary stability of a strategy is a dynamic equilibrium, in which any competing mutated strategy would be wiped out from a population. If a strategy is weak evolutionarily stable, the competing strategy may manage to survive within the network. Understanding the network-related factors that affect the evolutionary stability of a strategy would be critical in making accurate predictions about the behaviour of a strategy in a real-world strategic decision making environment. In this work, we evaluate the effect of network topology on the evolutionary stability of a strategy. We focus on two well-known strategies known as the Zero-determinant strategy and the Pavlov strategy. Zero-determinant strategies have been shown to be evolutionarily unstable in a well-mixed population of players. We identify that the Zero-determinant strategy may survive, and may even dominate in a population of players connec...

  4. Testing product states, quantum Merlin-Arthur games and tensor optimisation

    E-Print Network [OSTI]

    Aram W. Harrow; Ashley Montanaro

    2012-11-04

    We give a test that can distinguish efficiently between product states of n quantum systems and states which are far from product. If applied to a state psi whose maximum overlap with a product state is 1-epsilon, the test passes with probability 1-Theta(epsilon), regardless of n or the local dimensions of the individual systems. The test uses two copies of psi. We prove correctness of this test as a special case of a more general result regarding stability of maximum output purity of the depolarising channel. A key application of the test is to quantum Merlin-Arthur games with multiple Merlins, where we obtain several structural results that had been previously conjectured, including the fact that efficient soundness amplification is possible and that two Merlins can simulate many Merlins: QMA(k)=QMA(2) for k>=2. Building on a previous result of Aaronson et al, this implies that there is an efficient quantum algorithm to verify 3-SAT with constant soundness, given two unentangled proofs of O(sqrt(n) polylog(n)) qubits. We also show how QMA(2) with log-sized proofs is equivalent to a large number of problems, some related to quantum information (such as testing separability of mixed states) as well as problems without any apparent connection to quantum mechanics (such as computing injective tensor norms of 3-index tensors). As a consequence, we obtain many hardness-of-approximation results, as well as potential algorithmic applications of methods for approximating QMA(2) acceptance probabilities. Finally, our test can also be used to construct an efficient test for determining whether a unitary operator is a tensor product, which is a generalisation of classical linearity testing.

  5. Decision support models for solid waste management: Review and game-theoretic approaches

    SciTech Connect (OSTI)

    Karmperis, Athanasios C.; Aravossis, Konstantinos; Tatsiopoulos, Ilias P.; Sotirchos, Anastasios

    2013-05-15

    Highlights: ? The mainly used decision support frameworks for solid waste management are reviewed. ? The LCA, CBA and MCDM models are presented and their strengths, weaknesses, similarities and possible combinations are analyzed. ? The game-theoretic approach in a solid waste management context is presented. ? The waste management bargaining game is introduced as a specific decision support framework. ? Cooperative and non-cooperative game-theoretic approaches to decision support for solid waste management are discussed. - Abstract: This paper surveys decision support models that are commonly used in the solid waste management area. Most models are mainly developed within three decision support frameworks, which are the life-cycle assessment, the cost–benefit analysis and the multi-criteria decision-making. These frameworks are reviewed and their strengths and weaknesses as well as their critical issues are analyzed, while their possible combinations and extensions are also discussed. Furthermore, the paper presents how cooperative and non-cooperative game-theoretic approaches can be used for the purpose of modeling and analyzing decision-making in situations with multiple stakeholders. Specifically, since a waste management model is sustainable when considering not only environmental and economic but also social aspects, the waste management bargaining game is introduced as a specific decision support framework in which future models can be developed.

  6. Automatic Generation and Analysis of Physics-Based Puzzle Games Mohammad Shaker, Mhd Hasan Sarhan, Ola Al Naameh, Noor Shaker and Julian Togelius, Member, IEEE

    E-Print Network [OSTI]

    Togelius, Julian

    Automatic Generation and Analysis of Physics-Based Puzzle Games Mohammad Shaker, Mhd Hasan Sarhan a method for the auto- matic generation of content for the physics-based puzzle game Cut The Rope. An evolutionary game generator is implemented which evolves the design of levels based on a context-free gram- mar

  7. 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

  8. Finding all pure strategy Nash equilibria in a planar location game J. M. Diaz-Ba~nez

    E-Print Network [OSTI]

    Díaz-Báñez, José Miguel

    Finding all pure strategy Nash equilibria in a planar location game J. M. D´iaz-B´a~nez M. Heredia is reduced to a location game for which pure strategy Nash equilibria are studied assuming that the marginal. We present characterizations of local and global Nash equilibria. Then an algorithm is shown in order

  9. Finger length ratio (2D:4D) and sex differences in aggression during a simulated war game

    E-Print Network [OSTI]

    Cosmides, Leda

    Finger length ratio (2D:4D) and sex differences in aggression during a simulated war game Matthew H), and unprovoked attack during a simulated war game (n = 176). We also investigated whether 2D:4D mediated; Narcissism, social dominance orientation; Stress; Self-esteem; Aggression; War 0191-8869/$ - see front matter

  10. Abstract Game theoretical models predict that the main function of fighting behaviour is to assess the relative

    E-Print Network [OSTI]

    Kotiaho, Janne S.

    Abstract Game theoretical models predict that the main function of fighting behaviour is to assess the relative fighting ability of opponents. The sequential assessment game has often been used to investigate about fighting ability, and how size and motivation asymmetries affect male fighting behav- iour. We

  11. Do quantum strategies always win? A case study in the entangled quantum penny flip game

    E-Print Network [OSTI]

    Anand, Namit

    2014-01-01

    In a seminal paper, Meyer\\cite{Meyer} described the advantages of quantum game theory by looking at the classical penny flip game. A player using quantum strategy can win against a classical player almost 100% of the time. Here we make a slight modification of the quantum game in which the two players share an entangled state to begin with. We then analyse two different scenarios one in which the quantum player makes unitary transformations to her qubit while classical player uses a pure strategy of either flipping or not flipping the state of his qubit. In the second scenario we have the quantum player making similar unitary transformations while the classical player makes use of a mixed strategy wherein he either flips or not with some probability "p". We show that in the second scenario 100% win record of a quantum player is drastically reduced and for a particular probability "p" the classical player may even win against the quantum player.

  12. On Control under Communication Constraints in Autonomous Multi-robot Systems

    E-Print Network [OSTI]

    Johansson, Karl Henrik

    On Control under Communication Constraints in Autonomous Multi-robot Systems ALBERTO SPERANZON­evasion game is considered as an ex- ample to study constrained communication in multi-robot systems, Sensors and Systems SE-100 44 Stockholm SWEDEN Academic thesis, which with the approval of Kungliga

  13. Formal modeling and analysis of hybrid systems: A case study in multi-robot coordination

    E-Print Network [OSTI]

    the design phase. The formal analysis of the mixed digital-analog nature of hybrid systems r, and robots. Designing reliable hybrid systems is a challenging task. Control theoretic tools enable. A game-theoretic approach to designing controllers for hybrid systems with a hierarchical structure

  14. 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...

  15. TV-based conjugate gradient method and discrete L-curve for few-view CT reconstruction of X-ray in vivo data

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

    Yang, Xiaoli; Hofmann, Ralf; Dapp, Robin; van de Kamp, Thomas; Rolo, Tomy dos Santos; Xiao, Xianghui; Moosmann, Julian; Kashef, Jubin; Stotzka, Rainer

    2015-01-01

    High-resolution, three-dimensional (3D) imaging of soft tissues requires the solution of two inverse problems: phase retrieval and the reconstruction of the 3D image from a tomographic stack of two-dimensional (2D) projections. The number of projections per stack should be small to accommodate fast tomography of rapid processes and to constrain X-ray radiation dose to optimal levels to either increase the duration o fin vivo time-lapse series at a given goal for spatial resolution and/or the conservation of structure under X-ray irradiation. In pursuing the 3D reconstruction problem in the sense of compressive sampling theory, we propose to reduce the numbermore »of projections by applying an advanced algebraic technique subject to the minimisation of the total variation (TV) in the reconstructed slice. This problem is formulated in a Lagrangian multiplier fashion with the parameter value determined by appealing to a discrete L-curve in conjunction with a conjugate gradient method. The usefulness of this reconstruction modality is demonstrated for simulated and in vivo data, the latter acquired in parallel-beam imaging experiments using synchrotron radiation.« less

  16. 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.

  17. Col. Shauna Snyder aims for Gold during World Games By Annette Coward, Army Warrior Transition Command

    E-Print Network [OSTI]

    US Army Corps of Engineers

    du Sport Militaire (CISM) World Games being held in Mungyeong, South Korea, October 2-11 2015. She Warriors competing in para- track and field and para-archery. Founded in 1948, CISM is the second largest of its kind in the world. The United States joined CISM in 1951 and remains one of the most active

  18. 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

  19. 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

  20. Approximate Nash Equilibria for Multi-player Games Sebastien Hemon1,2

    E-Print Network [OSTI]

    Fondements et Applications, Université Paris 7

    Approximate Nash Equilibria for Multi-player Games S´ebastien H´emon1,2 , Michel de Rougemont1 approximate Nash equilibria in the additive and multiplicative sense, where the number of pure strategies. In the additive case we show that for 0 Nash equilibrium with support size 2r ln(nr+r) 2

  1. Falloc: Fair Network Bandwidth Allocation in IaaS Datacenters via a Bargaining Game Approach

    E-Print Network [OSTI]

    Lui, John C.S.

    Falloc: Fair Network Bandwidth Allocation in IaaS Datacenters via a Bargaining Game Approach Jian by renting the shared resources in datacenters. Unlike resources such as CPU and memory, datacenter network-based fairness across the datacenter with two main objectives: (i) guarantee bandwidth for VMs based

  2. Procedural Level Design for Platform Games Kate Compton and Michael Mateas

    E-Print Network [OSTI]

    Mateas, Michael

    @cc.gatech.edu Abstract Although other genres have used procedural level generation to extend gameplay and replayability, platformer games have not yet seen successful level generation. This paper proposes a new four, and connectivity. It also proposes a way to use this model to procedurally generate new levels. Introduction

  3. Characterization of spiraling patterns in spatial rockpaperscissors games Bartosz Szczesny,1,

    E-Print Network [OSTI]

    Rucklidge, Alastair

    Characterization of spiraling patterns in spatial rock­paper­scissors games Bartosz Szczesny,1 near its Hopf bifurcation and quantitatively characterize the properties of the spiral- ing patterns arising in each phase. The phases characterizing the cyclic competition away far from the Hopf bifurcation

  4. 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

  5. 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

  6. Algorithms, Games, and Networks January 15, 2013 Lecturer: Avrim Blum Scribe: Jamie Morgenstern

    E-Print Network [OSTI]

    Procaccia, Ariel

    Algorithms, Games, and Networks January 15, 2013 Lecture 1 Lecturer: Avrim Blum Scribe: Jamie. The required work for the course is: · 4 homeworks · A final project · Scribing one lecture * Find the link who installs it, and each player benefits from breathing cleaner air (and paying less in worker's comp

  7. PEV-based Reactive Power Compensation for Wind DG Units: A Stackelberg Game Approach

    E-Print Network [OSTI]

    Huang, Jianwei

    1 PEV-based Reactive Power Compensation for Wind DG Units: A Stackelberg Game Approach Chenye Wu, in particular wind power, in form of distributed generation (DG) units. However, one important challenge with wind DG units is to provide low-cost and fast-responding reactive power compensation of the wind

  8. Wind Power Integration via Aggregator-Consumer Coordination: A Game Theoretic Approach

    E-Print Network [OSTI]

    Huang, Jianwei

    Wind Power Integration via Aggregator-Consumer Coordination: A Game Theoretic Approach Chenye Wu@ie.cuhk.edu.hk Abstract--Due to the stochastic nature of wind power, its large-scale integration into the power grid-side resources via pricing in order to tackle the intermittency and fluctuations in wind power generation

  9. Conversational Agents for Game-Like Virtual Environments Thomas William Morris

    E-Print Network [OSTI]

    Forbus, Kenneth D.

    who are suspects for the murder of another character, Dr Black. The players must, via a text-based natural language interface, interrogate the characters to determine the details of the murder that occurred (Murderer identity, murder location and murder weapon). The game proceeds in two distinct phases

  10. 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

  11. Wind Farm Power Maximization Based On A Cooperative Static Game Approach

    E-Print Network [OSTI]

    Stanford University

    Wind Farm Power Maximization Based On A Cooperative Static Game Approach Jinkyoo Parka, Soonduck efficiency of wind farms using cooperative control. The key factors in determining the power production and the loading for a wind turbine are the nacelle yaw and blade pitch angles. However, the nacelle and blade

  12. Energy-Efficient Gaming on Mobile Devices using Dead Reckoning-based Power Management

    E-Print Network [OSTI]

    Hefeeda, Mohammed

    to communicate with other players. One example of a commercially available multiplayer game available as possible in low-power states. At a first glance, we may think that we can maximize energy savings. If wireless interface is in sleep-mode, it may not know when to wake up and will miss an incoming packet

  13. 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

  14. 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

  15. A Cheat-Proof Game Theoretic Demand Response Scheme for Smart Grids

    E-Print Network [OSTI]

    Liu, K. J. Ray

    A Cheat-Proof Game Theoretic Demand Response Scheme for Smart Grids Yan Chen, W. Sabrina Lin, Feng}@umd.edu Abstract--While demand response has achieved promising results on making the power grid more efficient and reliable, the additional dynamics and flexibility brought by demand response also increase the uncertainty

  16. Demand Response Design based on a Stackelberg Game in Smart Grid

    E-Print Network [OSTI]

    Bahk, Saewoong

    Demand Response Design based on a Stackelberg Game in Smart Grid Sung-Guk Yoon, Young-June Choi- time demand response can be applied. A smart grid network consisting of one retailer and many customers, demand response (DR) [3] is an indirect way to control the demand through hourly pricing information

  17. Chutes and ladders and other games we play with rivers. I. Simulated effects of upstream passage

    E-Print Network [OSTI]

    Jager, Henriette I.

    or downstream passage, was harmful to the metapopulation as a whole. However, upstream passage was beneficial downstream passage). The combi- nation of upstream and downstream passage was most beneficial at dams aboveChutes and ladders and other games we play with rivers. I. Simulated effects of upstream passage

  18. 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

  19. Demand Side Management for Wind Power Integration in Microgrid Using Dynamic Potential Game Theory

    E-Print Network [OSTI]

    Huang, Jianwei

    Demand Side Management for Wind Power Integration in Microgrid Using Dynamic Potential Game Theory the intermittency in wind power generation. Our focus is on an isolated microgrid with one wind turbine, one fast supply and demand in an isolated microgrid [2], which is an important concept for renewable energy

  20. Pricing Games among Interconnected Microgrids Gaurav S. Kasbekar and Saswati Sarkar

    E-Print Network [OSTI]

    Sarkar, Saswati

    1 Pricing Games among Interconnected Microgrids Gaurav S. Kasbekar and Saswati Sarkar Abstract--We consider a scenario with multiple independent microgrids close to each other in a region that are connected to each other and to the central grid (macrogrid). In each time slot, a given microgrid may produce more

  1. A piecewise-constant congestion taxing policy for repeated routing games q,qq

    E-Print Network [OSTI]

    Johansson, Karl Henrik

    on the flow of the vehicles on each road prior to the beginning of the taxing window (and, henceA piecewise-constant congestion taxing policy for repeated routing games q,qq Farhad Farokhi a-constant congestion tax- ing in which a central planner sets and announces the congestion taxes for fixed windows

  2. A Game-Theoretic Framework for Studying Truck Platooning Incentives Farhad Farokhi and Karl H. Johansson

    E-Print Network [OSTI]

    Johansson, Karl Henrik

    congestion tax that they are paying to use the road. The trucks have platooning capabilities and therefore, and the congestion tax that they pay for using the road at that time interval. The second type of agents are trucks the traffic flow on a road over certain time intervals. In this game, the drivers make a trade-off between

  3. Physical Layer Security Game: How to Date a Girl with Her Boyfriend on the Same Table

    E-Print Network [OSTI]

    Paris-Sud XI, Université de

    is an emerging security technology that achieves perfect secrecy data transmission between the intended network-Lucent Chair on Flexible Radio, SUP´ELEC, Gif-sur-Yvette, France. Abstract-- Physical layer security the "service" (jamming power) or would buy it from other jammers. To analyze the game outcome, we define and in

  4. A Coalition Formation Game for Energy-efficient Cooperative Spectrum Sensing in Cognitive Radio

    E-Print Network [OSTI]

    Wong, Vincent

    A Coalition Formation Game for Energy-efficient Cooperative Spectrum Sensing in Cognitive Radio). In this paper, we study energy-efficient cooperative multi-channel spectrum sensing in CRNs. We first propose a cooperative spectrum sensing and accessing (CSSA) scheme for all the secondary users (SUs). The SUs

  5. A Kickball Game for Ankle Rehabilitation by JAVA, JNI and VRML

    E-Print Network [OSTI]

    Lee, Chan-Su

    A Kickball Game for Ankle Rehabilitation by JAVA, JNI and VRML Hyungjeen Choi , Jeha Ryu environment that can be applied to the ankle rehabilitation procedure. We developed a virtual football stadium of the ankle rehabilitation procedures. Keywords: ankle rehabilitation, virtual environment, VRML, JNI, K

  6. Stackelberg Game based Demand Response for At-Home Electric Vehicle Charging

    E-Print Network [OSTI]

    Bahk, Saewoong

    1 Stackelberg Game based Demand Response for At-Home Electric Vehicle Charging Sung-Guk Yoon Member, which is called demand response. Under demand response, retailers determine their electricity prices and customers respond accordingly with their electricity consumption levels. In particular, the demands

  7. Wind Power Integration via Aggregator-Consumer Coordination: A Game Theoretic Approach

    E-Print Network [OSTI]

    Mohsenian-Rad, Hamed

    the balance between load and generation in the power grid at all times [2]. Moreover, wind generation is nonWind Power Integration via Aggregator-Consumer Coordination: A Game Theoretic Approach Chenye Wu@ie.cuhk.edu.hk Abstract--Due to the stochastic nature of wind power, its large-scale integration into the power grid

  8. Squidball: An Experiment in Large-Scale Motion Capture and Game Design

    E-Print Network [OSTI]

    Bregler, Christoph

    motion capture space at the time, and many other challenges in technology, production, game play-time graphics and audio by bouncing and batting multiple large helium-filled balloons across the entire theater explores the adventures and challenges that the production team had to overcome and the lessons learned

  9. Channel Allocation in a Multiple Distributed Vehicular Users Using Game Theory

    E-Print Network [OSTI]

    Yuen, Chau

    Channel Allocation in a Multiple Distributed Vehicular Users Using Game Theory 1 Yusita Kasdani, 2 Kingdom Abstract -- In this paper, we look into the channel allocation problem for a non possible approach to compromise their requests ­ a utility function is defined for each user

  10. Statistical properties of position-dependent ball-passing networks in football games

    E-Print Network [OSTI]

    Narizuka, Takuma; Yamazaki, Yoshihiro

    2013-01-01

    Statistical properties of position-dependent ball-passing networks in real football games are examined. We find that the networks have the small-world property, and their degree distributions are fitted well by a truncated gamma distribution function. In order to reproduce these properties of networks, a model based on a Markov chain is proposed.

  11. A Game Theoretical Study of Cooperative Advertising with Multiple Retailers in a Distribution Channel

    E-Print Network [OSTI]

    Xie, Jinxing

    1 A Game Theoretical Study of Cooperative Advertising with Multiple Retailers in a Distribution. Beijing 100084, China Abstract Extant studies of cooperative advertising mainly consider a single advertising decisions. Based on the quantitative results, it is observed that: 1) When there are multiple

  12. From General Game Descriptions to a Market Specification Language for General Trading

    E-Print Network [OSTI]

    Thielscher, Michael

    From General Game Descriptions to a Market Specification Language for General Trading Agents Trading Agents, which are able to understand the rules of un- known markets and then to actively Specification Language and illustrate its expressive power by presenting axiomatizations of several well

  13. The Role of Visibility in the Cops-Robber Game and Robotic Pursuit / Evasion

    E-Print Network [OSTI]

    Pralat, Pawel

    The Role of Visibility in the Cops-Robber Game and Robotic Pursuit / Evasion Athanasios Kehagias robotics as a discretized model of pursuit/evasion problems. The "classical" CR version is a perfect relevant to robotics are versions where one (or both) player is invisible. In this paper we study

  14. An Evolutionary Game-Theoretic Comparison of Two Double-Auction Market Designs

    E-Print Network [OSTI]

    McBurney, Peter

    An Evolutionary Game-Theoretic Comparison of Two Double-Auction Market Designs Steve Phelps1]. However, in other practical scenarios, especially when it comes to analyzing and designing double. In this paper we describe an analysis of two double auction markets-- the clearing house auction

  15. An evolutionary game-theoretic comparison of two double-auction market designs

    E-Print Network [OSTI]

    Parsons, Simon

    An evolutionary game-theoretic comparison of two double-auction market designs Steve Phelps½, Simon to analyzing and designing double-sided markets, such as exchanges, there are still a number of problems. In this paper we describe an analysis of two double auction markets-- the clearing house auction

  16. 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

  17. 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

  18. Dynamic Planning For Agents in Games using Social Norms and Emotions

    E-Print Network [OSTI]

    Vilhjálmsson, Hannes Högni

    propose a novel approach that considers both the emotional and social impact of events and actions. The social impact essen- tially represents adherence to social norms. A final choice may be influcenedDynamic Planning For Agents in Games using Social Norms and Emotions Palli R Thrainsson, Arnkell

  19. "Red Sore Disease"in Game Fish1 Peggy Reed and Ruth Francis-Floyd2

    E-Print Network [OSTI]

    Watson, Craig A.

    VM85 "Red Sore Disease"in Game Fish1 Peggy Reed and Ruth Francis-Floyd2 1. This document is VM85 fish is generically referred to as "red sore disease." This problem usually occurs in the spring on their fish. Typically, "red sore disease" is caused by two organisms, Aeromonas hydrophila , a bacterium

  20. 1 Game of Life music . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 Eduardo R. Miranda and Alexis Kirke

    E-Print Network [OSTI]

    Miranda, Eduardo Reck

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 Eduardo R. Miranda and Alexis Kirke 1.1 A brief introduction to Go . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 v #12;#12;Chapter 1 Game of Life music Eduardo R. Miranda and Alexis Kirke At the time when methods developed in collaboration with Kirke and others. 1 #12;2 Miranda and Kirke 1.1 A brief