Sample records for tv-based game systems

  1. Games@Large Distributed Gaming System Arto Laikari1

    E-Print Network [OSTI]

    Eisert, Peter

    , Finland; 2,3 Fraunhofer Institute for Telecommunications, Berlin, Germany; 4,5,6 University of Genoa, Genoa, Italy; E-mail: 1 Arto.Laikari@vtt.fi, 2 philipp.fechteler@hhi.fraunhofer.de, 3 eisert@hhi.fraunhofer devices (CE) without the need of game software modification. The key innovations of the Games@Large system

  2. Strategic Planning System for Exotic Game Management

    E-Print Network [OSTI]

    Lubbering, Jeanne Marie Petrofes

    1988-01-01T23:59:59.000Z

    STRATEGIC PLANNING SYSTEM FOR EXOTIC GAME MANAGEMENT A Thesis by JEANNE MARIE PETROFES LUBBERING Submitted to the Office of Graduate Studies of Texas ASM University in partial fulfillment of the requirements for the degree of MASTER... OF SCIENCE December 1988 Major Subject: Range Science STRATEGIC PLANNING FOR EXOTIC GAME MANAGEMENT A Thesis by JEANNE MARIE PETROFES LUBBERING Approved as to style and content by: J ry W. uth (Ch ir of Committee) Steve Archer (Member) Duane C...

  3. Type Master Thesis Title TV based image processing for manifold-valued data

    E-Print Network [OSTI]

    Grohs, Philipp

    Type Master Thesis Title TV based image processing for manifold-valued data Advisor PROF. PHILIPP of a numerical array of real values (as e.g. in grey-value images) but rather of arrays (matrices) whose elements images, covariance matrices arising in radar observatory data, etc... The challenge is to extend

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

    Office of Environmental Management (EM)

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

  5. 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 and the cloud computing facilities. We provide a nested two stage game formulation for the MCC interaction as well as the cloud computing controller in the nested two stage game using convex optimization technique

  6. Game theoretic analysis of physical protection system design

    SciTech Connect (OSTI)

    Canion, B.; Schneider, E. [Nuclear and Radiation Engineering Program, University of Texas, 204 E. Dean Keeton Street, Stop C2200, Austin, TX 78712 (United States); Bickel, E.; Hadlock, C.; Morton, D. [Operations Research Program, University of Texas, 204 E. Dean Keeton Street, Stop C2200, Austin, TX 78712 (United States)

    2013-07-01T23:59:59.000Z

    The physical protection system (PPS) of a fictional small modular reactor (SMR) facility have been modeled as a platform for a game theoretic approach to security decision analysis. To demonstrate the game theoretic approach, a rational adversary with complete knowledge of the facility has been modeled attempting a sabotage attack. The adversary adjusts his decisions in response to investments made by the defender to enhance the security measures. This can lead to a conservative physical protection system design. Since defender upgrades were limited by a budget, cost benefit analysis may be conducted upon security upgrades. One approach to cost benefit analysis is the efficient frontier, which depicts the reduction in expected consequence per incremental increase in the security budget.

  7. Real time, TV-based, point-image quantizer and sorter

    DOE Patents [OSTI]

    Case, Arthur L. (Oak Ridge, TN); Davidson, Jackson B. (Oak Ridge, TN)

    1976-01-01T23:59:59.000Z

    A device is provided for improving the vertical resolution in a television-based, two-dimensional readout for radiation detection systems such as are used to determine the location of light or nuclear radiation impinging a target area viewed by a television camera, where it is desired to store the data indicative of the centroid location of such images. In the example embodiment, impinging nuclear radiation detected in the form of a scintillation occurring in a crystal is stored as a charge image on a television camera tube target. The target is scanned in a raster and the image position is stored according to a corresponding vertical scan number and horizontal position number along the scan. To determine the centroid location of an image that may overlap a number of horizontal scan lines along the vertical axis of the raster, digital logic circuits are provided with at least four series-connected shift registers, each having 512 bit positions according to a selected 512 horizontal increment of resolutions along a scan line. The registers are shifted by clock pulses at a rate of 512 pulses per scan line. When an image or portion thereof is detected along a scan, its horizontal center location is determined and the present front bit is set in the first shift register and shifted through the registers one at a time for each horizontal scan. Each register is compared bit-by-bit with the preceding register to detect coincident set bit positions until the last scan line detecting a portion of the image is determined. Depending on the number of shift registers through which the first detection of the image is shifted, circuitry is provided to store the vertical center position of the event according to the number of shift registers through which the first detection of the event is shifted. Interpolation circuitry is provided to determine if the event centroid is between adjacent scan lines and stored in a vertical address accordingly. The horizontal location of the event is stored in a separate address memory.

  8. Zen Play: A fair play system connected to serious games to motivate energy sustainable behaviors inside dwellings:.

    E-Print Network [OSTI]

    Zanon, D.

    2015-01-01T23:59:59.000Z

    ??“Zen Play“ is a graduation project that has been conducted to create a feedback system within the back-end part of a serious game, developed by… (more)

  9. A Game Theoretic Analysis of Intrusion Detection in Access Control Systems

    E-Print Network [OSTI]

    Alpcan, Tansu

    . The security of an access control system is of prime importance and is crucial for a successful operation, decision, and control processes for information security and intrusion detection. Such a mathematicalA Game Theoretic Analysis of Intrusion Detection in Access Control Systems Tansu Alpcan and Tamer

  10. Eliminating Software Task Overestimation Using Economic Game Theory to Create a Competitive Incentive System

    E-Print Network [OSTI]

    McGaughey, Alan

    Eliminating Software Task Overestimation Using Economic Game Theory to Create a Competitive Incentive System T.J. Glazier It is common for software engineers to overestimate the time to successfully is an organizational behavior that is the product of tangible penalties for being late and no incentives for being

  11. On the Capacity Game of Private Fingerprinting Systems under Collusion Attacks

    E-Print Network [OSTI]

    Merhav, Neri

    On the Capacity Game of Private Fingerprinting Systems under Collusion Attacks Anelia Somekh;ngerprints in order not to be detected. Their action is modelled by a multiple access channel (MAC- Capacity, coding with side information, error exponents, information hiding, MMI decoder, private

  12. Interoperable simulation gaming for strategic infrastructure systems design

    E-Print Network [OSTI]

    Grogan, Paul Thomas, 1985-

    2014-01-01T23:59:59.000Z

    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 ...

  13. Game Theoretic Issues in Cognitive Radio Systems (Invited Paper)

    E-Print Network [OSTI]

    Krishnamurthy, Vikram

    licensed spectrum bands are under-utilized. This fact motivates the development of new technologies is to split the available spectrum into frequency bands and allocate them to different licensed (primary) users, the dynamic spectrum access in cognitive radio systems improves the spectrum utilization

  14. System Design Evolution of The Prepared Partner: How a Labor and Childbirth Game Came to Term

    E-Print Network [OSTI]

    California at Santa Cruz, University of

    of October 17, 2010 How do you help a woman in labor? The Prepared Partner is an educational video game about a satisfying birth. We present a partial taxonomy of childbirth in video games, and a discussion on skill and suggestions about video games containing childbirth themes. We also thank DJ Capelis, Caitlin Sadowski

  15. Comme il Faut: A System for Simulating Social Games Between Autonomous Characters

    E-Print Network [OSTI]

    California at Santa Cruz, University of

    95064 mccoyjo, michaelm, nwf@soe.ucsc.edu ABSTRACT Modern video games have highly developed il Faut and our approach to enabling social play. 1. INTRODUCTION Currently video games have achieved and dialogue in stylized fashions that differ markedly from the average conversation. The video game

  16. Exploring the Solar System in Two Classrooms In Spring 2009, I taught a course on Serious Games at DePaul University to 14

    E-Print Network [OSTI]

    Wiemer-Hastings, Peter

    Exploring the Solar System in Two Classrooms In Spring 2009, I taught a course on Serious Games standards and used them to motivate game ideas. My students formed two project groups. Each group included, the player starts with a solar system which only has the sun, and launches the planets (by dragging them

  17. 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

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

    E-Print Network [OSTI]

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

    2009-01-01T23:59:59.000Z

    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 ...

  19. AIGA Southwest Gaming Expo

    Broader source: Energy.gov [DOE]

    The Arizona Indian Gaming Association (AIGA) is hosting the Southwest Gaming Expo in Scottsdale, Arizona, on Nov. 5-7, 2014.

  20. Snarry Games

    E-Print Network [OSTI]

    Multiple Contributors

    2006-01-01T23:59:59.000Z

    for something, Snape could tell. "I'm, er, I'm about to do something. I'm gonna do it without saying anything or using anything, because I've got pretty good at doing it now." What on earth was the idiot up to? Tony met Snape's dark gaze and held it as he... translate well to paper. This collection was created because I wanted a consistently-formatted set of the Games to read. Since I wanted to format them all, why not print a set for reading away from my computer. (I've got very little experience reading...

  1. Recycling Parrondo games

    E-Print Network [OSTI]

    Roberto Artuso; Lucia Cavallasca; Giampaolo Cristadoro

    2005-10-24T23:59:59.000Z

    We consider a deterministic realization of Parrondo games and use periodic orbit theory to analyze their asymptotic behavior.

  2. Game Theory Kenneth Prestwich

    E-Print Network [OSTI]

    Prestwich, Ken

    ...................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................... ............. ............. ............. ............. ............. ............. ............. ............. ............. ............. ............. ............. ............. ............. ............. ............. ............. ............. ............. ............. ............. ............. ............. ............. ............. ............. ............. ......... . . . . . . ESS Game theory modeling: Hawks dashed line and Doves solid line. #12;Game Theory Kenneth Prestwich ...................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................... ............. ............. ............. ............. ............. ............. ............. ............. ............. ............. ............. ............. ............. ............. ............. ............. ............. ............. ............. ............. ............. ............. ............. ............. ............. ............. ............. ......... . . . . . . ESS Game theory modeling: Hawks dashed line and Doves solid line. #12;c 1999 by Kenneth Prestwich. All are available on-line at: http: science.holycross.edu departments biology kprestwi behavior ESS ESS index frmset

  3. First Video Game

    ScienceCinema (OSTI)

    Peter Takacs

    2010-01-08T23:59:59.000Z

    Fifty years ago, before either arcades or home video games, visitors waited in line at Brookhaven National Laboratory to play Tennis for Two, an electronic tennis game that is unquestionably a forerunner of the modern video game. Two people played the ele

  4. PRODUCER -SCROUNGER GAME n-Person Game

    E-Print Network [OSTI]

    Caraco, Thomas

    size, ESS frequency of scrounging Assumptions of Producer-Scrounger Game Fix group (or population size Producer invades Scrounger n-Person Game with ESS q* : 0 ESS ** q P q S dq dW dq dW ESS frequency of scrounger

  5. 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...

  6. FACEBOOK GAMES: THE POINT WHERE TRIBES AND CASUAL GAMES MEET

    E-Print Network [OSTI]

    Paris-Sud XI, Université de

    FACEBOOK GAMES: THE POINT WHERE TRIBES AND CASUAL GAMES MEET Di Loreto Ines Universitŕ degli Studi in Facebook. Our assumption is that the success of games in the Facebook context is linked to the blending and will then describe some practical examples from the Facebook context. KEYWORDS Social games, casual games, tribes

  7. Small Game -- Cooking Care.

    E-Print Network [OSTI]

    Sweeten, Mary K.

    1981-01-01T23:59:59.000Z

    Game - Cooking Care Mary K. Sweeten* The Hunt Hunting small game animals in Texas is a popular recreational activity. Careful handling and preparation help you use game and avoid unnecessary waste of wild game resources if you do hunt. Squirrels.... Count Y2 cup of vegetable or fruit as one serving, or a portion ordinarily served such as one medium apple, banana, orange or potato, half a medium grapefruit or cantaloupe or the juice of one lemon. Some good sources of vitamin Care oranges...

  8. Game Theoretic Methods for the Smart Grid

    E-Print Network [OSTI]

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

    2012-01-01T23:59:59.000Z

    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...

  9. Entangled games are hard to approximate

    E-Print Network [OSTI]

    Julia Kempe; Hirotada Kobayashi; Keiji Matsumoto; Ben Toner; Thomas Vidick

    2007-11-21T23:59:59.000Z

    We establish the first hardness results for the problem of computing the value of one-round games played by a verifier and a team of provers who can share quantum entanglement. In particular, we show that it is NP-hard to approximate within an inverse polynomial the value of a one-round game with (i) quantum verifier and two entangled provers or (ii) classical verifier and three entangled provers. Previously it was not even known if computing the value exactly is NP-hard. We also describe a mathematical conjecture, which, if true, would imply hardness of approximation to within a constant. We start our proof by describing two ways to modify classical multi-prover games to make them resistant to entangled provers. We then show that a strategy for the modified game that uses entanglement can be ``rounded'' to one that does not. The results then follow from classical inapproximability bounds. Our work implies that, unless P=NP, the values of entangled-prover games cannot be computed by semidefinite programs that are polynomial in the size of the verifier's system, a method that has been successful for more restricted quantum games.

  10. Monotone cooperative games and their threshold versions Haris Aziz Felix Brandt Paul Harrenstein

    E-Print Network [OSTI]

    Cengarle, MarĂ­a Victoria

    Monotone cooperative games and their threshold versions Haris Aziz Felix Brandt Paul Harrenstein,brandtf,harrenst}@tcs.ifi.lmu.de ABSTRACT Cooperative games provide an appropriate framework for fair and stable resource allocation in multiagent systems. This paper focusses on monotone cooperative games, a class which comprises a variety

  11. Achievable Error Exponents for the Private Fingerprinting Game

    E-Print Network [OSTI]

    Merhav, Neri

    Achievable Error Exponents for the Private Fingerprinting Game Anelia Somekh-Baruch and Neri Merhav a forgery of the data while aiming at erasing the fingerprints in order not to be detected. Their action have presented and analyzed a game-theoretic model of private2 fingerprinting systems in the presence

  12. Digital Games and Biodiversity Conservation

    E-Print Network [OSTI]

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

    2014-06-16T23:59:59.000Z

    for mobile devices such as Endomondo), or the virtual world (e.g. the ability to „like? material on Facebook, creating a competitive dynamic and encouraging further engagement). 3. Digital games and the conservation of biodiversity This article... ConservationPark, a Facebook game, claims to support conservation, but gives no details of what proportion of in-game purchases are donated, or to which organisations. 3.2.3 Games for Conservation Research, Monitoring and Planning The use of games...

  13. Advertising in computer games

    E-Print Network [OSTI]

    Vedrashko, Ilya

    2006-01-01T23:59:59.000Z

    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 ...

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

    E-Print Network [OSTI]

    Marisca Alvarez, Eduardo

    2014-01-01T23:59:59.000Z

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

  15. Atlanta Centennial Olympic Games and Paralympic Games event study, 1996. Final report, July 1996--August 1996

    SciTech Connect (OSTI)

    Amodei, R.; Bard, E.; Brong, B.; Cahoon, F.; Jasper, K.

    1998-11-01T23:59:59.000Z

    The Atlanta metropolitan region was the location of one of the most ambitious Intelligent Transportation Systems (ITS) deployments in the United States. This deployment included several individual projects--a Central Transportation Management Center (TMC), six Traffic Control Centers (TCCs), one Transit Information Center (TIC), The Travel Information Showcase (TIS), and the extension of the Metropolitan Atlanta Rapid Transit Authority (MARTA) Rail network and the new high-occupancy vehicle (HOV) lanes on I-85 and I-75. The 1996 Atlanta Centennial Olympic Games and Paralympic Games created a focus for these projects. All of these systems were to be brought on-line in time for the Olympic Games. This report presents the findings of the 1996 Olympic and Paralympic Games Events Study--a compilation of findings of system performance, the benefits realized, and the lessons learned during their operations over the event period. The study assessed the performance of the various Travel Demand Management (TDM) plans employed for Olympic Games traffic management.

  16. Video Game Device Haptic Interface for Robotic Arc Welding

    SciTech Connect (OSTI)

    Corrie I. Nichol; Milos Manic

    2009-05-01T23:59:59.000Z

    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.

  17. Provider-Customer Coalitional Games Alireza Aram, Saswati Sarkar, and Chandramani Singh

    E-Print Network [OSTI]

    Sarkar, Saswati

    Provider-Customer Coalitional Games Alireza Aram, Saswati Sarkar, and Chandramani Singh Abstract. Aram & S. Sarkar are in the Dep. of Electrical and Systems Eng., University of Pennsylvania

  18. University Prosperity Game. Final report

    SciTech Connect (OSTI)

    Boyack, K.W.; Berman, M.

    1996-03-01T23:59:59.000Z

    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.

  19. Party Mascot Game

    E-Print Network [OSTI]

    Hacker, Randi; Tsutsui, William

    2006-09-20T23:59:59.000Z

    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 in poverty and contribute...

  20. Industrial ecology Prosperity Game{trademark}

    SciTech Connect (OSTI)

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

    1998-03-01T23:59:59.000Z

    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.

  1. Information Security Analysis Using Game Theory and Simulation

    SciTech Connect (OSTI)

    Schlicher, Bob G [ORNL] [ORNL; Abercrombie, Robert K [ORNL] [ORNL

    2012-01-01T23:59:59.000Z

    Information security analysis can be performed using game theory implemented in dynamic simulations of Agent Based Models (ABMs). 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. Our approach addresses imperfect information and scalability that allows us to also address previous limitations of current stochastic game models. Such models only consider perfect information assuming that the defender is always able to detect attacks; assuming that the state transition probabilities are fixed before the game assuming that the players actions are always synchronous; and that most models are not scalable with the size and complexity of systems under consideration. Our use of ABMs yields results of selected experiments that demonstrate our proposed approach and provides a quantitative measure for realistic information systems and their related security scenarios.

  2. Video Games: A Site for Sore Eyes

    E-Print Network [OSTI]

    Mozaffari, Sahar

    2011-01-01T23:59:59.000Z

    1984). Rx for lazy eye: Video game exercise. Science News,patients. Here we have seen video games used for amblyopia,function through action video game training. Nature

  3. Environmental Prosperity Game. Final report

    SciTech Connect (OSTI)

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

    1995-12-01T23:59:59.000Z

    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.

  4. Machine Learning for Adaptive Computer Game Opponents .

    E-Print Network [OSTI]

    Miles, Jonathan David

    2009-01-01T23:59:59.000Z

    ??This thesis investigates the use of machine learning techniques in computer games to create a computer player that adapts to its opponent's game-play. This includes… (more)

  5. Playing games with EPR-type experiments

    E-Print Network [OSTI]

    Azhar Iqbal

    2005-07-17T23:59:59.000Z

    An approach towards quantum games is proposed that uses the unusual probabilities involved in EPR-type experiments directly in two-player games.

  6. Presentation to the Control Systems Security Outreach Coordination Meeting

    E-Print Network [OSTI]

    CIEGE- Learners construct and defend a cyber network in online game. SAST Systems Administrator Simulation Trainer

  7. Game Center | Jefferson Lab

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

    AFDC Printable Version Share this resource Send a link to EERE: Alternative Fuels Data Center Home Page to someone by E-mail Share EERE: Alternative Fuels Data Center Home Page on Facebook Tweet about EERE: Alternative Fuels Data Center Home Page on Twitter Bookmark EERE:1 First Use of Energy for All Purposes (Fuel and Nonfuel),Feet) Year Jan Feb Mar Apr MayAtmospheric Optical Depth7-1D: Vegetation ProposedUsingFun with Big Sky Learning Fun with Big SkyDIII-DRMR LSU/CAMD|GainingGalyaGame

  8. Locative Life: Geocaching, Mobile Gaming, and Embodiment

    E-Print Network [OSTI]

    Farman, Jason

    2009-01-01T23:59:59.000Z

    Gaming, Geocaching, Mobile Technologies, GPS, Embodiment 1.activity for many mobile technology users. While Manovich

  9. Mobile Game Recommendation using Touch Gestures

    E-Print Network [OSTI]

    Chen, Sheng-Wei

    Mobile Game Recommendation using Touch Gestures Hao-Tsung Yang, De-Yu Chen, Ya-Xuan Hong, and Kuan and download more than one hundred thousands of games on mobile app marketplaces; nevertheless, how to pick discover mobile games with similar gameplay based on players' touch gestures while playing a game. We

  10. Proposition 13 and The California Fiscal Shell Game

    E-Print Network [OSTI]

    McCubbins, Colin H; McCubbins, Mathew D

    2010-01-01T23:59:59.000Z

    and The California Fiscal Shell Game Notes Others, however,13 and The California Fiscal Shell Game References Abadie,13 and The California Fiscal Shell Game Kogan, Vladimir, and

  11. Paradoxical games, ratchets, and related phenomena Juan M.R. Parrondo Luis Dinis Javier Buceta

    E-Print Network [OSTI]

    Lindenberg, Katja

    Paradoxical games, ratchets, and related phenomena Juan M.R. Parrondo Luis Din´is Javier Buceta states in spatially extended systems [2, 3, 4]. Brownian ratchets show that noise can be rectified a Brownian ratchet. In fact, the paradox came up as a translation to gambling games of the flashing ratchet

  12. Transfer Learning of Hierarchical Task-Network Planning Methods in a Real-Time Strategy Game

    E-Print Network [OSTI]

    Muńoz-Avila, Héctor

    simulations. Using simulations during the planning and learning process enables the system to get information, and simulation in a real-time strategy game engine. Introduction Learning in the context of automated planningTransfer Learning of Hierarchical Task-Network Planning Methods in a Real-Time Strategy Game

  13. Designing game ethics : a pervasive game adaptation of The Count of Monte Cristo

    E-Print Network [OSTI]

    Lee, Michelle Moon

    2010-01-01T23:59:59.000Z

    How does one design a game to make change? How can I design a game that engages players in ethical gameplay? For this project, I used multiple methodologies--research through design, background research, iterative game ...

  14. EEExxxttteeennndddeeeddd PPPrrroooccceeeeeedddiiinnngggsss Toulouse, France, September 4-6, 2012 Fun and Games'2012 | POSTERS

    E-Print Network [OSTI]

    Winckler, Marco Antonio Alba

    Fun and Games'2012 | POSTERS 24 Challenges for the Gamification of Incident Reporting Systems CĂ©dric the challenges for the "gamification" of incident reporting systems. Author Keywords Incident reporting, User

  15. Indian Gaming 2013 Tradeshow & Convention

    Broader source: Energy.gov [DOE]

    The National Indian Gaming Association will host its annual tradeshow and convention on March 24-27 in Phoenix, Arizona. Be sure to visit the DOE Office of Indian Energy booth at the event.

  16. Data Analytics for Game Development (NIER Track) Kenneth Hullett

    E-Print Network [OSTI]

    California at Santa Cruz, University of

    of digital games (a.k.a. video games, computer games, electronic games, etc.; referred to simply as games PricewaterhouseCoopers (PwC) report on Global Entertainment and Media Outlook: 2007-2011 estimates that the video game market will increase from $31.6 Billion in 2006 to $48.9 Billion in 2011 [12]. Software

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

    E-Print Network [OSTI]

    Carlos Pedro Gonçalves

    2012-11-28T23:59:59.000Z

    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. Augmented reality games : improved data layers

    E-Print Network [OSTI]

    Laurendi, Joseph Michael

    2011-01-01T23:59:59.000Z

    The Scheller Teacher Education Program has been developing Augmented Reality (AR) games software for a number of years. In addition to allowing students to play AR games, the software allows students to create their own ...

  19. Essays on bargaining and repeated games

    E-Print Network [OSTI]

    Wolitzky, Alexander

    2011-01-01T23:59:59.000Z

    The thesis consists of four essays on bargaining and repeated games. The first essay studies whether allowing players to sign binding contracts governing future play leads to reputation effects in repeated games with ...

  20. You Sunk My Iceberg (An Android Game)

    E-Print Network [OSTI]

    Huang, Chun-Hsi

    You Sunk My Iceberg (An Android Game) Milestone II 1. Introduction a. Background and motivation Our is named "You Sunk My Iceberg" and is similar to the board game "Battleship." The goal of this project

  1. You Sunk My Iceberg (An Android Game)

    E-Print Network [OSTI]

    Huang, Chun-Hsi

    You Sunk My Iceberg (An Android Game) 1. Introduction a. Background and motivation Our Senior is tentatively named "You Sunk My Iceberg" and is similar to the board game "Battleship." The goal

  2. Numerical solution methods for differential game problems

    E-Print Network [OSTI]

    Johnson, Philip A. (Philip Arthur)

    2009-01-01T23:59:59.000Z

    Differential game theory provides a potential means for the parametric analysis of combat engagement scenarios. To determine its viability for this type of analysis, three frameworks for solving differential game problems ...

  3. Arm-Hand-Finger Video Game Interaction

    E-Print Network [OSTI]

    Logsdon, Drew Anthony

    2012-02-14T23:59:59.000Z

    Despite the growing popularity and expansion of video game interaction techniques and research in the area of hand gesture recognition, the application of hand gesture video game interaction using arm, hand, and finger motion has not been...

  4. 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...

  5. Real-Time Control with Parametric Timed Reachability Games

    E-Print Network [OSTI]

    Boyer, Edmond

    for which the existence of a parameter valuation, such that there is a strategy for the controller to reach set of parameter valuations. Keywords: Timed automata, game theory, parameters, control, verification, model-checking 1. INTRODUCTION Formal methods are widely used in the analysis of time critical systems

  6. Cyber Security via Minority Games with Epistatic Signaling (Extended Abstract)

    E-Print Network [OSTI]

    Mishra, Bud

    Cyber Security via Minority Games with Epistatic Signaling (Extended Abstract) W. Casey, L. Metcalf occurs when deceptions are employed in order to breach the security of the system, thus making the entire profiles (e.g., the distribution of players employing various kinds of vulnerability and threat predictions

  7. Abstract --Under a context of transmission open access, a methodology to define a common transmission trunk system

    E-Print Network [OSTI]

    Catholic University of Chile (Universidad CatĂłlica de Chile)

    Terms--Transmission systems, Transmission pricing, Cooperative games, Shapley value, Transmission open

  8. Massivizing Online Games: Distributed Computing Challenges and

    E-Print Network [OSTI]

    Iosup, Alexandru

    Massivizing Online Social Games Scheduling in IaaS Clouds Gamification in Higher Education May 9 May 27 June 5

  9. Energy Parity Games Krishnendu Chatterjee1

    E-Print Network [OSTI]

    Doyen, Laurent

    and Technology Austria) 2 LSV, ENS Cachan & CNRS, France Abstract. Energy parity games are infinite two. The main algorithmic question about energy parity games is to decide if there exists an initial credit (orEnergy Parity Games Krishnendu Chatterjee1 and Laurent Doyen2 1 IST Austria (Institute of Science

  10. Research and Educational Innovations in Computer Games

    E-Print Network [OSTI]

    Scacchi, Walt

    Koreans play computer games ­ Games currently 5% GDP; 2012 Goal, 10% #12;3 Game Industry Map: Silicon: military training, corporate training, health care, real estate, manufacturing, etc. · Growth areas: MMOGs Software Development · The most successful OSSD projects obtain sustained exponential growth

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

    E-Print Network [OSTI]

    Smith, Tynan S

    2011-01-01T23:59:59.000Z

    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 ...

  12. Provider-Customer Coalitional Games Chandramani Singh*, Saswati Sarkar, Alireza Aram

    E-Print Network [OSTI]

    Sarkar, Saswati

    Provider-Customer Coalitional Games Chandramani Singh*, Saswati Sarkar, Alireza Aram Abstract), Project No. 4000-IT-A. S. Sarkar & A. Aram are in the Dep. of Electrical and Systems Eng. and Wharton

  13. A Complete Axiomatization of Differential Game Logic for Hybrid Games

    E-Print Network [OSTI]

    is an updated version superseding the earlier report CMU-CS-12-105 [Pla12b]. It is based on that earlier report logic (dL) [Pla08, Pla12a], which extends Pratt's dynamic logic of conventional discrete programs [Pra76 introduce differential game logic (dGL) [Pla12b] for studying the existence of winning strategies for hybrid

  14. NEAT-o-Games: Ubiquitous Activity-based Gaming

    E-Print Network [OSTI]

    (NEAT-o-games) is fueled by activity data recorded by small wearable sensors. Data from the sensors combines unobtrusive physiologic sensing and novel Human-Computer Interaction (HCI) technologies are logged wirelessly to a Personal Digital Assistant/Cell Phone (PDA), which acts as the central computing

  15. ACCELERATED VIDEO STREAMING FOR GAMING ARCHITECTURE Arto Laikari, Philipp Fechteler, Benjamin Prestele, Peter Eisert, Jukka-Pekka Laulajainen

    E-Print Network [OSTI]

    Eisert, Peter

    .prestele, peter.eisert}@hhi.fraunhofer.de, jukka-pekka.laulajainen@vtt.fi VTT Technical Research Centre of Finland Software architectures and platforms Vuorimiehentie 3, Espoo, FI-02044 VTT, Finland Fraunhofer Institute software modifica- tion. The key innovations of the Games@Large system are game execution distribution

  16. Parallel Repetition of Entangled Games

    E-Print Network [OSTI]

    Julia Kempe; Thomas Vidick

    2011-05-11T23:59:59.000Z

    We consider one-round games between a classical referee and two players. One of the main questions in this area is the parallel repetition question: Is there a way to decrease the maximum winning probability of a game without increasing the number of rounds or the number of players? Classically, efforts to resolve this question, open for many years, have culminated in Raz's celebrated parallel repetition theorem on one hand, and in efficient product testers for PCPs on the other. In the case where players share entanglement, the only previously known results are for special cases of games, and are based on techniques that seem inherently limited. Here we show for the first time that the maximum success probability of entangled games can be reduced through parallel repetition, provided it was not initially 1. Our proof is inspired by a seminal result of Feige and Kilian in the context of classical two-prover one-round interactive proofs. One of the main components in our proof is an orthogonalization lemma for operators, which might be of independent interest.

  17. The Game Trace Archive Yong Guo and Alexandru Iosup

    E-Print Network [OSTI]

    Iosup, Alexandru

    and the expansion of Online Meta-Gaming Networks (OMGNs), many gaming studies and measurements have been conducted discuss possible applications of the GTA in gaming area such as game resource management, Quality-Gaming Networks [7]. Tens of millions of players currently participate in OMGNs, such as Valve's Steam, XFire

  18. Computer Games and Virtual Worlds: New Modalities of

    E-Print Network [OSTI]

    Scacchi, Walt

    Institute for Software Research and Center for Computer Games and Virtual Worlds University of California;13 "Gowning" training game, developed at UCI GameLab #12;14 Game-based tele-rehabilitation #12;15 · Virtual, collaborative product/prototype development, and more Game-based virtual worlds and tele-rehabilitation #12

  19. Industrial Partnership Prosperity Game{trademark}

    SciTech Connect (OSTI)

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

    1998-02-01T23:59:59.000Z

    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.

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

    E-Print Network [OSTI]

    Bednarz, Megan Renee?

    2012-07-16T23:59:59.000Z

    A review of the history of video game design reveals an emphasis on themes of competition, survival, and combat. Game designers are now increasingly exploring other themes, including ethics, morality, and religious or spiritual subjects. This thesis...

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

    E-Print Network [OSTI]

    Ross, Jacob

    2013-08-30T23:59:59.000Z

    ANALYSIS OF DATA .................................................................. 30 IV.A. Analysis of Early’s Seven Principles Application ............................... 31 IV.B. Major Design Features of Companion Games...-console. 31 IV.A. Analysis of Early’s Seven Principles Application IV.A.1. Fable II Pub Games According to Chris Early, the release of Fable II Pub Games in 2008 marked the first time companion gaming (as it is known today) was published...

  2. Serious Games Go Informal: A Museum-Centric Perspective on Intelligent Game-Based Learning

    E-Print Network [OSTI]

    Young, R. Michael

    WORLDS is a prototype game-based learning environment about environmental sustainability designed. Intelligent game-based learning environments show considerable promise for creating effective and engaging-based learning environments has focused on formal education settings and training. However, intelligent game

  3. Harmonic and Potential Games - Optimization Online

    E-Print Network [OSTI]

    2010-05-13T23:59:59.000Z

    game into three components, which we refer to as the potential, harmonic and ...... stability of the equilibrium under more general settings and convergence of ...

  4. Interdiction Games on Markovian PERT Networks

    E-Print Network [OSTI]

    Eli Gutin

    2013-04-15T23:59:59.000Z

    Apr 15, 2013 ... Abstract: In a stochastic interdiction game a proliferator aims to minimize the expected duration of a nuclear weapons development project, ...

  5. Stochastic linear programming games with concave preferences

    E-Print Network [OSTI]

    2014-12-04T23:59:59.000Z

    We study stochastic linear programming games: a class of stochastic ... which include minimum cost spanning trees (Granot and Huberman 1981) as a special

  6. Optimization Online - On the shortest path game

    E-Print Network [OSTI]

    Andreas Darmann

    2014-06-17T23:59:59.000Z

    Jun 17, 2014 ... Abstract: In this work we address a game theoretic variant of the shortest path problem, in which two decision makers (agents/players) move ...

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

    E-Print Network [OSTI]

    We study a bilevel noncooperative game-theoretic model of restructured electricity markets, with loca- tional marginal prices. Each player in this game faces a ...

  8. Energy Parity Games Krishnendu Chatterjee1

    E-Print Network [OSTI]

    Doyen, Laurent

    and Technology Austria) 2 LSV, ENS Cachan & CNRS, France Abstract. Energy parity games are infinite two algorithmic question about such energy parity games is to decide if there exists an initial credit (or initial satisfying the parity condition, and if the answer is yes, to compute the minimum such initial credit. Energy

  9. Contribution Games in Networks Elliot Anshelevich

    E-Print Network [OSTI]

    Contribution Games in Networks Elliot Anshelevich Martin Hoefer Abstract We consider network contribution games, where each agent in a network has a budget of effort that he can contribute to different collaborative projects or relationships. Depending on the contribution of the involved agents a relationship

  10. Fruit and Vegetable Safety Challenge Game Directions

    E-Print Network [OSTI]

    1 Fruit and Vegetable Safety Challenge Game Directions Equipment needed: 1. Computer, projector (fruits, vegetables, and meat) 6. Cleaning solutions (bleach, soap, water) 7. Stop watch 8. Team prizes How to Start: This game can be used with the "A Healthy Harvest: Safe Handling of Fresh Fruits

  11. Methodology in Biological Game Simon M. Huttegger

    E-Print Network [OSTI]

    Zollman, Kevin

    ;Huttegger and Zollman Methodology in Biological Game Theory ESS Method Describe a game Find all the stable states (ESS) If there is only one, conclude this one is evolutionarily significant #12;Huttegger An Evolutionarily Stable Strategy (ESS) Pooling equilibrium Not an ESS Hybrid equilibrium Not an ESS #12;Huttegger

  12. COMPUTERS AND GAMES CONFERENCE Bruno Bouzy 1

    E-Print Network [OSTI]

    Bouzy, Bruno

    other events: the 12th World Computer Chess Championship, and the 9th Computer Olympiad. The conference the organisation for this successful conference. The proceedings of the conference will be published by SpringerTHE 4TH COMPUTERS AND GAMES CONFERENCE Bruno Bouzy 1 Paris, France The 4th Computers and Games

  13. CS798 Games for Health, Spring 2014 Administrivia

    E-Print Network [OSTI]

    DiMarco, Chrysanne

    topics in health-related games. Appreciation of what makes for good "gamification" in healthcare. Ability

  14. A Gameroom of Our Own: Exploring The Domestic Gaming Environment

    E-Print Network [OSTI]

    Greenberg, Saul

    A Gameroom of Our Own: Exploring The Domestic Gaming Environment A. VOIDA Donald Bren School ________________________________________________________________________ Digital gaming plays out within different environments--from arcades to virtual worlds to the family living room. Each of these gaming environments offer different constraints and affordances for gaming

  15. Prediction Games in Infinitely Rich Worlds [Extended Abstract

    E-Print Network [OSTI]

    Madani, Omid

    Prediction Games in Infinitely Rich Worlds [Extended Abstract] Omid Madani madani prediction games may make this massive learning possible. In this paper, we describe prediction games potential of prediction games is in pointing to ways of achieving powerful large-scale learning without

  16. Extending the analysis of the FlipIt game

    E-Print Network [OSTI]

    Rossides, Michalis

    2013-01-01T23:59:59.000Z

    In this thesis, we extend the game theoretical analysis of the FlipIt gameą. The game was first articulated and analyzed by Marten van Dijk, Ari Juels, Alina Oprea and Ronald L. Rivest. FlipIt (or otherwise The Game of ...

  17. AN APPLICATION OF GAME THEORY: FUNDING INTERDEPENDENT MC and A UPGRADE DECISIONS

    SciTech Connect (OSTI)

    B. G. SCOTT

    2001-06-01T23:59:59.000Z

    Funding Material, Control and Accountability (MC&A) system upgrades has been identified as a partial solution for mitigating the diversion threat of weapons-grade nuclear material. Effective MC&A system upgrades are dependent on appropriate decisions based on based on funding, implementation, operation and oversight. Traditional MC&A upgrade decisions inherently assumed that all decision-makers possessed similar payoff vectors allowing for a fairly consistent and unified approach to MC&A system enhancements; however, MC&A upgrade projects in non-traditional environments may be required to take into account situations where the potential payoff vectors among decision-makers may be significantly different. Once a decision-maker is required to take into account the decisions of others, the process can be modeled as a game. Game theory has been previously be used to shed light on many aspects of social and economic behavior where a payoff from a set of strategies is dependent on the strategy of others. In this paper, the application of game theory in the context of MC&A upgrades is discussed. Various MC&A upgrades decision payoff matrices for relevant circumstances are evaluated for static (simultaneous) and dynamic (sequential decisions) games. Optimal strategies and equilibrium conditions for these payoff matrices are analyzed. Additional game factors (bargaining, uncertain outcomes, moral hazards) that may affect the outcome of the game are briefly discussed. By demonstrating the application of game theory to a nontraditional environment that may require MC&A upgrades, this work increases the understanding out how outcomes are logically connected to the respective value decision-makers assign to choices.

  18. Video Games and Mathematics Education: Studying Commercial Sports Video Games to Identify the Potential for Learning and Thinking About

    E-Print Network [OSTI]

    Spagnolo, Filippo

    Video Games and Mathematics Education: Studying Commercial Sports Video Games to Identify What happens when commercial sports video games, designed for entertainment, are used in an effort is an attempt to examine the potential for connecting digital media (sports video games) to learning various

  19. The Heart of Puzzling: Mathematics and Computer Games Michael R. Fellows

    E-Print Network [OSTI]

    Walicki, Michal

    The Heart of Puzzling: Mathematics and Computer Games in comp* *uter gaming. 1 Introduction At the heart of every good game is a puzzle

  20. The Maroon and White Game: A simulation of trust and long-term gains and losses

    E-Print Network [OSTI]

    Smith, James P.; Rybkowski, Zofia K.

    2013-07-31T23:59:59.000Z

    to players the advantages of systems thinking, as opposed to sub-optimization, during a live playing of the game. Although effective in illustrating the greater mathematic gains incurred from systems thinking to a community-at-large, the simulation might...

  1. Computer Game Design B.S. Degree 2014-2015 Curriculum Chart

    E-Print Network [OSTI]

    Stuart, Josh

    Computer Game Design B.S. Degree 2014-2015 Curriculum Chart CMPS 12B/M Data Structures *CMPS 13H to Prog: Java CMPS 11 Intermediate Programming *CMPE 13/L Computer Systems and C Programming OR OR ETHICS Math *CMPE 12/L Computer Systems & Assembly Language *AMS 10 Engr Math Methods I or *MATH 21 Linear

  2. Computer Game Design B.S. Degree Curriculum Chart: 2013-2014

    E-Print Network [OSTI]

    Stuart, Josh

    Computer Game Design B.S. Degree Curriculum Chart: 2013-2014 http://ua.soe.ucsc.edu · advising 16 Discrete Math *CMPE 12/L Computer Systems & Assembly Language *AMS 10 Engr Math Methods I or *MATH 13/L Computer Systems & C Programming OR OR **OR * * Students may take CMPS 13/L in lieu of another

  3. INTEGRATION OF VIABILITY MODELS IN A SERIOUS GAME FOR THE MANAGEMENT OF PROTECTED AREAS

    E-Print Network [OSTI]

    In proceedings of the 9th International Conference on Computer Games (CGAMES06), Dublin, Ireland. Culture IADIS International Conference Intelligent Systems and Agents 2012 and 55 IADIS European Conference Data Conference Intelligent Systems and Agents 2012 and IADIS European Conference Data Mining 2012, MCCSIS 2012

  4. Analyzing Scrip Systems

    E-Print Network [OSTI]

    Johnson, Kristine Dianne

    Scrip systems provide a nonmonetary trade economy for exchange of resources. We model a scrip system as a stochastic game and study system design issues on selection rules to match potential trade partners over time. We ...

  5. Essays on dynamic games and mechanism design

    E-Print Network [OSTI]

    Lang, Ruitian

    2014-01-01T23:59:59.000Z

    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 ...

  6. Take Me Out to the Besuboru Game

    E-Print Network [OSTI]

    Hacker, Randi

    2009-03-04T23:59:59.000Z

    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 ...

  7. Unique Games with Entangled Provers are Easy

    E-Print Network [OSTI]

    Julia Kempe; Oded Regev; Ben Toner

    2009-10-03T23:59:59.000Z

    We consider one-round games between a classical verifier and two provers who share entanglement. We show that when the constraints enforced by the verifier are `unique' constraints (i.e., permutations), the value of the game can be well approximated by a semidefinite program. Essentially the only algorithm known previously was for the special case of binary answers, as follows from the work of Tsirelson in 1980. Among other things, our result implies that the variant of the unique games conjecture where we allow the provers to share entanglement is false. Our proof is based on a novel `quantum rounding technique', showing how to take a solution to an SDP and transform it to a strategy for entangled provers. Using our approximation by a semidefinite program we also show a parallel repetition theorem for unique entangled games.

  8. Oklahoma Indian Gaming Association Annual Conference

    Broader source: Energy.gov [DOE]

    Join more than 2,500 industry professionals from all over the country at the 2012 Oklahoma Indian Gaming Association (OIGA) Conference and Trade Show specifically devoted to all aspects of the...

  9. Combining Modeling and Gaming for Predictive Analytics

    SciTech Connect (OSTI)

    Riensche, Roderick M.; Whitney, Paul D.

    2012-08-22T23:59:59.000Z

    Many of our most significant challenges involve people. While human behavior has long been studied, there are recent advances in computational modeling of human behavior. With advances in computational capabilities come increases in the volume and complexity of data that humans must understand in order to make sense of and capitalize on these modeling advances. Ultimately, models represent an encapsulation of human knowledge. One inherent challenge in modeling is efficient and accurate transfer of knowledge from humans to models, and subsequent retrieval. The simulated real-world environment of games presents one avenue for these knowledge transfers. In this paper we describe our approach of combining modeling and gaming disciplines to develop predictive capabilities, using formal models to inform game development, and using games to provide data for modeling.

  10. Learning plan networks in conversational video games

    E-Print Network [OSTI]

    Orkin, Jeffrey David

    2007-01-01T23:59:59.000Z

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

  11. 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...

  12. Incorporating game management into the ranching enterprise

    E-Print Network [OSTI]

    Eaglesham, Mary Judith

    1986-01-01T23:59:59.000Z

    Record of Study INCORPORATING GAME MANAGEMENT INTO THE RANCHING ENTERPRISE A PROFESSIONAL PAPER by MARY JUDITH EAGLESHAM Submitted to the College of Agriculture of Texas A & M University in partial fulfillment of the requirements... for the degree of MASTER OF AGRICULTURE August, 1986 Wildlife Science Department of Wildlife and Fisheries Sciences INCORPORATING GAME MANAGEMENT INTO THE RANCHING ENTERPRISE A Professional Paper by MARY JUDITH EAGLESHAM Approved as to style a Ja . I...

  13. MetaGame: An Animation Tool for Model-Checking Games

    E-Print Network [OSTI]

    MĂĽller-Olm, Markus

    MetaGame: An Animation Tool for Model-Checking Games Markus M¨uller-Olm1 and Haiseung Yoo2 1 Fern-Verlag Berlin Heidelberg 2004 #12;164 Markus M¨uller-Olm and Haiseung Yoo careful investigation of the cause

  14. MetaGame: An Animation Tool for ModelChecking Games

    E-Print Network [OSTI]

    MĂĽller-Olm, Markus

    MetaGame: An Animation Tool for Model­Checking Games Markus MË?uller­Olm 1# and Haiseung Yoo 2 1, pp. 163--167, 2004. c # Springer­Verlag Berlin Heidelberg 2004 #12; 164 Markus MË?uller­Olm

  15. Guest Editorial: Brain/Neuronal-Computer Game Interfaces and Interaction 1. Brain-Computer Games Interaction

    E-Print Network [OSTI]

    Paris-Sud XI, Université de

    Guest Editorial: Brain/Neuronal-Computer Game Interfaces and Interaction 1. Brain-Computer Games are controlled through brain-computer interface (BCI) technology which requires sophisticated signal processing is a challenge being addressed by many researchers. Producing paradigms for training users to produce brain

  16. Multiplayer Quantum Games and its Application as Access Controller in Architecture of Quantum Computers

    E-Print Network [OSTI]

    Paulo Benicio; Melo de Sousa; Rubens Viana Ramos

    2008-02-26T23:59:59.000Z

    One of the basics tasks in computer systems is the control of access of resources. Basically, there is a finite amount of resources that can be, for example, the CPU, memory or I/O ports, and several processes requiring those resources. If there is not enough resource in order to attend the demand, some kind of control access has to be employed. In this work, recognizing the resource sharing problem as a competition, we employ a simplified multiplayer quantum game as an access controller. The proposed quantum game can be employed in the architecture of quantum computers.

  17. 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

    2006-01-01T23:59:59.000Z

    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...

  18. Secure Programming via Visibly Pushdown Safety Games William Harris

    E-Print Network [OSTI]

    Reps, Thomas W.

    Safety Games William R. Harris1 , Somesh Jha1 , and Thomas Reps1,2 1 University of WisconsinComputer Sciences Department Secure Programming via Visibly Pushdown Safety Games William Harris

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

    E-Print Network [OSTI]

    Schrier, Karen L

    2005-01-01T23:59:59.000Z

    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 ...

  20. Artificial Intelligence Design for Real-time Strategy Games

    E-Print Network [OSTI]

    Ernst, Damien

    of the paper. 1 Introduction The real-time strategy (RTS) video game genre began to appear roughly two decades , one of the best-selling video games and now an acknowledged reference, cemented RTS in the industry

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

    E-Print Network [OSTI]

    Sommerseth, Hanna Mathilde

    2010-06-29T23:59:59.000Z

    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 ...

  2. Values at Play: Design Tradeoffs in Socially-Oriented Game Design

    E-Print Network [OSTI]

    Lawrie, Dawn J.

    the principle of integrating values into systems are likely to have trouble applying standard design software design--is a set of explicit pointers to guide design whose successful endpoint is the reliableValues at Play: Design Tradeoffs in Socially-Oriented Game Design Mary Flanagan Tiltfactor Lab

  3. 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 of Electrical and Computer Engineering University of Toronto Toronto, ON M5S 3G4, Canada pavel of pric- ing mechanisms on system performance. We also show that OSNR target can be achieved

  4. Convergence to Equilibrium in Local Interaction Games Andrea Montanari

    E-Print Network [OSTI]

    Saberi, Amin

    @stanford.edu Amin Saberi Stanford University saberi@stanford.edu Abstract-- We study a simple game theoretic model

  5. Secure Peer-to-Peer Trading for Multiplayer Games

    E-Print Network [OSTI]

    GauthierDickey, Chris

    in multiplayer games. Finally, Bitcoin [10], a digital currency, is directly related to trading since they allow

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

    E-Print Network [OSTI]

    Nelson, Andrew R

    2009-01-01T23:59:59.000Z

    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 numerous research groups who...

  7. Energy Parity Games # Krishnendu Chatterjee 1 and Laurent Doyen 2

    E-Print Network [OSTI]

    Doyen, Laurent

    of Science and Technology Austria) 2 LSV, ENS Cachan & CNRS, France Abstract. Energy parity gamesEnergy Parity Games # Krishnendu Chatterjee 1 and Laurent Doyen 2 1 IST Austria (Institute of energy in the game) must re­ main positive. Beside their own interest in the design and synthesis

  8. The Price of Anarchy in Bertrand Games Shuchi Chawla

    E-Print Network [OSTI]

    Sheridan, Jennifer

    The Price of Anarchy in Bertrand Games Shuchi Chawla Computer Sciences Dept. University-stage network pricing game where service providers first select prices to charge on their links, and users then pick paths to route their traffic. We give tight bounds on the price of anarchy of the game

  9. Power-games and organizational learning: Lessons for Organizations Management .

    E-Print Network [OSTI]

    Paris-Sud XI, Université de

    1 Power-games and organizational learning: Lessons for Organizations Management . Thierry LEVY Learning; Management. hal-00848674,version1-27Jul2013 #12;2 Power-games and organizational learning-Economic approach, Henri SAVALL (1981) developed. KEY-WORDS: Game-Theory; Conflicts; Negotiation, Organizational

  10. An Analysis of Stochastic Game Theory for Multiagent Reinforcement Learning

    E-Print Network [OSTI]

    An Analysis of Stochastic Game Theory for Multiagent Reinforcement Learning Michael Bowling Manuela 15213 Abstract Learning behaviors in a multiagent environment is crucial for developing and adapting and adapt. Stochastic games, first studied in the game theory community, are a natural extension of MDPs

  11. USING SYNTHETIC PLAYERS TO GENERATE WORKLOADS FOR NETWORKED MULTIPLAYER GAMES

    E-Print Network [OSTI]

    Katchabaw, Michael James

    that generates appropriate workloads for networked multiplayer games. Based on this framework, we have developed a software infrastructure and a prototype synthetic player for the multiplayer adventure game Crossfire Video games have been projected to continue to enjoy solid growth over the coming years (PricewaterhouseCoopers

  12. Competitive Game Development: Software Engineering as a Team Sport*

    E-Print Network [OSTI]

    Scacchi, Walt

    Competitive Game Development: Software Engineering as a Team Sport* Walt Scacchi Institute, Zurich, 9 June 2012 #12;Overview · The what, why, how and outcomes of game software development of game software development competitions · Competition affords the opportunity for alternative

  13. Computer Games and Virtual Worlds for Health, Assistive

    E-Print Network [OSTI]

    Scacchi, Walt

    in Game Development for Motor Deficit Rehabilitation, ACM 2008 Intern. Conf. Advances in Computer;11 "Gowning" training game, developed at UCI GameLab #12;12 · Virtual worlds (like Second Life) can be used avatars, device data collection, device software updates, collaborative product/prototype development

  14. An NTU Cooperative Game Theoretic View of Manipulating Elections

    E-Print Network [OSTI]

    Rosenschein, Jeff

    An NTU Cooperative Game Theoretic View of Manipulating Elections Michael Zuckerman1 , Piotr 27708, USA. conitzer@cs.duke.edu Abstract. Social choice theory and cooperative (coalitional) game, we use cooperative game theory tools in order to explore the coali- tion formation process

  15. Game matching number of graphs Douglas B. West

    E-Print Network [OSTI]

    West, Douglas B.

    . Game: Two players, Max and Min, alternately choose edges of a matching, ending with a maximal matching. Max wants it to be large; Min wants it to be small. #12;The Matching Game We want a large matching but can't pick all the edges. Game: Two players, Max and Min, alternately choose edges of a matching

  16. Computational Game Creativity Antonios Liapis1

    E-Print Network [OSTI]

    Togelius, Julian

    mathematics and engineering -- as a potentially creative activity but only if done exceptionally wellComputational Game Creativity Antonios Liapis1 , Georgios N. Yannakakis1,2 and Julian Togelius1 1@itu.dk Abstract Computational creativity has traditionally relied on well-controlled, single

  17. A Game Theoretic Analysis of Collaboration in

    E-Print Network [OSTI]

    Mandayam, Narayan

    their content ownership as a non-cooperative game, where a player's utility is associated with content owned that a contributor's goal is to maximize ownership of content sections, such that content owned (i.e. originated software [30], [12], [23], [14], [18], [24], [19]. Increasingly, individuals, companies, government

  18. Comparisons of mobile TV standards and development of 3D mobile TV based on DMB

    E-Print Network [OSTI]

    Kim, Heung-Nam

    Many countries have developed different mobile TV standards such as DVB-H, DMB, MediaFLO, OneSeg, and ATSCM/ H. In this paper, we compare different mobile TV standards from the viewpoint of video and audio encoding, data ...

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

    E-Print Network [OSTI]

    Sasmaz, Yunus

    2010-01-01T23:59:59.000Z

    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 ...

  20. The AI & Games Symposium acts as a meeting and network point for researchers from academia, education and industry, in particular those involved with the design, development and evaluation of AI and games. Their

    E-Print Network [OSTI]

    Romano, Daniela

    . · The design and engineering of AI components in commercial games · AI for serious games and gamification

  1. Designing a Real-time Strategy Game about Sustainable Energy Use

    E-Print Network [OSTI]

    Doucet, Lars Andreas

    2011-08-08T23:59:59.000Z

    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 games: mechanics, rules...

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

    E-Print Network [OSTI]

    Magnuson, Bill

    2010-01-01T23:59:59.000Z

    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 ...

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

    E-Print Network [OSTI]

    Long, Sunny (Sunny X.)

    2013-01-01T23:59:59.000Z

    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 ...

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

    E-Print Network [OSTI]

    Huang, Xiangyi

    2009-06-12T23:59:59.000Z

    With control over both store shelves and consumers' consciousness, Japanese video games have dominated the U.S. and global game markets over the past two decades and continue to prosper today. This thesis positions Japanese video games' popularity...

  5. Integrating Drama Management into an Adventure Game Anne Sullivan, Sherol Chen, and Michael Mateas

    E-Print Network [OSTI]

    California at Santa Cruz, University of

    , michaelm}@soe.ucsc.edu Abstract Often, video game designers must choose between creating a lin- ear-style dungeon game called EMPath. Introduction When creating a video game, designers are faced with the decision

  6. Stochastic Switching Games and Duopolistic Competition in Emissions Markets

    E-Print Network [OSTI]

    Ludkovski, Michael

    2010-01-01T23:59:59.000Z

    We study optimal behavior of energy producers under a CO_2 emission abatement program. We focus on a two-player discrete-time model where each producer is sequentially optimizing her emission and production schedules. The game-theoretic aspect is captured through a reduced-form price-impact model for the CO_2 allowance price. Such duopolistic competition results in a new type of a non-zero-sum stochastic switching game on finite horizon. Existence of game Nash equilibria is established through generalization to randomized switching strategies. No uniqueness is possible and we therefore consider a variety of correlated equilibrium mechanisms. We prove existence of correlated equilibrium points in switching games and give a recursive description of equilibrium game values. A simulation-based algorithm to solve for the game values is constructed and a numerical example is presented.

  7. Mateas. M. 2003. Expressive AI: Games and Artificial Intelligence. In Proceedings of Level Up: Digital Games Research Conference, Utrecht, Netherlands, Nov. 2003.

    E-Print Network [OSTI]

    Mateas, Michael

    Mateas. M. 2003. Expressive AI: Games and Artificial Intelligence. In Proceedings of Level Up: Digital Games Research Conference, Utrecht, Netherlands, Nov. 2003. Expressive AI: Games and Artificial returns, the technical focus in game design has been turning towards Artificial Intelligence (AI). While

  8. Laws of thermodynamics and game theory

    E-Print Network [OSTI]

    Lev Sakhnovich

    2011-05-23T23:59:59.000Z

    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.

  9. Playing Nature: The Virtual Ecology of Game Environments

    E-Print Network [OSTI]

    Chang, Alenda Y.

    2013-01-01T23:59:59.000Z

    Game Serious Alternatives The Gamification of Everyday Lifeindustry trend toward “gamification” of everyday operationsgames up to less benign “gamification” purposes, as I will

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

    E-Print Network [OSTI]

    Xinmin Hu

    2006-01-05T23:59:59.000Z

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

  11. A Game-Theoretical Dynamic Model for Electricity Markets

    E-Print Network [OSTI]

    Aswin Kannan

    2010-10-06T23:59:59.000Z

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

  12. Designing for Learning: Multiplayer Digital Game Learning Environments

    E-Print Network [OSTI]

    Kim, Chung

    2010-01-01T23:59:59.000Z

    supercharged! : learning physics with digital simulationsimulations, computer games, and pedagogy in e-learning andlearning environment based on the blending microworlds, simulations,

  13. Aharon-Vaidman quantum game with a Young-type photonic qutrit

    E-Print Network [OSTI]

    Piotr Kolenderski; Urbasi Sinha; Li Youning; Tong Zhao; Matthew Volpini; Adan Cabello; Raymond Laflamme; Thomas Jennewein

    2012-07-19T23:59:59.000Z

    The Aharon-Vaidman (AV) game exemplifies the advantage of using simple quantum systems to outperform classical strategies. We present an experimental test of this advantage by using a three-state quantum system (qutrit) encoded in a spatial mode of a single photon passing through three slits. The preparation of a particular state is controlled as the photon propagates through the slits by varying the number of open slits and their respective phases. The measurements are achieved by placing detectors in the specific positions in the near and far fields after the slits. This set of tools allowed us to perform tomographic reconstructions of generalized qutrit states, and to implement the quantum version of the AV game with compelling evidence of the quantum advantage.

  14. Quelques slides sur les gr n s dans la serie : "hangman game for dummies"

    E-Print Network [OSTI]

    Noé, Laurent

    Quelques slides sur les gr n s dans la s´erie : "hangman game for dummies" Laurent LIFL, Universit´e Lille 1 - INRIA Journ´ees au vert 20 et 21 mai 2011 Laurent Quelques slides sur les gr n s #12;NGS://www.illumina.com/systems/miseq.ilmn Laurent Quelques slides sur les gr n s #12;Alors, de quoi vais-je bien pouvoir parler ? Laurent Quelques

  15. GAMES@LARGE GRAPHICS STREAMING ARCHITECTURE Itay Nave, Haggai David, Alex Shani Arto Laikari Peter Eisert, Philipp Fechteler

    E-Print Network [OSTI]

    Eisert, Peter

    Eisert, Philipp Fechteler Exent Technologies Ltd. VTT Fraunhofer HHI ABSTRACT In coming years we will seeStation and Xbox will require a radical change in system architecture. While traditional CE equipment suffers from of the innovative aspects of the Games@Large project idea ­ the interactive streaming of graphical output to client

  16. 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

  17. Energy Parity Games Krishnendu Chatterjee 1 and Laurent Doyen 2

    E-Print Network [OSTI]

    Doyen, Laurent

    and Technology Austria) 2 LSV, ENS Cachan & CNRS, France Abstract. Energy parity games are infinite two algorithmic question about such energy parity games is to decide if there exists an initial credit (or initial satisfying the parity condition, and if the answer is yes, to compute the minimum such initial credit. Energy

  18. Generalized Mean-payoff and Energy Games Krishnendu Chatterjee1

    E-Print Network [OSTI]

    Doyen, Laurent

    Generalized Mean-payoff and Energy Games Krishnendu Chatterjee1 , Laurent Doyen2 , Thomas A. Henzinger1 , and Jean-François Raskin3 1 IST Austria (Institute of Science and Technology Austria) 2 LSV of an infinite sequence of numeric weights is nonnegative. In energy games, the objective is to ensure

  19. Toward Procedural Decorative Ornamentation in Games Jim Whitehead

    E-Print Network [OSTI]

    Whitehead, James

    and on the inside. Orna- mentation serves as an impressive marker of wealth and power, Permission to make digital, computer games. 1. INTRODUCTION Computer games frequently take place inside elaborate built envi- ronments walls, transforming the ordinary into the sublime. Ornamentation often carries religious and political

  20. The Economic Impact of One WVU Home Football Game

    E-Print Network [OSTI]

    Mohaghegh, Shahab

    The Economic Impact of One WVU Home Football Game on the Monongalia County Economy Dr. Christiadi Demographer October 2012 #12; 1 The Economic Impact of One WVU Home Football Game on the Monongalia County Economy Executive Summary This study attempts to measure the economic impact of a single West

  1. Game Theoretic Research on the Design of International Environmental Agreements

    E-Print Network [OSTI]

    GĂĽting, Ralf Hartmut

    layer and more recently the concern about the impacts of global warming. All these environmentalGame Theoretic Research on the Design of International Environmental Agreements: Insights, Critical environmental agreements (IEAs) using the method of game theory has sharply increased. However, there have also

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

    E-Print Network [OSTI]

    Smith, Sam

    Math 132 Mathematics of Games and Politics Syllabus Fall 2010 Instructor: Sam Smith, Mathematics Office Barbelin 212, 610-660-1559, smith@sju.edu Office Hours: Mon 11:30-1:00, Tue 1:00-4:00 or by appointment. Text: Sam Smith, The Mathematics of Games and Politics, available for purchase at the University

  3. Abstract machines for game semantics, revisited Olle Fredriksson

    E-Print Network [OSTI]

    Ghica, Dan

    : In this paper we are developing the line of work on PAM/IAM/JAM in order to define new abstract machines whichAbstract machines for game semantics, revisited Olle Fredriksson University of Birmingham, UK Dan R. Ghica University of Birmingham, UK Abstract--We define new abstract machines for game seman- tics which

  4. MagnoFly: Game Based Screening for Dyslexia computer game to test magnocellular motion sensitivity in children

    E-Print Network [OSTI]

    Ferwerda, James A.

    MagnoFly: Game Based Screening for Dyslexia MagnoFly: · computer game to test magnocellular motion the player's motion coherence threshold impact: · new tool to screen children for risk of dyslexia: Dyslexia is a reading disorder that affects approximately five percent of the population. Recent research

  5. 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

    2007-09-17T23:59:59.000Z

    review the literature surrounding the effects of violent video games. This literature review serves as a foundation for the rhetorical nature of the legal controversy since the controversy has no clear-cut answer to the effects of video games. Instead...

  6. Using Automated Replay Annotation for Case-Based Planning in Games

    E-Print Network [OSTI]

    California at Santa Cruz, University of

    number of expert replays available on the web. 1 Introduction Video games provide an excellent testbed

  7. One-handed interface for multitouch-enabled real-time strategy games

    E-Print Network [OSTI]

    California at Santa Cruz, University of

    .edu ABSTRACT Historically, real-time strategy video games, such as Star- craft (Blizzard Entertainment, 1999

  8. A flexible system for Olympic villages

    E-Print Network [OSTI]

    Chung, Se-Hack

    1985-01-01T23:59:59.000Z

    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 ...

  9. Mercury: A Scalable Publish-Subscribe System for Internet Ashwin R. Bharambe

    E-Print Network [OSTI]

    Goldstein, Seth Copen

    Mercury: A Scalable Publish-Subscribe System for Internet Games Ashwin R. Bharambe ashu-subscribe system. We present the design of Mercury, a completely distributed publish-subscribe system, which of communication building block for distributed multiplayer games. Our system, called Mercury, provide

  10. Games, Gaming and Gamification, School of the Arts, Media, Performance and Design (AMPD) York University's School of the Arts, Media, Performance and Design (AMPD), formerly known as the Faculty of

    E-Print Network [OSTI]

    Games, Gaming and Gamification, School of the Arts, Media, Performance and Design (AMPD) York Arts, is seeking an outstanding junior researcher in the area of Games, Gaming and Gamification, visualization, alt-games, notgames and gamification. The candidate will be a practicing artist and creative

  11. 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

  12. Designing a Context-Aware Campus Area Gaming Environment

    E-Print Network [OSTI]

    Eg Larsen and Sune Lehmann Jørgensen for all their assistance during this project. I would like and Associate Professor Sune Lehmann Jørgensen. The thesis deals with subject of pervasive games. More

  13. Gamification: Creating Gameful and Playful Application for Complementing Human Memory

    E-Print Network [OSTI]

    Nejdl, Wolfgang

    Gamification: Creating Gameful and Playful Application for Complementing Human Memory Master thesis of this Master/Diploma thesis is to develop gamification-based design, approach and application that support

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

    E-Print Network [OSTI]

    Haas, Jason M. (Jason Matthew)

    2013-01-01T23:59:59.000Z

    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 ...

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

    E-Print Network [OSTI]

    Sra, Misha

    2013-01-01T23:59:59.000Z

    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. Closed form solutions for symmetric water filling games

    E-Print Network [OSTI]

    Closed form solutions for symmetric water filling games E. Altman INRIA Sophia Antipolis, France Email: altman@sophia.inria.fr K. Avrachenkov INRIA Sophia Antipolis, France Email: k.avrachenkov@sophia

  17. 14.12 Economic Applications of Game Theory, Fall 2005

    E-Print Network [OSTI]

    Yildiz, Muhamet

    Game Theory is a misnomer for Multiperson Decision Theory, the analysis of situations in which payoffs to agents depend on the behavior of other agents. It involves the analysis of conflict, cooperation, and (tacit) ...

  18. The Boom and Bust and Boom of Educational Games

    E-Print Network [OSTI]

    Klopfer, Eric

    2013-01-01T23:59:59.000Z

    The history of computer-based learning games has a story arc that rises dramatically, and then plummets steeply. In the early days of personal computers, creative minds drawn to the new medium explored a variety of approaches ...

  19. Outdoor augmented reality n-th game editing suite

    E-Print Network [OSTI]

    Schmeckpeper, Benjamin Arthur

    2007-01-01T23:59:59.000Z

    OARnGES was developed to be a comprehensive Augmented Reality game development tool. Augmented Reality provides players a view of the real world augmented with virtual characters and information. Augmented Reality has ...

  20. Analysis of trembling hand perfect equilibria in quantum games

    E-Print Network [OSTI]

    Ireneusz Pakula

    2007-05-08T23:59:59.000Z

    We analyse Selten's concept of trembling hand perfect equilibria in the context of quantum game theory. We define trembles as mixed quantum strategies by replacing discrete probabilities with probability distribution functions. Explicit examples of analysis are given.

  1. Prudent Rationalizability in Generalized Extensive-Form Games

    E-Print Network [OSTI]

    Niebur, Ernst

    Prudent Rationalizability in Generalized Extensive-Form Games Aviad Heifetz Martin Meier Burkhard C/NBER/CEME 2009. Aviad is grateful for financial support from the Open University of Israel's Research Fund grant

  2. Mathematics of Games and Politics Instructor: Sam Smith

    E-Print Network [OSTI]

    Smith, Sam

    Math 132 Mathematics of Games and Politics Syllabus Fall 2013 Instructor: Sam Smith Office: Barbelin 228, 610-660-1559, smith@sju.edu Office Hours: Tue, Thur 12:00-2:00 or by appointment. Text

  3. Games and Modal Mu-Calculus Colin Stirling

    E-Print Network [OSTI]

    Stirling, Colin

    of authors has noted that it is essentially game theoretic 3, 18, 16] (and 15] extends this description, Edinburgh EH9 3JZ, UK, email: cps@dcs.ed.ac.uk #12;112 Colin Stirling checking algorithms: furthermore

  4. Competition among Online-Gaming Service Providers1

    E-Print Network [OSTI]

    Paris-Sud XI, Université de

    (storage, computing power, energy). The pricing schemes ­essentially flat-rate­ implemented by providers Computing Providers (CPs) to propose services to end-users and negotiate with Game Editors to host

  5. Game Theoretic Models of Public Choice and Political Economy 

    E-Print Network [OSTI]

    Balduzzi, Paolo

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

  6. Cybersecurity Games and Investments: A Decision Support Approach

    E-Print Network [OSTI]

    Malacaria, Pasquale

    Cybersecurity Games and Investments: A Decision Support Approach Emmanouil Panaousis1 , Andrew or inefficient spending on cybersecurity. To this end, we first model the cybersecurity environment multi-objective, multi- ple choice Knapsack to determine the optimal cybersecurity investment. Our

  7. Cheaters in the Steam Community Gaming Social Network

    E-Print Network [OSTI]

    Blackburn, Jeremy; Kourtellis, Nicolas; Zuo, Xiang; Long, Clayton; Ripeanu, Matei; Skvoretz, John; Iamnitchi, Adriana

    2011-01-01T23:59:59.000Z

    Online gaming is a multi-billion dollar industry that entertains a large, global population. One unfortunate phenomenon, however, poisons the competition and the fun: cheating. The costs of cheating span from industry-supported expenditures to detect and limit cheating, to victims' monetary losses due to cyber crime. This paper studies cheaters in the Steam Community, an online social network built on top of the world's dominant digital game delivery platform. We collected information about more than 12 million gamers connected in a global social network, of which more than 700 thousand have their profiles flagged as cheaters. We also collected in-game interaction data of over 10 thousand players from a popular multiplayer gaming server. We show that cheaters are well embedded in the social and interaction networks: their network position is largely undistinguishable from that of fair players. We observe that the cheating behavior appears to spread through a social mechanism: the presence and the number of ch...

  8. Tribal Gaming and Indigenous Sovereignty, With Notes from Seminole Country

    E-Print Network [OSTI]

    Cattelino, Jessica R.

    2006-03-01T23:59:59.000Z

    ranching, an airplane manufacturer, and ecotourism at the Billie Swamp Safari. Less often publicized, and less under stood by many tribal members, have been the Tribal Council's ventures in the financial sector: investment in other Indian casinos, a bank... outlines federal law and policy and develops case studies in New Mexico and Oklahoma (Mason 2000); an edited volume on Indian gaming (Mullis and Kamper 2000); an edited volume on Indian gaming and law (Eadington and Cornelius 1998); and the chapters...

  9. The "Hot Potato" Case: Challenges in Multiplayer Pervasive Games Based on Ad hoc Mobile Sensor Networks and the Experimental Evaluation of a Prototype Game

    E-Print Network [OSTI]

    Chatzigiannakis, Ioannis; Akribopoulos, Orestis; Logaras, Marios; Kokkinos, Panagiotis; Spirakis, Paul

    2010-01-01T23:59:59.000Z

    In this work, we discuss multiplayer pervasive games that rely on the use of ad hoc mobile sensor networks. The unique feature in such games is that players interact with each other and their surrounding environment by using movement and presence as a means of performing game-related actions, utilizing sensor devices. We discuss the fundamental issues and challenges related to these type of games and the scenarios associated with them. We also present and evaluate an example of such a game, called the "Hot Potato", developed using the Sun SPOT hardware platform. We provide a set of experimental results, so as to both evaluate our implementation and also to identify issues that arise in pervasive games which utilize sensor network nodes, which show that there is great potential in this type of games.

  10. The Heart of Puzzling: Mathematics and Computer Games Michael R. Fellows

    E-Print Network [OSTI]

    Walicki, Michal

    The Heart of Puzzling: Mathematics and Computer Games Michael R. Fellows Department of Computer opportunities for tapping the power of mathematics in computer gaming. 1 Introduction At the heart of every good

  11. Pursuit and evasion games: semi-direct and cooperative control methods

    E-Print Network [OSTI]

    Parish III, Allen S.

    2009-05-15T23:59:59.000Z

    Pursuit and evasion games have garnered much research attention since the class of problems was first posed over a half century ago. With wide applicability to both civilian and military problems, the study of pursuit and evasion games showed much...

  12. 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

  13. A Look Inside 1366 and Sun Catalytix, Two "Game-Changing" Innovation...

    Broader source: Energy.gov (indexed) [DOE]

    A Look Inside 1366 and Sun Catalytix, Two "Game-Changing" Innovation Projects A Look Inside 1366 and Sun Catalytix, Two "Game-Changing" Innovation Projects February 3, 2011 -...

  14. 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 ...

  15. On Creating a Native Real-Time-Strategy Game User Interface for Multi-Touch Devices

    E-Print Network [OSTI]

    California at Santa Cruz, University of

    |sorzech|wwong3}@ucsc.edu, {fire}@soe.ucsc.edu ABSTRACT Historically, real-time strategy video games, such as Star, interaction, video games, touch-screen, iPad 1. INTRODUCTION On many mobile platforms, multiple compelling

  16. ARC-ED Curriculum: The Application of Video Game Formats to Educational Software

    E-Print Network [OSTI]

    Chaffin, Jerry D.; Maxwell, Bill; Thompson, Barbara

    1982-01-01T23:59:59.000Z

    educational practices are examined in relation to the motivational features of arcade games. Also, guidelines for educational curriculum based on arcade game formats are proposed and the term Arc-Ed Curriculum is offered to describe such software. The content...

  17. Not just in it to win it : inclusive game play in an MIT dorm

    E-Print Network [OSTI]

    Kolos, Hillary (Hillary Anne)

    2010-01-01T23:59:59.000Z

    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 ...

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

    E-Print Network [OSTI]

    Lim, Chong-U

    2013-01-01T23:59:59.000Z

    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 ...

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

    E-Print Network [OSTI]

    Lee, Kyung-Sook

    2009-05-15T23:59:59.000Z

    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...

  20. Action Investment Energy Games Kim G. Larsen, Simon Laursen, and Jiri Srba

    E-Print Network [OSTI]

    Srba, Jiri

    of action investment energy games where we study the trade-off between investments limited by given budgets energy games where we study the trade-off between investments limited by given budgets and resourceAction Investment Energy Games Kim G. Larsen, Simon Laursen, and Jir´i Srba Aalborg University

  1. Charging Games in Networks of Electrical Vehicles Olivier Beaude, Samson Lasaulce, and Martin Hennebel

    E-Print Network [OSTI]

    Paris-Sud XI, Université de

    1 Charging Games in Networks of Electrical Vehicles Olivier Beaude, Samson Lasaulce, and Martin charging in electrical vehicle (EV) networks is proposed. This formulation allows one to model games, electrical vehicle, distribution net- works, potential games, Nash equilibrium, price of anarchy

  2. 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

  3. 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

  4. 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

  5. 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

  6. The Prepared Partner: Can a Video Game Teach Labor and Childbirth Support Techniques?

    E-Print Network [OSTI]

    California at Santa Cruz, University of

    The Prepared Partner: Can a Video Game Teach Labor and Childbirth Support Techniques? Alexandra, we developed The Prepared Partner, an educational video game about labor and childbirth. Because The Prepared Partner is an online video game, it can be distributed to a much larger area and thereby can

  7. Computing Equilibria in Multiplayer Stochastic Games of Imperfect Information Sam Ganzfried

    E-Print Network [OSTI]

    Computing Equilibria in Multiplayer Stochastic Games of Imperfect Information Sam Ganzfried in multiplayer stochastic games is a notoriously difficult prob- lem. Prior algorithms have been proven-player no- limit Texas hold'em tournament--a very large real- world stochastic game of imperfect information

  8. DESIGN AND IMPLEMENTATION OF OPTIMISTIC CONSTRUCTS FOR LATENCY MASKING IN ONLINE VIDEO GAMES

    E-Print Network [OSTI]

    Katchabaw, Michael James

    , optimistic execution, software design patterns for games. ABSTRACT To achieve interactive experiences difficult issue faced by developers of online games is that of latency. In many cases, the latency on experiences in using these components in the development of a simple trading game to validate

  9. The iTron Family of Geocast Games (Extended Abstract) Robert J. Hall

    E-Print Network [OSTI]

    Fisher, Kathleen

    hand, while physical activity and motor skill development are inherent in athletic and sports gamesThe iTron Family of Geocast Games (Extended Abstract) Robert J. Hall AT&T Labs Research Florham Park, NJ, USA hall@research.att.com Abstract--Geocast games are a new class of digital multi- player

  10. Wii All Play: The Console Game as a Computational Meeting Place

    E-Print Network [OSTI]

    Greenberg, Saul

    software alone totaled $6.6 billion [10]. One of the most striking trends in the console game marketWii All Play: The Console Game as a Computational Meeting Place Amy Voida & Saul Greenberg study of collocated group console gaming. We focus on motivations for, perceptions of, and practices

  11. Building Human-Level AI for Real-Time Strategy Games Ben G. Weber

    E-Print Network [OSTI]

    California at Santa Cruz, University of

    Building Human-Level AI for Real-Time Strategy Games Ben G. Weber Expressive Intelligence Studio UC to build robust intelligence. In particular, real- time strategy games provide a multi-scale challenge by studying a corpus of games, building models for anticipating op- ponent actions, and practicing within

  12. Applied Probability and Stochastic Processes EPFL -Fall Semester 2013-2014 "Money drop" updated game rules

    E-Print Network [OSTI]

    LĂ©vĂŞque, Olivier

    Applied Probability and Stochastic Processes EPFL - Fall Semester 2013-2014 "Money drop" updated game rules Principle of the game: 1. At the beginning of the game, a certain amount of money is given your (current) amount of money on these possible answers. - All the money put on a wrong answer

  13. Imitative Learning for Real-Time Strategy Games Quentin Gemine, Firas Safadi, Raphael Fonteneau and Damien Ernst

    E-Print Network [OSTI]

    Ernst, Damien

    and Damien Ernst Abstract--Over the past decades, video games have become increasingly popular and complex for contemporary video games. However, despite its recent advances, video game AI still lacks the ability to learn. In this paper, we attempt to break the barrier between video game AI and machine learning and propose a generic

  14. Kaboom! is a Many-Splendored Thing: An interpretation and design methodology for message-driven games

    E-Print Network [OSTI]

    California at Santa Cruz, University of

    , consider the editorial cartoon. Given the existence of newsgames, which are defined to be video game

  15. LUDOCORE: A Logical Game Engine for Modeling Videogames Adam M. Smith, Mark J. Nelson, and Michael Mateas

    E-Print Network [OSTI]

    California at Santa Cruz, University of

    LUDOCORE: A Logical Game Engine for Modeling Videogames Adam M. Smith, Mark J. Nelson, and Michael Mateas Abstract-- LUDOCORE is a logical "game engine", linking game rules as reasoned about by game this bridge is engineering a concise, safe, and flexible representation that is compatible with the semantics

  16. An optical model for an analogy of Parrondo game and designing Brownian ratchets

    E-Print Network [OSTI]

    Si, Tieyan

    2010-01-01T23:59:59.000Z

    An optical model of classical photons propagating through array of many beam splitters is developed to give a physical analogy of Parrondo's game and Parrondo-Harmer-Abbott game. We showed both the two games are reasonable game without so-called game paradox and they are essentially the same. We designed the games with long-term memory on loop lattice and history-entangled game. The strong correlation between nearest two rounds of game can make the combination of two losing game win, lose or oscillate between win and loss. The periodic potential in Brownian ratchet is analogous to a long chain of beam splitters. The coupling between two neighboring potential wells is equivalent to two coupled beam splitters. This correspondence may help us to understand the anomalous motion of exceptional Brownian particles moving in the opposite direction to the majority. We designed the capital wave for a game by introducing correlations into independent capitals instead of sub-games. Playing entangled quantum states in man...

  17. Information Incorporation in Online InGame Sports Betting Markets

    E-Print Network [OSTI]

    Pennock, David M.

    the accuracy of implied market forecasts over time, we use the logarithmic score, a standard measure games from the 2002 USA National Basketball Associa- tion (NBA) championship. We show that prices on average approach the correct outcome over time, and the price dy- namics in the markets are closely

  18. Exact ratchet description of Parrondo's games with self-transitions

    E-Print Network [OSTI]

    Toral, Raúl

    Exact ratchet description of Parrondo's games with self-transitions Pau Amengual and Ra´ul Toral It is based upon the ratchet effect2 : the combination of two dynamics, both negatively biased, leading ratchet. We were able to obtain a set of equations relating the drift F(x) and diffusion D

  19. Understanding As A Teleonomical Concept -fundamentals of the hermeneutical game-

    E-Print Network [OSTI]

    Amsterdam, University of

    Understanding As A Teleonomical Concept -fundamentals of the hermeneutical game- MSc Thesis of Contents 1. Foreword 1 - 3 2. Introduction: Hermeneutics 5 - 6 3. Heidegger: Understanding As An Existenzial 7 - 26 4. Gadamer: The Problem Of Application And The Hermeneutical Concept Of Experience 4

  20. 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 and Sciences Department of Computer Science Catalog Year: 2012­2013 Page 1 of 2 | Last Updated: 3-Apr-13/LNHD Important Notes Semester One: [16 Credit Hours] CS 13001 Computer Science I: Programming and Problem Solving

  1. Energy Games in Multiweighted Automata Uli Fahrenberg1

    E-Print Network [OSTI]

    Srba, Jiri

    of the game (dashed line shows battery level, solid line container content) Fig. 1: A lawn mower example the maximum capacity of the battery and the container, respectively. The initial state drawn as a diamond of an automatic lawn mower with a rechargeable battery and a container for collecting grass. Both the battery

  2. Reverse Auction Bidding Further Elements to the Game Theory

    E-Print Network [OSTI]

    Li, Jiaxing

    2014-06-03T23:59:59.000Z

    representing a tight control on price, which has never been observed in game play. Three types of bidders have been postulated for the set, the first is an economically efficient bidder, an economically inefficient bidder, and a middle of the road bidder...

  3. Better Non-Local Games from Hidden Matching Harry Buhrman

    E-Print Network [OSTI]

    de Wolf, Ronald

    Better Non-Local Games from Hidden Matching Harry Buhrman Giannicola Scarpa Ronald de Wolf July 15 variable R, sometimes called the "hidden variable". Its distribution is independent of the inputs and its value r is seen by both Alice and Bob, who can use this to coordinate their behaviour. A classical

  4. WEB SERVICES FOR THE MANAGEMENT OF PERSISTENT ONLINE GAME FACTIONS

    E-Print Network [OSTI]

    Libre de Bruxelles, Université

    WEB SERVICES FOR THE MANAGEMENT OF PERSISTENT ONLINE GAME FACTIONS Franc¸ois Deli`ege Aalborg groups, called factions, that are self-organized. The more members a faction has, the more complicated to manage it becomes. The goal of this work is to create an infrastructure to allow faction management tools

  5. 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

  6. 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 for the allocation of renewable resources. A key and unique aspect of such a resource type is the fact that

  7. Robotic Video Game Learning Using Self-Detection

    E-Print Network [OSTI]

    Wurtele, Eve Syrkin

    effective in performing a variety of ma- nipulation tasks including pushing buttons, lifting household. The microphone was not used, neither was the right eye or the right arm. 40" Television A Television with a large screen was placed in front of the robot to display the games. The exact brand of the television

  8. Rationality and equilibrium in perfect-information games

    E-Print Network [OSTI]

    Bustamante, Fabián E.

    Rationality and equilibrium in perfect-information games Ronen Gradwohl Aviad Heifetz March 2011://www.openu.ac.il/Personal sites/Aviad- Heifetz.html, email: aviadhe@openu.ac.il. I am grateful for the hospitality of Kel- logg

  9. Information Management in the Smart Grid: A Learning Game Approach

    E-Print Network [OSTI]

    Paris-Sud XI, Université de

    Information Management in the Smart Grid: A Learning Game Approach Hélène Le Cadre MINES Paris In this article, the smart grid is modeled as a decentralized and hierarchical network, made of three categories the deployment of smart Information and Communication Technolo- gies (ICTs), to supervise the grid operation [5

  10. Visualizations for the Assessment of Learning in Computer Games

    E-Print Network [OSTI]

    Scarlatos, Lori

    -- Mounting evidence suggests that current trends in global energy usage are leading to global warming, which such as energy use and global climate change. Yet it remains unclear how well serious games achieve these ends scenarios and activities are actually changing people's minds. This will help us to design more effective

  11. WILD POLYOMINO WEAK (1,2)-ACHIEVEMENT GAMES

    E-Print Network [OSTI]

    Sieben, Nándor

    WILD POLYOMINO WEAK (1,2)-ACHIEVEMENT GAMES N´andor Sieben Department of Mathematics, Northern cells at each move. A wild polyomino is a finite set of cells that are connected through an edge or through a corner. All wild polyominos on an infinite 2-dimensional rectangular board are characterized

  12. Model Checking and Other Games \\Lambda Colin Stirling

    E-Print Network [OSTI]

    Stirling, Colin

    of Edinburgh Edinburgh EH9 3JZ, UK email: cps@dcs.ed.ac.uk July 2, 1996 Contents 1 Introduction 2 2 Process. In section 3 bisimulation equivalence due to Park and Milner is described. It is essentially game theoretic

  13. SIDES: A Cooperative Tabletop Computer Game for Social Skills Development

    E-Print Network [OSTI]

    Stanford University

    This paper presents a design case study of SIDES: Shared Interfaces to Develop Effective Social Skills. SIDES's Syndrome, practice effective group work skills using a four-player cooperative computer game that runs on tabletop technology. We present the design process and evaluation of SIDES conducted over a period of six

  14. Coalitional Voting Manipulation: A Game-Theoretic Perspective Yoram Bachrach

    E-Print Network [OSTI]

    Elkind, Edith

    action. In this paper, we ap- ply tools from cooperative game theory to develop a model that considers concern from a theoretical perspective, in real-life elections this issue does not usually play a signifi coordinates their actions in order to affect the election outcome. The problem of coalitional manipula- tion

  15. 1 Spectrum Sharing Games of Network Operators and Cognitive Radios

    E-Print Network [OSTI]

    Bencsáth, Boldizsár

    Contents 1 Spectrum Sharing Games of Network Operators and Cognitive Radios Mohammad Hossein advances in radio technology, the spectrum regulators have opened some parts of the available spectrum operators and cognitive radios. Because of the dynamic nature of spectrum sharing, it is difficult

  16. ON MODELING UTILITY FOR COOPERATIVE SLOTTED ALOHA GAMES Dandan Wang

    E-Print Network [OSTI]

    Minn, Hlaing

    Minn and Naofal Al-Dhahir Dept. of Electrical Engineering University of Texas at Dallas, Richardson, TX, 75083, USA. Emails:{dxw053000, hlaing.minn, aldhahir}@utdallas.edu Dept. of Electrical framework. Index Terms-- Game theory, Aloha, multiuser diversity, pric- ing, medium access control 1

  17. Bo Bernhard Named Executive Director,UNLV International Gaming

    E-Print Network [OSTI]

    Ahmad, Sajjad

    drivers of gambling behavior to Internet gaming policy. "Bo has established a worldwide reputation for his and has delivered more than 200 keynote addresses to regulatory, government, and policy leaders around, Macao, Mexico, Vietnam, Taiwan, Argentina, Brazil, Russia, Portugal, Austria, Greece, England

  18. Network Formation Games Among Relay Stations in Next Generation Wireless Networks

    E-Print Network [OSTI]

    Saad, Walid; Ba?ar, Tamer; Debbah, Mérouane; Hjřrungnes, Are

    2012-01-01T23:59:59.000Z

    The introduction of relay station (RS) nodes is a key feature in next generation wireless networks such as 3GPP's long term evolution advanced (LTE-Advanced), or the forthcoming IEEE 802.16j WiMAX standard. This paper presents, using game theory, a novel approach for the formation of the tree architecture that connects the RSs and their serving base station in the \\emph{uplink} of the next generation wireless multi-hop systems. Unlike existing literature which mainly focused on performance analysis, we propose a distributed algorithm for studying the \\emph{structure} and \\emph{dynamics} of the network. We formulate a network formation game among the RSs whereby each RS aims to maximize a cross-layer utility function that takes into account the benefit from cooperative transmission, in terms of reduced bit error rate, and the costs in terms of the delay due to multi-hop transmission. For forming the tree structure, a distributed myopic algorithm is devised. Using the proposed algorithm, each RS can individuall...

  19. Prototype prosperity-diversity game for the Laboratory Development Division of Sandia National Laboratories

    SciTech Connect (OSTI)

    VanDevender, P.; Berman, M.; Savage, K.

    1996-02-01T23:59:59.000Z

    The Prosperity Game conducted for the Laboratory Development Division of National Laboratories on May 24--25, 1995, focused on the individual and organizational autonomy plaguing the Department of Energy (DOE)-Congress-Laboratories` ability to manage the wrenching change of declining budgets. Prosperity Games are an outgrowth and adaptation of move/countermove and seminar War Games. Each Prosperity Game is unique in that both the game format and the player contributions vary from game to game. This particular Prosperity Game was played by volunteers from Sandia National Laboratories, Eastman Kodak, IBM, and AT&T. Since the participants fully control the content of the games, the specific outcomes will be different when the team for each laboratory, Congress, DOE, and the Laboratory Operating Board (now Laboratory Operations Board) is composed of executives from those respective organizations. Nevertheless, the strategies and implementing agreements suggest that the Prosperity Games stimulate cooperative behaviors and may permit the executives of the institutions to safely explore the consequences of a family of DOE concert.

  20. Master of Science and Engineering inMaster of Science and Engineering in Computer Graphics and GameComputer Graphics and Game

    E-Print Network [OSTI]

    Plotkin, Joshua B.

    Master of Science and Engineering inMaster of Science and Engineering in Computer Graphics and GameComputer Graphics and Game Technology (CGGT)Technology (CGGT) Stephen H. Lane, DirectorStephen H. Lane, Director #12Science or Engineering ­­ Passion for graphics and animation fromPassion for graphics and animation from both a creative

  1. EcoTRADE - a multi player network game of a tradable permit market for biodiversity credits

    E-Print Network [OSTI]

    Hartig, Florian; Drechsler, Martin

    2008-01-01T23:59:59.000Z

    EcoTRADE is a multi player network game of a virtual biodiversity credit market. Each player controls the land use of a certain amount of parcels on a virtual landscape. The biodiversity credits of a particular parcel depend on neighboring parcels, which may be owned by other players. The game can be used to study the strategies of players in experiments or classroom games and also as a communication tool for stakeholders participating in credit markets that include spatially interdependent credits.

  2. The game and furbearing mammals of Big Thicket National Preserve

    E-Print Network [OSTI]

    Norton, William Glenn

    1981-01-01T23:59:59.000Z

    , Schmidly et al. (1979) compiled a thorough inventory of all mammals in 2Common names are used extensively in this report. Appendix II contains all common names and their scientific nomenclature. the Big Thicket region. In the process of this exhaustive...THE GAME AND FURBEARING MAMMALS OF BIG THICKET NATIONAL PRESERVE A Thesis by WILLIAM GLENN NORTON Submitted to the Graduate College of Texas AaM University in partial fulfillment of the requirement for the degree of MASTER OF SCIENCE August...

  3. Hybrid cluster state proposal for a quantum game

    E-Print Network [OSTI]

    M. Paternostro; M. S. Tame; M. S. Kim

    2005-09-09T23:59:59.000Z

    We propose an experimental implementation of a quantum game algorithm in a hybrid scheme combining the quantum circuit approach and the cluster state model. An economical cluster configuration is suggested to embody a quantum version of the Prisoners' Dilemma. Our proposal is shown to be within the experimental state-of-art and can be realized with existing technology. The effects of relevant experimental imperfections are also carefully examined.

  4. E-Print Network 3.0 - action video game Sample Search Results

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

    video games is a relatively new field, the ... Source: Larsson, Thomas - School of Innovation, Design and Engineering, Mlardalen University Collection: Computer...

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

    SciTech Connect (OSTI)

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

    2007-08-01T23:59:59.000Z

    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.

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

    E-Print Network [OSTI]

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

    2014-01-01T23:59:59.000Z

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

    E-Print Network [OSTI]

    Kai, Ma; Guoqiang, Hu; Spanos, Costas

    2013-01-01T23:59:59.000Z

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

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

    E-Print Network [OSTI]

    Kai, Ma; Guoqiang, Hu; Spanos, Costas

    2013-01-01T23:59:59.000Z

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

  9. Dismantling Bellicose Identities: Strategic Language Games in Theresa Hak Kyung Cha’s DICTEE

    E-Print Network [OSTI]

    Joo, Hee-Jung Serenity; Lux, Christina

    2012-01-01T23:59:59.000Z

    games, it resists what Amartya Sen refers to as a “bellicosePress, 2009), 102–107. Amartya Sen, Identity and Violence:

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

    E-Print Network [OSTI]

    Agarwal, Tarun

    2011-01-01T23:59:59.000Z

    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. Electrical Vehicles in the Smart Grid: A Mean Field Game Analysis

    E-Print Network [OSTI]

    Couillet, Romain; Tembine, Hamidou; Debbah, Merouane

    2011-01-01T23:59:59.000Z

    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.

  12. Mobility promotes and jeopardizes biodiversity in rock-paper-scissors games

    E-Print Network [OSTI]

    Reichenbach, Tobias; Frey, Erwin

    2008-01-01T23:59:59.000Z

    Biodiversity is essential to the viability of ecological systems. Species diversity in ecosystems is promoted by cyclic, non-hierarchical interactions among competing populations. Such non-transitive relations lead to an evolution with central features represented by the `rock-paper-scissors' game, where rock crushes scissors, scissors cut paper, and paper wraps rock. In combination with spatial dispersal of static populations, this type of competition results in the stable coexistence of all species and the long-term maintenance of biodiversity. However, population mobility is a central feature of real ecosystems: animals migrate, bacteria run and tumble. Here, we observe a critical influence of mobility on species diversity. When mobility exceeds a certain value, biodiversity is jeopardized and lost. In contrast, below this critical threshold all subpopulations coexist and an entanglement of travelling spiral waves forms in the course of temporal evolution. We establish that this phenomenon is robust, it do...

  13. Computational Use of Informal Logic Dialogue Games

    E-Print Network [OSTI]

    Reed, Chris

    and agent communication, and the dialogue systems we have developed recently. Major barriers at the University of Dundee Introduction The field of informal logic (IL) can be seen as the attempt to develop tools that can analyse and evaluate the reasoning and arguments that occur in contexts such as political

  14. Going with the group in a competitive game of iterated reasoning Seth Frey (sethfrey@indiana.edu)

    E-Print Network [OSTI]

    Goldstone, Robert

    Going with the group in a competitive game of iterated reasoning Seth Frey (sethfrey their strategy individually. John Nash proved that every game has at least one such equilib- rium. Mapped onto

  15. HOOKED: A GAME FOR DISCOVERING WHAT MAKES MUSIC CATCHY John Ashley Burgoyne Dimitrios Bountouridis Jan Van Balen Henkjan Honing

    E-Print Network [OSTI]

    Veltkamp, Remco

    with `gamification'. We present the design of Hooked, a game we are using to study musical catchiness, as well

  16. Balancing Innovation and Exploitation in a Social Learning Game. Eric Raboin, Ryan Carr, Austin Parker, Dana Nau

    E-Print Network [OSTI]

    Nau, Dana S.

    Balancing Innovation and Exploitation in a Social Learning Game. Eric Raboin, Ryan Carr, Austin a culture by looking at "innovate" moves in the Cultaptation Project's social learning game (Boyd et al the utility of a simple kind of innovation in the Cultaptation Project's social learning game, and shows how

  17. PCG-Based Game Design: Creating Endless Web Gillian Smith, Alexei Othenin-Girard, Jim Whitehead, Noah Wardrip-Fruin

    E-Print Network [OSTI]

    California at Santa Cruz, University of

    PCG-Based Game Design: Creating Endless Web Gillian Smith, Alexei Othenin-Girard, Jim Whitehead Endless Web, a 2D platforming game in which the player's actions determine the ongoing creation of the world she is exploring. Endless Web is an example of a PCG-based game: it uses procedural content

  18. Model-driven Engineering of Serious Educational Games: Integrating Learning Objectives for Subject Specific Topics and Transferable Skills

    E-Print Network [OSTI]

    Cooper, Kendra M.L.

    in an agile, iterative development process, for example, by describing a part of the game informally, semi game design, pedagogical content, and software engineering methodologies. Our approach has three main-level tasks repeatedly as they develop broader analytical skills and progress to complete the game objectives

  19. Senate Bill No. 34 An act to add Sections 2069, 2099, and 2099.5 to the Fish and Game

    E-Print Network [OSTI]

    Senate Bill No. 34 CHAPTER 9 An act to add Sections 2069, 2099, and 2099.5 to the Fish and Game Species Act (CESA) requires the Fish and Game Commission to establish a list of endangered species and a list of threatened species and requires the Department of Fish and Game to recommend

  20. What is Wrong with this Word? Dyseggxia: a Game for Children with Dyslexia

    E-Print Network [OSTI]

    What is Wrong with this Word? Dyseggxia: a Game for Children with Dyslexia Luz Rello Clara Bayarri Dyseggxia, a game application with word exer- cises for children with dyslexia. We design the content are (i) designing exercises by using the analysis of errors written by people with dyslexia and (i

  1. The Effects of Incomplete Information in Stochastic Common-Stock Harvesting Games

    E-Print Network [OSTI]

    Gideon, Rudy A.

    the initial fish stock (or "recruitment") divides into two streams, each one accessible to harvest by just one of the two competing fishing fleets. The fleets simultaneously harvest down their streams, achieving net-property games. Keywords: stochastic harvesting game, asymmetric information, fish wars, bioeconomic competition

  2. Bowling Green State University Travel and Entertainment Expenses Athletic/Bowl Game Travel Related

    E-Print Network [OSTI]

    Moore, Paul A.

    Page 1 Bowling Green State University Travel and Entertainment Expenses ­ Athletic/Bowl Game Travel Related The University is required to determine whether there is a taxable benefit (i.e., income) attributable to any persons traveling to or attending an athletic event, specifically a bowl game, when

  3. Mining Game Statistics from Web Services: A World of Warcraft Armory case study

    E-Print Network [OSTI]

    California at Santa Cruz, University of

    Mining Game Statistics from Web Services: A World of Warcraft Armory case study Chris Lewis, Noah publicly accessible web services allows us to quickly retrieve quantitative results. This will allow Applications]: Data Mining Keywords video game, world of warcraft, data mining, web service 1. INTRODUCTION

  4. A Bargaining Game for Supply Chain Contracting KADIR ERTOGRAL and S. DAVID WU

    E-Print Network [OSTI]

    Wu, David

    1 A Bargaining Game for Supply Chain Contracting KADIR ERTOGRAL and S. DAVID WU Manufacturing contracting, where the buyer negotiates the order quantity and wholesale price with a sourcing supplier. We for the players, but the players must negotiate the surplus generated by the contract in a bargaining game

  5. Inclusive Computer Science Education Using a Ready-made Computer Game Framework

    E-Print Network [OSTI]

    Way, Thomas

    Inclusive Computer Science Education Using a Ready-made Computer Game Framework Joseph Distasio and Thomas P. Way Applied Computing Technology Laboratory Department of Computing Sciences Villanova the prevailing interest in computer games among college students, both for entertainment and as a possible career

  6. A Cognitive Hierarchy Theory of One-shot Games Colin F. Camerer1

    E-Print Network [OSTI]

    Greer, Julia R.

    A Cognitive Hierarchy Theory of One-shot Games Colin F. Camerer1 California Institute of Technology in one-shot games before they can learn to equilibrate. We introduce a one-parameter cognitive hierarchy influences the long- run path of play when there are multiple equilibria. This paper introduces a cognitive

  7. Sensor Based Synthetic Actors in a Tennis Game Simulation Hansrudi NOSER

    E-Print Network [OSTI]

    Pratt, Vaughan

    Sensor Based Synthetic Actors in a Tennis Game Simulation Hansrudi NOSER Daniel THALMANN Computer@lig.di.epfl.ch; thalmann@lig.di.epfl.ch) Abstract In this article we propose a model of a tennis game simulation and audition. Physical modeling of the ball dynamic and sound rendering enhance realism. An interactive user

  8. Requirements Engineering and the Creative Process in the Video Game Industry

    E-Print Network [OSTI]

    Schneider, Kevin A.

    Requirements Engineering and the Creative Process in the Video Game Industry David Callele, Eric the need to extend traditional requirements engineering techniques to support the creative process in video, Canada S7N 5C9 {callele,neufeld,kas}@cs.usask.ca Abstract The software engineering process in video game

  9. Real-Time Character Animation for Computer Games Eike F Anderson

    E-Print Network [OSTI]

    Davies, Christopher

    three-dimensional game characters which are real-time animated inside the virtual environment-time character animation. 2 RELATED WORK Both, memory and processing power, are expensive. More realism in games, by recursively traversing the hierarchic data structure starting from the root, passing down the transformation

  10. A game theory framework for cooperative management of refillable and disposable bottle lifecycles

    E-Print Network [OSTI]

    Illinois at Chicago, University of

    A game theory framework for cooperative management of refillable and disposable bottle lifecycles applies game theory to the lifecycle of bottle packaging, and presents a framework for analysis. Keywords: Lifecycle management; Reuse; Packaging; Industrial ecology 1. Introduction One of the fundamental

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

    E-Print Network [OSTI]

    Katchabaw, Michael James

    . This paper discusses these story scripting elements in depth, along with a prototype software engine capableStory Scripting for Automating Cinematics and Cut-Scenes in Video Games W. Zhang, M. Mc for writers to directly create and integrate story content into games on their own, and they must instead rely

  12. 2007-2008 Special Projects Turner: Water Ripples Interactive Youth Games

    E-Print Network [OSTI]

    2007-2008 Special Projects Turner: Water Ripples Interactive Youth Games The Water Ripples project proposes to develop youth water education materials designed for interactive `fun-time' learning. These materials will include interactive educational games for age groups ranging 4th to 6th grade. Materials

  13. Analyzing and Monitoring Learning Communities in a Serious Games Context Ekaterina Prasolova-Frland

    E-Print Network [OSTI]

    - In this paper, we focus on the analysis framework for learning communities in an organizational context, monitoring communities, serious games, organizational learning I. INTRODUCTION Recently, there has beenAnalyzing and Monitoring Learning Communities in a Serious Games Context Ekaterina Prasolova

  14. GROUPE D'ANALYSE ET DE THORIE CONOMIQUE LYON -ST TIENNE The Bitcoin mining game

    E-Print Network [OSTI]

    Boyer, Edmond

    GROUPE D'ANALYSE ET DE THĂ?ORIE Ă?CONOMIQUE LYON - ST Ă?TIENNE WP 1412 The Bitcoin mining game Nicolas;The Bitcoin mining game v.0.1 Nicolas Houy March 11, 2014 Abstract When processing transactions not play a Nash equilibrium in the current Bitcoin mining environment, instead, they should not process any

  15. Empirical Validation of Test-Driven Pair Programming in Game Development Shaochun Xu

    E-Print Network [OSTI]

    competition of software market, and increasing complexities of software. This also happens in game development. In order to solve those problems, agile software development processes, like Scrum, FDD, ExtremeEmpirical Validation of Test-Driven Pair Programming in Game Development Shaochun Xu Department

  16. 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

  17. Computer games in educational contexts didactic challenges Associate Professor Vigdis Vangsnes

    E-Print Network [OSTI]

    Loudon, Catherine

    1 Computer games in educational contexts ­ didactic challenges Associate Professor Vigdis Vangsnes have looked specifically at the challenges that the educator faces in the didactic interaction when implementation in kindergartens. Because we consider the game itself and the didactic situation as a staging

  18. 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 the responsibility of executing the gaming engines, including the most compute intensive tasks of graphic rendering imposed by the cost and availability of cloud servers. In this paper, we propose a rendering adaptation

  19. Tenure-Track Assistant Professor of Digital Media (Games) School of Literature, Media, and Communication

    E-Print Network [OSTI]

    Tenure-Track Assistant Professor of Digital Media (Games) School of Literature, Media of media studies common to Digital Media; a demonstrated capacity for significant original research in game development. The Digital Media program in LMC covers three core areas-- Knowledge and Creativity

  20. 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

  1. Tolling at a Frontier Tolling at a Frontier: A Game Theoretic Analysis

    E-Print Network [OSTI]

    Levinson, David M.

    Tolling at a Frontier 1 Tolling at a Frontier: A Game Theoretic Analysis by David Levinson DRAFT July 15, 1998 Abstract: Frontiers provide an opportunity for one jurisdiction to remedy inequities (and collection costs is stable. Published as: Levinson, David (1999) Tolling at a Frontier: A Game Theoretic

  2. SMOG: A Cloud Platform for Seamless Wide Area Migration of Online Games

    E-Print Network [OSTI]

    Fisher, Kathleen

    , their demands on latency and scale, and the need to support game-specific requirements (e.g., players may wish, operations, and energy usage since management and machine costs can be reduced by sharing hardware across- port in today's cloud environments: highly interactive network applications, such as online games

  3. Security Games and Risk Minimization for Automatic Generation Control in Smart Grid

    E-Print Network [OSTI]

    Alpcan, Tansu

    Security Games and Risk Minimization for Automatic Generation Control in Smart Grid Yee Wei Law be protected against potential threats. Advanced monitoring technologies at the center of smart grid evolution injection. This paper develops a game-theoretic approach to smart grid security by combining quantitative

  4. Distributed Learning versus Information Sharing in the Smart Grid: A Learning Game Approach

    E-Print Network [OSTI]

    Distributed Learning versus Information Sharing in the Smart Grid: A Learning Game Approach Hélène.bedo@orange.com Abstract In this article, the smart grid is modeled as a decentralized and hierarchical network, made: Distributed Learning; Information; Regret; Learning Game Theory 1 Introduction Smart grids are networks

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

    E-Print Network [OSTI]

    Watson, Craig A.

    frequently affected are game fish, particularly bluegill (bream), largemouth bass, and striped bass and itsVM85 "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

  6. Real-Time Game Design of Pac-Man Using Fuzzy Logic

    E-Print Network [OSTI]

    Parker, Gary B.

    , fuzzy logic has been chosen as the basis for the intelligent control of the ghosts' behavior1 Real-Time Game Design of Pac-Man Using Fuzzy Logic Adnan Shaout, Brady King, and Luke Reisner approaches. Keywords: Fuzzy Logic, Artificial Intelligence, Intelligent Agents, Real-Time, Interactive, Game

  7. Play in the Museum: Designing Game-Based Learning Environments for Informal Education Settings

    E-Print Network [OSTI]

    Young, R. Michael

    Play in the Museum: Designing Game-Based Learning Environments for Informal Education Settings learning contexts such as museums and science centers. In this paper, we describe the design of FUTURE WORLDS, a game- based learning environment for sustainability education in museums. FUTURE WORLDS

  8. Job Descriptions Acony is an independent and privately-owned game development studio located in the

    E-Print Network [OSTI]

    Reyle, Uwe

    with the QA team and review Test Cases for implemented work. Check test results and inform Senior / QA Lead account, and you'll be equipped with an extensive survival guide about life in Germany. QA Tester Position Reporting to Senior Tester and QA Lead Position Requirements Enthusiasm for games and game development

  9. The stackelberg minimum spanning tree game on planar and bounded-treewidth graphs

    E-Print Network [OSTI]

    Cardinal, Jean

    The Stackelberg Minimum Spanning Tree Game is a two-level combinatorial pricing problem introduced at WADS’07. The game is played on a graph, whose edges are colored either red or blue, and where the red edges have a given ...

  10. 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, Wind Power Integration, Markov Chain, Dynamic Potential Game Theory, Nash Equilibrium. I. INTRODUCTION the intermittency in wind power generation. Our focus is on an isolated microgrid with one wind turbine, one fast

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

    SciTech Connect (OSTI)

    Abercrombie, Robert K [ORNL] [ORNL; Schlicher, Bob G [ORNL] [ORNL; Sheldon, Frederick T [ORNL] [ORNL

    2014-01-01T23:59:59.000Z

    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.

  12. 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 Office of InspectorConcentrating SolarElectricEnergy InformationTuri BiomassWheeler County,Alanson,ConservationGame

  13. Game-Changing Advancements in Solar Energy | Department of Energy

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

    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 Delicious Rank EERE:Year in3.pdf Flash2006-53.pdf0.pdfCost SavingsEnergy GETEMGolden FieldGainingGame-Changing

  14. A Game Theoretic Approach to Cyber Attack Prediction

    SciTech Connect (OSTI)

    Peng Liu

    2005-11-28T23:59:59.000Z

    The area investigated by this project is cyber attack prediction. With a focus on correlation-based prediction, current attack prediction methodologies overlook the strategic nature of cyber attack-defense scenarios. As a result, current cyber attack prediction methodologies are very limited in predicting strategic behaviors of attackers in enforcing nontrivial cyber attacks such as DDoS attacks, and may result in low accuracy in correlation-based predictions. This project develops a game theoretic framework for cyber attack prediction, where an automatic game-theory-based attack prediction method is proposed. Being able to quantitatively predict the likelihood of (sequences of) attack actions, our attack prediction methodology can predict fine-grained strategic behaviors of attackers and may greatly improve the accuracy of correlation-based prediction. To our best knowledge, this project develops the first comprehensive framework for incentive-based modeling and inference of attack intent, objectives, and strategies; and this project develops the first method that can predict fine-grained strategic behaviors of attackers. The significance of this research and the benefit to the public can be demonstrated to certain extent by (a) the severe threat of cyber attacks to the critical infrastructures of the nation, including many infrastructures overseen by the Department of Energy, (b) the importance of cyber security to critical infrastructure protection, and (c) the importance of cyber attack prediction to achieving cyber security.

  15. Enhancing the learning of topographic map use through a simulation game

    E-Print Network [OSTI]

    Stubbles, Russell Ludwig

    1974-01-01T23:59:59.000Z

    Independent Means: Lecture versus Game in Gain from Pretest to Posttest Scores (College) Group X Pretest X Posttest X Gain n df t P Lecture Game 13. 9 14. 5 21. 5 19. 1 7 6 7 1U 2. 1000 . 05 4. 6 13 Note: n=number of. students participating; df... 19. 1 20 0 19. 6 -1. 4 7 18 0. 7576 n. s. +0. 5 13 TABLE 2 indicates that lecture and game groups differed sig- nificantly in the enhancement of learning from the pretest to the posttest, in favor of the lecture group. However, TABLE 3, which...

  16. Winning strategies for pseudo-telepathy games using single non-local box

    E-Print Network [OSTI]

    Samir Kunkri; Guruprasad Kar; Sibasish Ghosh; Anirban Roy

    2006-02-20T23:59:59.000Z

    Using a single NL-box, a winning strategy is given for the impossible colouring pseudo-telepathy game for the set of vectors having Kochen-Specker property in four dimension. A sufficient condition to have a winning strategy for the impossible colouring pseudo-telepathy game for general $d$-dimension, with single use of NL-box, is then described. It is also shown that the magic square pseudo-telepathy game of any size can be won by using just two ebits of entanglement -- for quantum strategy, and by a single NL-box -- for non-local strategy.

  17. Using EPECs to model bilevel games in restructured electricity markets with locational prices

    E-Print Network [OSTI]

    Hu, Xinmin; Ralph, Daniel

    2006-03-14T23:59:59.000Z

    the set of Nash equilibria for the game, which is {(a1, a2) ? R2 : a2 ? a1 = 4 and 7 ? a2 ? 8}. Generally speaking, congested lines may lead to multiplicity of local Nash equilibria. The mul- tiplicity may cause ambiguity of economic conclusions based... -concave on Xi(x?i); and (iv) fi(·) is continuous in ?N i=1 Xi. Then the game has at least one Nash equilibrium such that every participant’s profit is nonnegative. We begin the analysis of the game {(4)}Ni=1 with some notation. Consider the mapping ai 7? q?i (ai...

  18. How to prepare an airport for the Olympic Games? : transportation of the Olympic Family Members

    E-Print Network [OSTI]

    Kassens, Eva

    2005-01-01T23:59:59.000Z

    This thesis describes and assesses the preparation of Athens International Airport for and its performance during the Olympic Games in 2004. The analysis includes infrastructural modifications made and organizational ...

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

    E-Print Network [OSTI]

    Ramos, Maria Isabel

    2012-01-01T23:59:59.000Z

    that included La Hispaniola and El Rio de Orinoco inOrinoco (Venezuela) and La Hispaniola (Haiti). The earliesta Taino game in 1525 at La Hispaniola that was also called

  20. 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)

    2013-01-01T23:59:59.000Z

    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 ...

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

    E-Print Network [OSTI]

    Trnovcova, Zuzana

    2010-01-01T23:59:59.000Z

    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. ...

  2. The Cognitive Domain of a Glider in the Game of Life Randall D. Beer

    E-Print Network [OSTI]

    Beer, Randall D.

    1 The Cognitive Domain of a Glider in the Game of Life Randall D. Beer Cognitive Science Program address all correspondence to: Randall D. Beer Phone: (812) 856-0873 Cognitive Science Program Fax: (812

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

    E-Print Network [OSTI]

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

    2007-01-01T23:59:59.000Z

    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.

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

    E-Print Network [OSTI]

    Heaps-Nelson, G. Thomas

    2013-01-01T23:59:59.000Z

    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. Charles River City : an educational augmented reality simulation pocket PC game

    E-Print Network [OSTI]

    Cheung, Priscilla, 1980-

    2004-01-01T23:59:59.000Z

    This thesis has designed and implemented Charles River City, an educational, location-based augmented reality simulation game that uses Pocket PC devices and GPS technology. As mobile devices and processing power become ...

  6. Game demonstrations Monday, Dec 5 Mon: Black Friday by Sean Chung

    E-Print Network [OSTI]

    Reed, Nancy E.

    based on the spoof of Justin Bieber as Dustin Beaver, the cult leader taking over the minds of the teen of Lisp pg (173189). The objective of the game is to beat Dustin Beaver and rescue your baby sister and

  7. Leontief Economies Encode Nonzero Sum Two-Player Games Bruno Codenotti

    E-Print Network [OSTI]

    Saberi, Amin

    Leontief Economies Encode Nonzero Sum Two-Player Games Bruno Codenotti Amin Saberi Kasturi@tti-c.org. Department of Management Science and Engineering, Stanford University, Stanford CA 94305. Email: saberi

  8. Methods to Market Mario: An Analysis of American and Japanese Preference for Control in Video Games

    E-Print Network [OSTI]

    Cook, Geoffrey Michael

    2009-01-01T23:59:59.000Z

    Video game developers and journalists on both sides of the Pacific agree that the preferences of Japanese and American video gamers are quite different. Their consensus is that Americans prefer a relatively higher level of control in most aspects...

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

    E-Print Network [OSTI]

    Zhang, Mark (Mark A.)

    2013-01-01T23:59:59.000Z

    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 ...

  10. Unchecked strategy diversification and collapse in continuous voluntary public good games

    E-Print Network [OSTI]

    Sasaki, Tatsuya; Okada, Isamu; Unemi, Tatsuo

    2015-01-01T23:59:59.000Z

    Cooperation or defection and participation or withdrawal are well-known options of behavior in game-like activities in free societies, yet the co-evolutionary dynamics of these behavioral traits in the individual level are not well understood. Here we investigate the continuous voluntary public good game, in which individuals have two types of continuous-valued options: a probability of joining the public good game and a level of cooperative investment in the game. Our numerical results reveal hitherto unreported phenomena: (i) The evolutionary dynamics are initially characterized by oscillations in individual cooperation and participation levels, in contrast to the population-level oscillations that have previously been reported. (ii) Eventually, the population's average cooperation and participation levels converge to and stabilize at a center. (iii) Then, a most peculiar phenomenon unfolds: The strategies present in the population diversify and give rise to a "cloud" of tinkering individuals who each tries...

  11. On Spectrum Selection Games in Cognitive Radio Ilaria Malanchini, Matteo Cesana, Nicola Gatti

    E-Print Network [OSTI]

    Gatti, Nicola

    On Spectrum Selection Games in Cognitive Radio Networks Ilaria Malanchini, Matteo Cesana, Nicola to evalu- ate spectrum management functionalities in Cognitive Radio Net- works. The spectrum selection environment, consequently exploiting under-utilized spectrum portions. The motivation for cognitive radio

  12. 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 than, less than or as much aggregate power as it requires. G. Kasbekar and S. Sarkar

  13. Digital radiographic systems detect boiler tube cracks

    SciTech Connect (OSTI)

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

    2008-06-15T23:59:59.000Z

    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.

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

    E-Print Network [OSTI]

    Kasthurirathna, Dharshana; Uddin, Shahadat

    2015-01-01T23:59:59.000Z

    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...

  15. Breaking New Ground: Innovation in Games, Play, Practice and Theory. Proceedings of DiGRA 2009 2009Authors & Digital Games Research Association (DiGRA). Personal and educational classroom use of this paper is allowed,

    E-Print Network [OSTI]

    California at Santa Cruz, University of

    programs become more common, educators are faced with challenges in bringing the formal study of games © 2009Authors & Digital Games Research Association (DiGRA). Personal and educational classroom use Education the Carcassonne Way Kenneth Hullett Expressive Intelligence Studio University of California, Santa

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

    SciTech Connect (OSTI)

    Karmperis, Athanasios C., E-mail: athkarmp@mail.ntua.gr [Sector of Industrial Management and Operational Research, School of Mechanical Engineering, National Technical University of Athens, Iroon Polytechniou 9, 15780 Athens (Greece); Army Corps of Engineers, Hellenic Army General Staff, Ministry of Defence (Greece); Aravossis, Konstantinos; Tatsiopoulos, Ilias P.; Sotirchos, Anastasios [Sector of Industrial Management and Operational Research, School of Mechanical Engineering, National Technical University of Athens, Iroon Polytechniou 9, 15780 Athens (Greece)

    2013-05-15T23:59:59.000Z

    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.

  17. Fig. 1. Screenshot of gameplay for a generated mini-game in the Variations Forever prototype. The player controls the white character

    E-Print Network [OSTI]

    California at Santa Cruz, University of

    ) which drifts on its own. Abstract--Variations Forever is a novel game in which the player explores a vast, pro- cedurally generated galaxy reminiscent of the seminal PCG work seen in Elite (Acornsoft 1984 design into four domains: abstract game mechanics (abstract game state and how this state evolves over

  18. When Innovation Matters: An Analysis of Innovation in a Social Learning Game. Ryan Carr, Eric Raboin, Austin Parker, Dana Nau

    E-Print Network [OSTI]

    Nau, Dana S.

    When Innovation Matters: An Analysis of Innovation in a Social Learning Game. Ryan Carr, Eric within a culture by looking at "innovate" moves in the Cultaptation Project's social learning game (Boyd, 20742, USA {carr2,eraboin,austinjp,nau}@cs.umd.edu Abstract This paper examines the value of innovation

  19. Learning acoustically complex word-like units within a video-game training paradigm Sung-joo Lim1

    E-Print Network [OSTI]

    Holt, Lori L.

    for the blue." Video Game Training (Wade & Holt, 2005) · Sounds serve a functional role in signaling aliens and orienting response. - Sound categories associated with different aliens in game · No overt categorization. Watch for [ ] aliens. 5. The bad guy is [ ]. 6. [ ] invaders are coming. Generalization Test 1. [ ] 2

  20. 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

  1. Does Online Mobile Gaming Overcharge You for De-Yu Chen, Po-Ching Lin, and Kuan-Ta Chen

    E-Print Network [OSTI]

    Chen, Sheng-Wei

    Does Online Mobile Gaming Overcharge You for The Fun? De-Yu Chen, Po-Ching Lin, and Kuan-Ta Chen, National Chung Cheng University Abstract--With the growing popularity of online mobile games, the network traffic generated by them accounts for an increas- ingly significant proportion of mobile Internet traffic

  2. Computer Game Science, B.S. 2013-14 Degree Requirements Checklist All students must meet the University Requirements.

    E-Print Network [OSTI]

    Loudon, Catherine

    2013-14 Computer Game Science, B.S. 2013-14 Degree Requirements Checklist All students must meet for a course in a track. Computer Game Science (CGS) elective courses may not be counted as part of the Management minor or the Biomedical Computing minor. Courses Courses taken / taking I&C SCI 31 ­ Introduction

  3. A DOCUMENTATION OF BIDDING GAMES USED IN MEASURING SOCIAL VALUE Excerpt from NUREG/CR-0989, PNL-2952, Vol. II Appendix C

    SciTech Connect (OSTI)

    J W .Currie, J. Kidd (a)

    1980-09-01T23:59:59.000Z

    This paper reviews the bidding game literature describing strategies used to measure the social value of various impacts resulting from environmentaltering projects. The theoretical measures of social value are presented, followed by a discussion of their relationship to different types of bidding games. Previous bidding game studies are documented. The important elements of bidding games and their relationship to the theoretical measures of social value are discussed. Finally, elements of the bidding games designed for a Pacific Northwest Laboratory project are compared with those of the studies reviewed.

  4. Appears in ISVC 2011, Part I, LNCS 6938, pp. 1-10, 2011 EM+TV Based Reconstruction for Cone-Beam

    E-Print Network [OSTI]

    Cong, Jason "Jingsheng"

    flexibility [3]. For example, the data can be collected over any set of lines, the projections do not have to be distributed uniformly, and the projections can even be incomplete (limited angle). There are many available of California, Los Angeles 4 Department of Computer Science, University of California, Los Angeles Los Angeles

  5. The Economics of Learning Models: A Self-tuning Theory of Learning in Games

    E-Print Network [OSTI]

    Greer, Julia R.

    The Economics of Learning Models: A Self-tuning Theory of Learning in Games Teck H. Ho, Colin F correspondence to the first author. Thanks to participants in the 2000 Southern Economics Association meetings Workshop, the Nobel Symposium on Behavioral and Experimental Economics (December 2001) and C. M´onica Capra

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

    E-Print Network [OSTI]

    Mohsenian-Rad, Hamed

    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

  7. A Sequential Game Perspective and Optimization of the Smart Grid with Distributed Data Centers

    E-Print Network [OSTI]

    Pedram, Massoud

    by significantly increasing the load at locations where they are built. Dynamic energy pricing policies in the sequential games are the smart grid controller that sets the energy price signal and the cloud computing established a trend towards building massive, energy-hungry, and geographically distributed data centers. Due

  8. 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

  9. Measure Valued Solutions for a Differential Game Related to Fish Harvesting

    E-Print Network [OSTI]

    Bressan, Alberto

    Measure Valued Solutions for a Differential Game Related to Fish Harvesting Alberto Bressan and Wen intensity of fishing effort, optimal solutions are in general measure-valued. For the control problem in one competing fishing companies, and prove the existence of a Nash equilibrium solution. This is obtained

  10. Measure Valued Solutions for a Differential Game Related to Fish Harvesting

    E-Print Network [OSTI]

    Shen, Wen

    Measure Valued Solutions for a Differential Game Related to Fish Harvesting Alberto Bressan and Wen intensity of fishing effort, optimal solutions are in general measure-valued. For the control problem, we fishing companies, and prove the existence of a Nash equilibrium solution. This is obtained as a fixed

  11. Political Campaigning and Other Non-University Events on Game Days or Major Event Days

    E-Print Network [OSTI]

    Oklahoma, University of

    Political Campaigning and Other Non-University Events on Game Days or Major Event Days This Policy of this is the prohibition of any political signage implanted in, posted on, or otherwise affixed to University property in the political process, subject to other governing policies and procedures. Students: http

  12. `Games That Make Sense': logic, language, and multi-agent interaction

    E-Print Network [OSTI]

    Amsterdam, University of

    `Games That Make Sense': logic, language, and multi-agent interaction Johan van Benthem Institute. In this short invited note, I will take the cruising altitude a few levels up from his, and show you a panoramic the success of communication. And once you start thinking all this through, you wind up in a `hermeneutical

  13. Testing cross-platform streaming of video games over wired and wireless LANs

    E-Print Network [OSTI]

    Eisert, Peter

    Vision & Graphics, Image Processing Department Heinrich-Hertz-Institute, Fraunhofer-Institute for Telecommunications Berlin, Germany {philipp.fechteler, eisert}@hhi.fraunhofer.de H. David R&D Department Exent devices. G@L is implementing an innovative architecture, transparent to legacy game code, which supports

  14. Concurrent Aerodynamic Optimization of Rotor Blades Using a Nash Game Method

    E-Print Network [OSTI]

    Paris-Sud XI, Université de

    Concurrent Aerodynamic Optimization of Rotor Blades Using a Nash Game Method Enric Roca Le´on Ph Aerodynamics Leader, Airbus Helicopter, Marignane, France Michel Costes Research Engineer, ONERA, Meudon OF THE AMERICAN HELICOPTER SOCIETY Abstract A multi-objective strategy adapted to the aerodynamic concurrent

  15. Lesson Summary Students create a planet using a computer game and

    E-Print Network [OSTI]

    Mojzsis, Stephen J.

    Benchmarks The Physical Setting The Earth Energy Transformations Common Themes Models NSES Science Standards Students create a planet using a computer game and change features of the planet to increase or decrease the planet's temperature. Students will explore some of the same principles scientists use to determine how

  16. Price of Anarchy for Non-atomic Congestion Games with Stochastic ...

    E-Print Network [OSTI]

    2013-10-18T23:59:59.000Z

    Oct 18, 2013 ... non-atomic congestion games as the worst-case performance of the user equi- ... sources as a result of a well-coordinated action on the whole network. ... The main developments in the research on PoA were extensions to net- ..... As discussed in the previous section, under stochastic traffic demands.

  17. A cognitive hierarchy theory of one-shot games: Some preliminary results

    E-Print Network [OSTI]

    Greer, Julia R.

    A cognitive hierarchy theory of one-shot games: Some preliminary results Colin F. Camerer1 they can learn to equilibrate. We introduce a one-parameter cognitive hierarchy (CH) model to predict there are multiple equilibria. This paper introduces a cognitive hierarchy (CH) model which weakens mutual con

  18. 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 falling from the sky in accordance with the data from the ankle's dorsiflexion

  19. 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

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

    E-Print Network [OSTI]

    Bahk, Saewoong

    Member, IEEE Abstract--Consumer electricity consumption can be controlled through electricity prices and customers respond accordingly with their electricity consumption levels. In particular, the demands as a game [7]. Note that in reality, electricity retailers are significantly regulated by governments

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

    E-Print Network [OSTI]

    Jose, Joemon M.

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

  2. Social Group Utility Maximization Game with Applications in Mobile Social Networks

    E-Print Network [OSTI]

    Reisslein, Martin

    social neighbors. Along a different line, network utility maximization has been extensively studiedSocial Group Utility Maximization Game with Applications in Mobile Social Networks Xiaowen Gong and Xu Chen and Junshan Zhang1 Abstract-- In this paper, we develop a social group utility maximization

  3. Involvement of the Czech environmental movements in the European game: which impact on their repertory of

    E-Print Network [OSTI]

    Paris-Sud XI, Université de

    73 Involvement of the Czech environmental movements in the European game: which impact observe that each country is embedded in its own history. Communism for example, has been experienced. In my own case, these issues have been analysed using Czech environmental actors. #12;Social Movement

  4. An Energy-Efficient Power Allocation Game with Selfish Channel State Reporting in Cellular Networks

    E-Print Network [OSTI]

    Boyer, Edmond

    An Energy-Efficient Power Allocation Game with Selfish Channel State Reporting in Cellular Networks With energy-efficient resource allocation, mobile users and base station have different objectives. While the base station strives for an energy-efficient operation of the complete cell, each user aims to maximize

  5. Using or Hiding Private Information? An Experimental Study of Zero-Sum Repeated Games with

    E-Print Network [OSTI]

    Paris-Sud XI, Université de

    Using or Hiding Private Information? An Experimental Study of Zero-Sum Repeated Games the value of private information in strictly competitive interactions in which there is a trade-off between, the empirical use of private information is almost complete when it should be, and decreases in longer

  6. Dismantling Bellicose Identities: Strategic Language Games in Theresa Hak Kyung Cha's DICTEE

    E-Print Network [OSTI]

    Joo, Hee-Jung Serenity; Lux, Christina

    2012-06-21T23:59:59.000Z

    language games, it resists what Amartya Sen refers to as a ????????????????????????????????????????????????????????????????????????????????????????????? ? ?bellicose identity.? Sen explains that ?[v]iolence is fomented by... to multilingualism may have been shaped by what Sen terms ?proficient artisans of terror,?29 in this case, an Imperial Church. By acknowledging her affective responses in a religious context, the reader is prepared to explore how...

  7. A medical game changer New device shows early promise for detecting heart disease

    E-Print Network [OSTI]

    Minnesota, University of

    Fall 2012 A medical game changer New device shows early promise for detecting heart disease It as a functional test for people at high risk of developing heart disease, the leading cause of death in the United for enhancing auscultation (listening to heart sounds). Her husband, Robert Guion, was a convenient, good

  8. Closed-form Solutions to a Subclass of Continuous Stochastic Games via Symbolic Dynamic Programming

    E-Print Network [OSTI]

    Sanner, Scott

    : a continuous state generalisation of matching pennies, binary option valuation and robust energy production optimisation, a problem for which closed- form solutions are generally unavailable. We present an exact closed stochastic games provide a convenient framework with which to model robust sequential optimisation in ad

  9. The AMES Wholesale Power Market Test Bed as a Stochastic Dynamic State-Space Game

    E-Print Network [OSTI]

    Tesfatsion, Leigh

    The AMES Wholesale Power Market Test Bed as a Stochastic Dynamic State-Space Game Leigh Tesfatsion.econ.iastate.edu/tesfatsi/ tesfatsi@iastate.edu Last Revised: August 5, 2008 Abstract: The AMES Wholesale Power Market Test Bed wholesale power markets. These notes show how AMES can be recast in more standard state-space equation form

  10. 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

  11. A Multi-Resolution Large Population Game Framework for Smart Grid Demand Response Management

    E-Print Network [OSTI]

    Boyer, Edmond

    A Multi-Resolution Large Population Game Framework for Smart Grid Demand Response Management Quanyan Zhu and Tamer Bas¸ar Abstract--Dynamic demand response (DR) management is becoming an integral, active operation, and efficient demand response. A reliable and efficient communication and networking

  12. Dealing with Uncertainty in the Smart Grid: A Learning Game Approach

    E-Print Network [OSTI]

    Dealing with Uncertainty in the Smart Grid: A Learning Game Approach Hélène Le Cadre Jean-Sébastien Bedo Abstract In this article, the smart grid is modeled as a decentralized and hierarchical network such as renewables. These predictions will then be used as inputs to optimize the smart grid operations [2

  13. Dealing with Uncertainty in the Smart Grid: A Learning Game Approach

    E-Print Network [OSTI]

    Paris-Sud XI, Université de

    Dealing with Uncertainty in the Smart Grid: A Learning Game Approach Hélène Le Cadre Jean-Sébastien Bedo Abstract In this article, the smart grid is modeled as a decentralized and hierarchical network will then be used as inputs to optimize the smart grid operations [2]. In practice, it is increasingly apparent

  14. A Zero-Sum Electromagnetic Evader-Interrogator Differential Game with Uncertainty

    E-Print Network [OSTI]

    A Zero-Sum Electromagnetic Evader-Interrogator Differential Game with Uncertainty H.T. Banks-8212 In Memoriam of Prof. L. D. Berkovitz February 21, 2011 Abstract We consider dynamic electromagnetic evasion23, 49N70, 49N90, 65M32, 68T37, 60J70. Key Words: Electromagnetic evasion-pursuit, uncertainty

  15. Adapting Game Technology to Support Individual and Organizational Learning Emily Oh and Andr van der Hoek

    E-Print Network [OSTI]

    van der Hoek, André

    Adapting Game Technology to Support Individual and Organizational Learning Emily Oh and André van the software process in its fullest. Par- ticularly in the context of individual and organizational learning that facilitates individual and organizational learning. The environment supports individual learning by allowing

  16. DESIGN CRITIQUE INSIDE A MULTI-PLAYER GAME ENGINE Jules Moloney

    E-Print Network [OSTI]

    Amor, Robert

    critique process, used to provide expert feedback on a building design concept to students in architectureDESIGN CRITIQUE INSIDE A MULTI-PLAYER GAME ENGINE Jules Moloney School of Architecture, University@cs.auckland.ac.nz Jay Furness and Benjamin Moores School of Engineering, University of Auckland SUMMARY The design

  17. CGAMES IEEE DUBLIN 2006 1 POSH Tools for Game Agent Development by

    E-Print Network [OSTI]

    Brom, Cyril

    or robot. The problem of this complexity becomes apparent when one tries to hire ordinary or even and in the game industry. Yet tools are lacking that facilitate non-expert agent developers building complicated. While some principles such as modularity are widely agreed upon, even highly related questions

  18. 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

  19. An Architecture for Game Behavior AI: Behavior Multi-Queues Maria Cutumisu, Duane Szafron

    E-Print Network [OSTI]

    Szafron, Duane

    dynamically, based on environmental criteria. To illustrate the viability of this architecture in a commercialAn Architecture for Game Behavior AI: Behavior Multi-Queues Maria Cutumisu, Duane Szafron}@cs.ualberta.ca Abstract We describe an AI behavior architecture that supports responsive collaborative interruptible

  20. Generating Strategies for Multi-Agent Pursuit-Evasion Games in Partially Observable Euclidean Space

    E-Print Network [OSTI]

    Nau, Dana S.

    Smart Information Flow Technologies Minneapolis, MN 55401 USA ukuter@sift.net Dana Nau University that were only applicable to simple grid- world domains. We show experimentally that our algorithm is tol-evasion, multi-agent planning, game theory 1. INTRODUCTION Our work introduces a strategy generation technique

  1. A Game-theoretic Approach to Leasing Agreements can Reduce Congestion

    E-Print Network [OSTI]

    Rosenschein, Jeff

    a game-theoretic perspective an alternative leasing model, where each driver pays for her own fuel. We Policy (CP), the company pays for the employees' fuel, whereas in our suggested Alternative Policy (AP), fuel is not included in the leasing agreement. While it seems intuitive that the Alternative Policy

  2. Services in Game Worlds: A Semantic Approach to Improve Object Interaction

    E-Print Network [OSTI]

    Bidarra, Rafael

    Tutenel, and Rafael Bidarra Computer Graphics Group Delft University of Technology, The Netherlands Jassin in games are still useless, being there for decoration purposes only. Only few objects, which are crucial], several objects, which look useless at first sight, can be combined to create a functional object: a full

  3. 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 and communications technology (ICT), that is, smart grid. With help of a two-way communication infrastructure, a real- time demand response can be applied. A smart grid network consisting of one retailer and many customers

  4. A mean field game analysis of electric vehicles in the smart grid

    E-Print Network [OSTI]

    Paris-Sud XI, Université de

    1 A mean field game analysis of electric vehicles in the smart grid Romain Couillet1, Samir Medina electrical vehicles (EV) or electrical hybrid oil-electricity vehicles (PHEV) in the smart grid energy market to the smart grid and sell their energy surpluses, when needed. It is therefore an important economical

  5. Electrical Vehicles in the Smart Grid: A Mean Field Game Analysis

    E-Print Network [OSTI]

    Paris-Sud XI, Université de

    1 Electrical Vehicles in the Smart Grid: A Mean Field Game Analysis Romain Couillet, Samir M that a way to improve reliability is to allow EV and PHEV to buy and sell energy to or from the smart grid) have been recognized as natural components of future electricity distribution networks, known as smart

  6. Routing (Un-) Splittable Flow in Games with Player-Specific Linear Latency Functions

    E-Print Network [OSTI]

    Elsässer, Robert

    , Burkhard Monien, and Karsten Tiemann Faculty of Computer Science, Electrical Engineering and Mathematics scale communication networks, like e.g. the In- ternet, often lack a central regulation for several cooperate with each other ­ can be modeled as a non-cooperative game. The con- cept of Nash equilibria [21

  7. Fluxion: An Innovative Fluid Dynamics Game on Multi-Touch Handheld Device

    E-Print Network [OSTI]

    Boyer, Edmond

    )). For example, players can place a heater to turn water into gas or place a freezer to turn it into ice. hal) (b) (c) Fig. 3. (a) A heater turns water into gas. (b) Water is turned into an ice cube so simulation on iPhone to create an innovative game experience. Using fluid dynamics and water tri

  8. Primary User Enters the Game: Performance of Dynamic Spectrum Leasing in Cognitive Radio

    E-Print Network [OSTI]

    Jayaweera, Sudharman K.

    , dynamically adjust the amount of secondary interference they are willing to tolerate in response to the demand proposed a game theoretical framework in order to model and analyze a practical DSL scheme, in this work we are interested in the best performance achievable by a general DSL scheme. Hence, we investigate the performance

  9. Games, Role-Playing, Tools and Models as a Learning Process to Simulate Groundwater Management Negotiation

    E-Print Network [OSTI]

    Paris-Sud XI, Université de

    Games, Role-Playing, Tools and Models as a Learning Process to Simulate Groundwater Management in answering this question at a local level. A negotiation support simulator for a regional project is proposed which includes the numerous actors involved in water resource management projects. This simulator

  10. 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 to realize spectrum reuse and increase the spectrum efficiency in cognitive radio networks (CRNs]. As for spectrum sensing, each SU is required to sense the radio environment within its operating range to find

  11. A Game Theoretic Approach for Medium Access of Open Spectrum in Cognitive Radios

    E-Print Network [OSTI]

    Chronopoulos, Anthony T.

    A Game Theoretic Approach for Medium Access of Open Spectrum in Cognitive Radios Madhusudhan R broadcast [2]. The U.S. DARPA Next Generation Com- open spectrum for spectrum agile radios that use spectrum radios. Spectrum funding Program (FP6) of the European Union are working agile radios operate in parts

  12. Coalitional Games for Distributed Collaborative Spectrum Sensing in Cognitive Radio Networks

    E-Print Network [OSTI]

    Paris-Sud XI, Université de

    Coalitional Games for Distributed Collaborative Spectrum Sensing in Cognitive Radio Networks Walid for large periods of time [1]. In order to efficiently exploit these spectrum holes, cognitive radio (CR, University of Houston, Houston, USA, Email:hanzhu22@gmail.com 3 Alcatel-Lucent Chair in Flexible Radio, SUP

  13. Whether and When to Share: Spectrum Sensing as An Evolutionary Game

    E-Print Network [OSTI]

    Wu, Jie

    }@temple.edu Abstract--Cooperative spectrum sensing is an efficient sensing scheme for cognitive radio networks (CRNs), spectrum sensing, game theory, USRP testbed. I. INTRODUCTION Cognitive radio networks (CRNs) [1] enable secondary users (SUs) to utilize the licensed spectrum when primary users (PUs) are not using it. Spectrum

  14. Inducing Cooperation for Optimal Coexistence in Cognitive Radio Networks: A Game Theoretic Approach

    E-Print Network [OSTI]

    Zou, Cliff C.

    regulatory bodies such as the FCC to allow un-licensed access to spectrum bands, also referred to as the TVInducing Cooperation for Optimal Coexistence in Cognitive Radio Networks: A Game Theoretic Approach Abstract ­ Current coexistence protocols employed for contention by collocated Cognitive Radio Networks

  15. 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 distributed demand side energy management strategy requires each user to simply apply its best response-average ratio of the total energy demand, the total energy costs, as well as each user's individual daily

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

    E-Print Network [OSTI]

    or more processes exchange data. Or it can be used to manage concurrent access to system resources operations. To achieve this, TM systems employ a contention management policy. In optimistic contention successfully. Thus, in multicore systems, the quality of a program must not only be judged in terms of space

  17. The Coalitional Switch-off Game of Service Cengis Hasan, Eitan Altman and Jean-Marie Gorce

    E-Print Network [OSTI]

    Paris-Sud XI, Université de

    The Coalitional Switch-off Game of Service Providers Cengis Hasan, Eitan Altman and Jean, 2004 Route des Lucioles, 06902 Sophia-Antipolis Cedex, France {cengis.hasan, eitan

  18. Database Research Opportunities in Computer Games Walker White, Christoph Koch, Nitin Gupta, Johannes Gehrke, and Alan Demers

    E-Print Network [OSTI]

    Gehrke, Johannes

    . The Entertainment Software Association estimates that computer and video game software sales in 2006 were $7 environment in which players interact with digital objects or each other for entertainment. This includes ev

  19. Business models and strategies in the video game industry : an analysis of Activision-Blizzard and Electronic Arts

    E-Print Network [OSTI]

    Lee, Ruri

    2013-01-01T23:59:59.000Z

    In recent years the video game industry has been of great importance in the business world beyond the role of a cultural medium. With its huge size and potential for more growth, the industry has attracted many newcomers. ...

  20. Justification of Constrained Game Equilibrium Models1 1 Introduction

    E-Print Network [OSTI]

    2014-07-14T23:59:59.000Z

    13-01-00029a. 2Department of System Analysis and Information Technologies, Kazan Federal Uni- versity, ul. Kremlevskaya, 18, Kazan 420008, Russia. 1 ...

  1. An Adaptive Vision System for Tracking Soccer Players from Variable Camera Settings

    E-Print Network [OSTI]

    Cremers, Daniel

    of soccer players taped on video. The system per- forms well in a multitude of application scenarios because these submodules is adding to both the reliability and the efficiency of the overall system. 1 Introduction The automatic observation of team-sport games is gaining increased attention for dif- ferent reasons

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

    E-Print Network [OSTI]

    Richards, Kyle Dudley

    2010-12-31T23:59:59.000Z

    .D. ________________________________ Diana Carlin, Ph.D. ________________________________ Scott Harris, Ph.D. ________________________________ David J. Cook, Ph.D. Date Defended: December 2, 2010 ii The Dissertation Committee for KYLE D. RICHARDS.... Snider’s (September 17, 2007) USA Today article reports much of this marketing budget included cross-promotional ties with Burger King, PepsiCo (in the form of a new, Halo labeled Mountain Dew drink called “game fuel”) and NASCAR (David Stremme’s #40...

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

    E-Print Network [OSTI]

    Nakamura, Tatsuya

    2006-10-30T23:59:59.000Z

    fulfillment of the requirements for the degree of MASTER OF SCIENCE Approved by: Chair of Committee, Carol LaFayette Committee Members, Bradleigh Vinson Vinod Srinivasan Head of Department, Mardelle Shepley August 2006 Major Subject: Visualization Sciences iii... ABSTRACT The Soprants: Conceptual and Technical Framework for a 3D Interactive Video Game. (August 2006) Tatsuya Nakamura, B.S., Kyoto University; M.S., Kyoto University Chair of Advisory Committee: Prof. Carol LaFayette This thesis covers the design...

  4. valuation AERES 15-17 janvier 2008 La valorisation des activits de recherche du GAME

    E-Print Network [OSTI]

    Ribes, Aurélien

    évaluation AERES 15-17 janvier 2008 1 La valorisation des activités de recherche du GAME 1. Les du RETIC #12;évaluation AERES 15-17 janvier 2008 2 1. Les différents aspects de la valorisation (1 les services opérationnels (écoute client) #12;évaluation AERES 15-17 janvier 2008 3 1. Les différents

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

    E-Print Network [OSTI]

    Dugas Toups, Zachary Oliver

    2011-10-21T23:59:59.000Z

    simulation, the goal is to re-create the world as faithfully as possible, as this has clear value for teaching skills. Non-mimetic simulations capture abstract, human-centered aspects of a work environment from a grounding in practice. They provide.... Design Principles for Engaging Cooperative Play . . . . . . 76 1. Information Distribution [Game Mechanics] . . . . . . 76 2. Modulating Visibility . . . . . . . . . . . . . . . . . . 77 3. Information Timing . . . . . . . . . . . . . . . . . . . 78 4...

  6. When high schools game the system, other teams left with little chance to win

    E-Print Network [OSTI]

    Belogay, Eugene A.

    a dome anytime soon." Black parents in a school that is 76 percent black have lost confidence in Lakes, Jefferson said. Twenty years ago, Lakes was 47 percent black. At Dwyer, Jefferson said, black parents

  7. A game theory model for electricity theft detection and privacy-aware control in AMI systems

    E-Print Network [OSTI]

    Cardenas, Alvaro A.

    We introduce a model for the operational costs of an electric distribution utility. The model focuses on two of the new services that are enabled by the Advanced Metering Infrastructure (AMI): (1) the fine-grained anomaly ...

  8. Advances in Neural Information Processing Systems 20, 2008. A Game-Theoretic Approach to Apprenticeship

    E-Print Network [OSTI]

    Schapire, Robert

    of an apprentice learning to behave in an environment with an unknown reward function by observing the behavior in the role of the apprentice. Abbeel and Ng [1] proposed a novel and appealing framework for apprenticeship learning. In this framework, the reward function, while unknown to the apprentice, is assumed to be equal

  9. Computer Defeats Video Game System in #EnergyFaceoff Round One | Department

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

    AFDC Printable Version Share this resource Send a link to EERE: Alternative Fuels Data Center Home Page to someone by E-mail Share EERE: Alternative Fuels Data Center Home Page on Facebook Tweet about EERE: Alternative Fuels Data Center Home Page on Twitter Bookmark EERE:1 First Use of Energy for All Purposes (Fuel and Nonfuel),Feet) Year Jan Feb Mar Apr May JunDatastreamsmmcrcalgovInstrumentsruc DocumentationP-Series to User Group andCompositional Variation The Computationalof Energy

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

    Energy Savers [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 Delicious RankCombustion |Energy UsageAUDITVehiclesTankless orAChief MedicalDepartment ofCompleted SitesJungle |

  11. Interactive Genetic Engineering of Evolved Video Game Content

    E-Print Network [OSTI]

    Stanley, Kenneth O.

    their effects on weapon dy- namics immediately. The effect is a new kind of "genetic en- gineering" experience is still important for the global search, players can effectively guide local searches that optimize weapon evolved content represented by artificial neural networks. In particular, particle system weapons evolved

  12. The development of high definition television : an ecology of games

    E-Print Network [OSTI]

    Neil, Suzanne Chambliss

    2010-01-01T23:59:59.000Z

    This study is an analysis of the forces that shaped the overall character of a new US television system, high definition or HDTV, between the early 1980s and 2010, with a primary focus on the period leading up the Federal ...

  13. In Mc Ferrin, K., Weber R., Carlsen, R. & Willis, D. A. Proceedings of SITE 2008. Chesapeak, VA: AACE. pp. 3441-3449. Mobile Co-operative Game-based Learning with Moles

    E-Print Network [OSTI]

    Lübeck, Universität zu

    : In this paper we examine how 6th grade students independently develop and play a mobile co-operative game: AACE. pp. 3441-3449. Mobile Co-operative Game-based Learning with Moles: Time Travelers in Medieval by children are strong evidence for why we should integrate the design of mobile co-operative learning games

  14. ADVANCED WIRELESS CHARGING SYSTEM FOR PORTABLE ELECTRIC DEVICES

    E-Print Network [OSTI]

    Liu, Jianyang

    2012-04-19T23:59:59.000Z

    within a power network and microgrids. The formulation and im- plementation of the optimal surfaces are presented, in addition to experimental validation of the new power buffer control law. Index Terms?DC power systems, differential game, distributed... control, nonlinear systems, power buffers. I. INTRODUCTION INA LOCAL area electrical power networks, such as a mi-crogrids [1] or electric ships [2], all components of the sys- tem, including sources, loads, and distribution have multiple commitments...

  15. Serious Games & Virtual Environments for Educational and Entertainment Speaker: Dr Daniela M Romano, 3D Graphics and Virtual Reality Group, Computer Science, University

    E-Print Network [OSTI]

    Romano, Daniela

    be sustained while experiencing them. In this presentation serious games and virtual environments applicationSerious Games & Virtual Environments for Educational and Entertainment Speaker: Dr Daniela M Romano learning to ensure that the learning is integrated within `gameplay'. Virtual Environments are 3D graphical

  16. Game-based dynamic simulations supporting technical education and training iJOE International Journal of Online Engineering -www.i-joe.org 1

    E-Print Network [OSTI]

    Foss, Bjarne A.

    . SIMULATIONS AND GAMES FOR LEARNING PURPOSES The development of ICT solutions has allowed for more complex and advanced representations of learning material. In this context, dynamic simulators can be regardedGame-based dynamic simulations supporting technical education and training iJOE International

  17. Alexandru Iosup Parallel and Distributed Systems Group

    E-Print Network [OSTI]

    Iosup, Alexandru

    Engineering Center (TCE), Haifa, IL IaaS Cloud Benchmarking Massivizing Online Social Games Gamification

  18. Alexandru Iosup Parallel and Distributed Systems Group

    E-Print Network [OSTI]

    Iosup, Alexandru

    Online Games: High Performance Computing and High Quality Time 1 Massivizing Social Games: High used to be art, may now be computing Massivizing Social Games: High Performance Computing and High,000,000 active players Massivizing Social Games: High Performance Computing and High Quality Time ­ A. Iosup 3

  19. Alexandru Iosup Parallel and Distributed Systems Group

    E-Print Network [OSTI]

    Iosup, Alexandru

    Online Games: High Performance Computing and High Quality Time 1 Massivizing Social Games: High,000,000 active players Massivizing Social Games: High Performance Computing and High Quality Time ­ A. Iosup 3 Games: High Performance Computing and High Quality Time ­ A. Iosup 4 Sources: MMOGChart, own research

  20. A game management plan for Rancho de los Jefes, Brooks County, Texas

    E-Print Network [OSTI]

    Frazier, Kenneth Durward

    1976-01-01T23:59:59.000Z

    ; Dr. James G, Teer KAMEB Services, Inc. of Houston maintains a 4, 564, 9 hectare hunting lease in Brooks County, Texas for white-tailed deer (Ddocoileus vir inianus), wild turkeys )~Ml ~11 ' t d' ), j 1 )~P ~t (Zenaida macroura) . The objectives... of this study djere to evaluate present wildlife management practices employed on the lease and to develop a game management pl an whereby the wildlife resources on the lease will continue to provide benefits to the lessees. Initially, the major vegetative...

  1. Albeni Falls Wildlife Mitigation Project; Idaho Department of Fish and Game 2007 Final Annual Report.

    SciTech Connect (OSTI)

    Cousins, Katherine [Idaho Department of Fsh and Game

    2009-04-03T23:59:59.000Z

    The Idaho Department of Fish and Game maintained a total of about 2,743 acres of wildlife mitigation habitat in 2007, and protected another 921 acres. The total wildlife habitat mitigation debt has been reduced by approximately two percent (598.22 HU) through the Department's mitigation activities in 2007. Implementation of the vegetative monitoring and evaluation program continued across protected lands. For the next funding cycle, the IDFG is considering a package of restoration projects and habitat improvements, conservation easements, and land acquisitions in the project area.

  2. Gamification of Joint Student/System Control Over Problem Selection in a Linear Equation Tutor

    E-Print Network [OSTI]

    Mankoff, Jennifer

    Gamification of Joint Student/System Control Over Problem Selection in a Linear Equation Tutor gamification features in ITSs has become a popular theme in ITSs research. This work focuses on gamification for incorporating gamification features in ITSs. Keywords: DragonBox, educational games, student control, shared

  3. Computational Science Technical Note CSTN-172 Plasma Visualization in Parallel using Particle Systems on Graphical Processing

    E-Print Network [OSTI]

    Hawick, Ken

    as particle systems that emit light are important in many interesting components of games, computer animated = {April}, publisher = {WorldComp}, institution = {Computer Science, Massey University, Auckland, New Ken Hawick, Computer Science, Massey University, Albany, North Shore 102-904, Auckland, New Zealand

  4. Energy-Efficient Spectrum Sharing in Relay-Assisted Cognitive Radio Systems

    E-Print Network [OSTI]

    Paris-Sud XI, Université de

    Energy-Efficient Spectrum Sharing in Relay-Assisted Cognitive Radio Systems (Invited Paper) Mariem of a relevant spectrum game. Two energy-efficient sources communicating with their respective destination energy-efficient sources. Keywords: resource allocation, cognitive radio, cooperative transmission, Nash

  5. IEEE TRANSACTIONS ON SYSTEMS, MAN, AND CYBERNETICS PART B 1 Spectrum Sharing in Cognitive Radio Networks

    E-Print Network [OSTI]

    Wang, Xinbing

    IEEE TRANSACTIONS ON SYSTEMS, MAN, AND CYBERNETICS ­ PART B 1 Spectrum Sharing in Cognitive Radio of radio frequency spectrum. In this paper, we consider the problem of spectrum sharing among primary (or Terms--Cognitive radio, spectrum sensing, spectrum sharing, game theory, Nash equilibrium. I

  6. Hellsgate Big Game Winter Range Wildlife Mitigation Project : Annual Report 2008.

    SciTech Connect (OSTI)

    Whitney, Richard P.; Berger, Matthew T.; Rushing, Samuel; Peone, Cory

    2009-01-01T23:59:59.000Z

    The Hellsgate Big Game Winter Range Wildlife Mitigation Project (Hellsgate Project) was proposed by the Confederated Tribes of the Colville Reservation (CTCR) as partial mitigation for hydropower's share of the wildlife losses resulting from Chief Joseph and Grand Coulee Dams. At present, the Hellsgate Project protects and manages 57,418 acres (approximately 90 miles2) for the biological requirements of managed wildlife species; most are located on or near the Columbia River (Lake Rufus Woods and Lake Roosevelt) and surrounded by Tribal land. To date we have acquired about 34,597 habitat units (HUs) towards a total 35,819 HUs lost from original inundation due to hydropower development. In addition to the remaining 1,237 HUs left unmitigated, 600 HUs from the Washington Department of Fish and Wildlife that were traded to the Colville Tribes and 10 secure nesting islands are also yet to be mitigated. This annual report for 2008 describes the management activities of the Hellsgate Big Game Winter Range Wildlife Mitigation Project (Hellsgate Project) during the past year.

  7. On the Impact of Information Technologies on Society: an Historical Perspective through the Game of Chess

    E-Print Network [OSTI]

    Prost, Frederic

    2012-01-01T23:59:59.000Z

    The game of chess as always been viewed as an iconic representation of intellectual prowess. Since the very beginning of computer science, the challenge of being able to program a computer capable of playing chess and beating humans has been alive and used both as a mark to measure hardware/software progresses and as an ongoing programming challenge leading to numerous discoveries. In the early days of computer science it was a topic for specialists. But as computers were democratized, and the strength of chess engines began to increase, chess players started to appropriate to themselves these new tools. We show how these interactions between the world of chess and information technologies have been herald of broader social impacts of information technologies. The game of chess, and more broadly the world of chess (chess players, literature, computer softwares and websites dedicated to chess, etc.), turns out to be a surprisingly and particularly sharp indicator of the changes induced in our everyday life by ...

  8. Radiocesium Concentration Change in Game Animals: Use of Food Monitoring Data - 13168

    SciTech Connect (OSTI)

    Tagami, Keiko; Uchida, Shigeo [Office of Biospheric Assessment for Waste Disposal, National Institute of Radiological Sciences, Anagawa 4-9-1, Inage-ku, Chiba 263-8555 (Japan)] [Office of Biospheric Assessment for Waste Disposal, National Institute of Radiological Sciences, Anagawa 4-9-1, Inage-ku, Chiba 263-8555 (Japan)

    2013-07-01T23:59:59.000Z

    Radionuclides were released into the environment in the Fukushima Daiichi Nuclear Power Plant (FDNPP) accident. Radiocesium (Cs-134+137) concentrations in most agricultural products became lower than the detection limit (?10 Bq kg{sup -1}) from June 2011, and the concentrations have remained low. However, some wild food materials such as meat of game animals (e.g., bear and wild boar) caught in Fukushima and surrounding areas some times showed higher values than the detection limits. In this study, monitoring data on game animal meat were summarized to understand the amount of activities found in wild animals and the activity distribution in the contaminated areas. Concentration data are available from monthly reports issued by the Ministry of Health, Labour and Welfare. Data were collected on wild boar (Sus scrofa), deer (Cervus nippon), Asian black bear (Ursus thibetanus), Japanese pheasant (Phasianus versicolor), and duck (e.g. Anas poecilorhynch). There is a tendency that the concentration decreases with distance from the FDNPP; in order to compare the Cs-137 concentrations among animals, one collection site was selected. The results showed that the concentration was in the following order within one year: Asian black bear>wild boar> deer >duck and Japanese pheasant. Bear and boar are omnivorous animals and their feeding pattern would affect the concentrations in their meats. (authors)

  9. From heart monitoring to Kinect gaming: Seeing the invisible ENG EK131/132 E5 (Fall 2014)

    E-Print Network [OSTI]

    From heart monitoring to Kinect gaming: Seeing the invisible ENG EK131/132 E5 (Fall 2014) Module beating heart, a rock 300m underwater and your skeleton are not visible to a naked eye, so how can will experiment with a heart monitor app on your smartphone, you will build your own sonar to measure distance

  10. A game theoretical analysis of the design options of the real-time electricity market Haikel Khalfallah a

    E-Print Network [OSTI]

    Paris-Sud XI, Université de

    1 A game theoretical analysis of the design options of the real-time electricity market Haikel January 2013 Abstract In this paper we study the economic consequences of two real-time electricity market increase forward contracts while raising electricity prices. Moreover, possible use of market power would

  11. Strategic Decision-Making with Information and Extraction Externalities: A Structural Model of the Multi-Stage Investment Timing Game

    E-Print Network [OSTI]

    Lin, C.-Y. Cynthia

    of the Multi-Stage Investment Timing Game in Offshore Petroleum Production C.-Y. Cynthia Lin 1 Appendix: Monte's exploration decision as a fraction of a firm's average de- velopment cost is given by |·drill_cost| = 049's average devel- opment cost is given by |·drill_cost| = 049|| = -159. Thus, when a neighbor explores

  12. Basins of attraction for species extinction and coexistence in spatial rock-paper-scissors games Hongjing Shi,1,2

    E-Print Network [OSTI]

    Lai, Ying-Cheng

    Basins of attraction for species extinction and coexistence in spatial rock-paper-scissors games on extinction induced by asym- metric interactions among species 15 . In addition, the size effect of population dynamics of mobile species under cyclic competition by breaking the symmetry in the initial populations

  13. A Nested Game-Based Optimization Framework for Electricity Retailers in the Smart Grid with Residential Users and PEVs

    E-Print Network [OSTI]

    Pedram, Massoud

    A Nested Game-Based Optimization Framework for Electricity Retailers in the Smart Grid California Los Angeles, CA USA {yli760, yanzhiwa, shahin, pedram}@usc.edu Abstract--In the smart grid, real to the smart grid with distributed control mechanism in order to reduce the amount of communication overhead

  14. PHYSICAL REVIEW E 83, 011917 (2011) Pattern formation, synchronization, and outbreak of biodiversity in cyclically competing games

    E-Print Network [OSTI]

    Lai, Ying-Cheng

    of biodiversity in cyclically competing games Wen-Xu Wang,1 Xuan Ni,2 Ying-Cheng Lai,1,2,3 and Celso Grebogi3 1 on biodiversity. Addressing the role of migration in biodiversity microscopically is fundamental but remains mutations, leading to an outbreak of biodiversity. A surprising phenomenon is that target waves in different

  15. Virtual Laboratories > 13. Games of Chance > 1 2 3 4 5 6 7 8 9 10 11 5. Roulette

    E-Print Network [OSTI]

    Demeio, Lucio

    and then a small ball is rolled in a groove, in the opposite direction as the motion of the wheel.. Eventually the ball falls into one of the slots. Naturally, we assume mathematically that the wheel is fair, soVirtual Laboratories > 13. Games of Chance > 1 2 3 4 5 6 7 8 9 10 11 5. Roulette The Roulette Wheel

  16. CAIA Technical Report 060410D February 2006 page 1 of 4 Misclassification of Game Traffic based on Port

    E-Print Network [OSTI]

    Zander, Sebastian

    on Port Numbers: A Case Study using Enemy Territory Sebastian Zander Centre for Advanced Internet been classified based on port numbers. It has been argued that purely relying on port numbers does be identified when solely relying on port number based identification. We find that the number of game flows

  17. A Game Theoretic Radio Access Network Selection scheme in a 4G mobile environment supporting capacity planning

    E-Print Network [OSTI]

    Pitsillides, Andreas

    A Game Theoretic Radio Access Network Selection scheme in a 4G mobile environment supporting of diverse technologies. Fourth Generation (4G) of mobile networks is envisioned as a common, flexible is currently a solution of an all-IP network layer, i.e. there is a common core network but different access

  18. Game Changer

    E-Print Network [OSTI]

    Agha, Laith Zahid Thabet

    2012-01-01T23:59:59.000Z

    getting caught with unlicensed guns after being pulled over Bryant once confiscated a  gun from a 12­year­old firing at 

  19. Efficient Query Verification on Outsourced Data: A Game-Theoretic Approach

    E-Print Network [OSTI]

    Nix, Robert

    2012-01-01T23:59:59.000Z

    To save time and money, businesses and individuals have begun outsourcing their data and computations to cloud computing services. These entities would, however, like to ensure that the queries they request from the cloud services are being computed correctly. In this paper, we use the principles of economics and competition to vastly reduce the complexity of query verification on outsourced data. We consider two cases: First, we consider the scenario where multiple non-colluding data outsourcing services exist, and then we consider the case where only a single outsourcing service exists. Using a game theoretic model, we show that given the proper incentive structure, we can effectively deter dishonest behavior on the part of the data outsourcing services with very few computational and monetary resources. We prove that the incentive for an outsourcing service to cheat can be reduced to zero. Finally, we show that a simple verification method can achieve this reduction through extensive experimental evaluatio...

  20. Role of word-of-mouth for programs of voluntary vaccination: A game-theoretic approach

    E-Print Network [OSTI]

    Bhattacharyya, Samit; Breban, Romulus

    2015-01-01T23:59:59.000Z

    We propose a model describing the synergetic feedback between word-of-mouth (WoM) and epidemic dynamics controlled by voluntary vaccination. We combine a game-theoretic model for the spread of WoM and a compartmental model describing $SIR$ disease dynamics in the presence of a program of voluntary vaccination. We evaluate and compare two scenarios, depending on what WoM disseminates: (1) vaccine advertising, which may occur whether or not an epidemic is ongoing and (2) epidemic status, notably disease prevalence. Understanding the synergy between the two strategies could be particularly important for organizing voluntary vaccination campaigns. We find that, in the initial phase of an epidemic, vaccination uptake is determined more by vaccine advertising than the epidemic status. As the epidemic progresses, epidemic status become increasingly important for vaccination uptake, considerably accelerating vaccination uptake toward a stable vaccination coverage.

  1. New Passwords in the Visa and Work Permit Game: A Review of the New Visa and Work Permit Regulatory Framework in Taiwan

    E-Print Network [OSTI]

    Winkler, Robin; Lee, Robert; Ruff, Andrew

    1993-01-01T23:59:59.000Z

    art. 8(3). VISAS AND WORK PERMITS IN TAIWAN F. PENALTIES ANDVisas and Work Permits 1. OverseasPASSWORDS IN THE VISA AND WORK PERMIT GAME: A REVIEW OF THE

  2. IEEE TRANSACTIONS ON POWER SYSTEMS, VOL. 19, NO. 1, FEBRUARY 2004 691 equilibrium been reached in all iterations), if multiple Nash equilibria

    E-Print Network [OSTI]

    Catholic University of Chile (Universidad CatĂłlica de Chile)

    is much more adaptable in near real time than traditional thermal plants and, thus, tends to enjoy. Rudnick, "Hydrothermal market simulator using game theory: Assessmant of market power," IEEE Trans. PowerIEEE TRANSACTIONS ON POWER SYSTEMS, VOL. 19, NO. 1, FEBRUARY 2004 691 equilibrium been reached

  3. Perspectives in Energy Research: How Can We Change the Game? (2011 Summit)

    ScienceCinema (OSTI)

    Isaacs, Eric (Director, Argonne National Laboratory)

    2012-03-14T23:59:59.000Z

    Eric Issacs, Director of DOE's Argonne National Laboratory, discussed the role of the EFRC Program and National Laboratories in developing game-changing energy technologies in the EFRC Summit session titled "Leading Perspectives in Energy Research." The 2011 EFRC Summit and Forum brought together the EFRC community and science and policy leaders from universities, national laboratories, industry and government to discuss "Science for our Nation's Energy Future." In August 2009, the Office of Science established 46 Energy Frontier Research Centers. The EFRCs are collaborative research efforts intended to accelerate high-risk, high-reward fundamental research, the scientific basis for transformative energy technologies of the future. These Centers involve universities, national laboratories, nonprofit organizations, and for-profit firms, singly or in partnerships, selected by scientific peer review. They are funded at $2 to $5 million per year for a total planned DOE commitment of $777 million over the initial five-year award period, pending Congressional appropriations. These integrated, multi-investigator Centers are conducting fundamental research focusing on one or more of several ?grand challenges? and use-inspired ?basic research needs? recently identified in major strategic planning efforts by the scientific community. The purpose of the EFRCs is to integrate the talents and expertise of leading scientists in a setting designed to accelerate research that transforms the future of energy and the environment.

  4. Framework for a visual energy use system

    E-Print Network [OSTI]

    McDonald, Christopher Ernest

    2009-06-02T23:59:59.000Z

    .......................................................................................... 6 3.4 Semi-Automated Data Extraction......................................................................... 7 3.5 Developments in Building Energy Simulation..................................................... 9 3.6 Fundamental Information................................................................................................. 16 3.9 Game Engine Genres.......................................................................................... 16 3.10 Game Engine Availability .................................................................................. 17 3.11 Game...

  5. A Hierarchical Security Architecture for Cyber-Physical Systems

    SciTech Connect (OSTI)

    Quanyan Zhu; Tamer Basar

    2011-08-01T23:59:59.000Z

    Security of control systems is becoming a pivotal concern in critical national infrastructures such as the power grid and nuclear plants. In this paper, we adopt a hierarchical viewpoint to these security issues, addressing security concerns at each level and emphasizing a holistic cross-layer philosophy for developing security solutions. We propose a bottom-up framework that establishes a model from the physical and control levels to the supervisory level, incorporating concerns from network and communication levels. We show that the game-theoretical approach can yield cross-layer security strategy solutions to the cyber-physical systems.

  6. 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.

    2014-11-10T23:59:59.000Z

    -Integral-Derivative (PID) control, Model Predictive Control (MPC) and Linear Quadratic Regulator (LQR). Particular attention here is given to the MPC and LQR which serve as the foundation of the distributed MPC and LQ dynamic optimization approaches to be described...

  7. 588 IEEE SYSTEMS JOURNAL, VOL. 8, NO. 2, JUNE 2014 GTES: An Optimized Game-Theoretic Demand-Side

    E-Print Network [OSTI]

    Stojmenovic, Ivan

    , Nei Kato, Fellow, IEEE, and Ivan Stojmenovic, Fellow, IEEE Abstract--Demand-side management in smart]­[4]. For the successful deployment of the smart grid, demand-side management or demand response [5]­[7] is crucial. Demand-side in the shape of loads of the utility company. While demand-side management aims at producing a change

  8. Pairing mega events and hydrological systems for urban sustainability : strategy framework for Delhi beyond the Commonwealth Games 2010

    E-Print Network [OSTI]

    Cherian, Danny, 1978-

    2004-01-01T23:59:59.000Z

    (cont.) initiate a process by which the city learns to seize opportunities through benign and sustainable change. Furthermore, this thesis intends to inform decision makers with a checklist of crucial tradeoffs, risks and ...

  9. 166 IEEE TRANSACTIONS ON POWER SYSTEMS, VOL. 17, NO. 1, FEBRUARY 2002 An Empirical Study of Applied Game Theory

    E-Print Network [OSTI]

    Baldick, Ross

    , Member, IEEE, and Martin L. Baughman, Fellow, IEEE Abstract--Restructured energy markets present for energy. States currently restructuring, such as Texas, have the advan- tage of reviewing the "lessons. · Green and Newbery [3] examined generation restruc- turing in the U.K with a supply function model

  10. The development of an operational game for the U.S. domestic airline industry

    E-Print Network [OSTI]

    Elias, Antonio L.

    1979-01-01T23:59:59.000Z

    Introduction: The use of computer simulations to analyze large complex systems is now a well-established technique. By combining detailed numerical models of each component of the system, the behavior of the entire system ...

  11. What Factors Affect the Decision to Invest in a Fuel Ethanol Plant? A Structural Model of the Ethanol Investment Timing Game1

    E-Print Network [OSTI]

    Lin, C.-Y. Cynthia

    1 What Factors Affect the Decision to Invest in a Fuel Ethanol Plant? A Structural Model of the Ethanol Investment Timing Game1 C.-Y. Cynthia Lin and Fujin Yi Abstract The decision to invest in building an ethanol plant that uses a particular feedstock is a dynamic decision that may be affected by economic

  12. Design and performance of the Georgia Tech Aquatic Center photovoltaic system. Final report

    SciTech Connect (OSTI)

    Rohatgi, A.; Begovic, M.; Long, R.; Ropp, M.; Pregelj, A.

    1996-12-31T23:59:59.000Z

    A building-integrated DC PV array has been constructed on the Georgia Tech campus. The array is mounted on the roof of the Georgia Tech Aquatic Center (GTAC), site of the aquatic events during the 1996 Paralympic and Olympic Games in Atlanta. At the time of its construction, it was the world`s largest roof-mounted photovoltaic array, comprised of 2,856 modules and rates at 342 kW. This section describes the electrical and physical layout of the PV system, and the associated data acquisition system (DAS) which monitors the performance of the system and collects measurements of several important meteorological parameters.

  13. CS 4730-001 Computer Game Design -Spring 2014 ENGR (20597)

    E-Print Network [OSTI]

    Sherriff, Mark S.

    ~ 1. Did the "gamification" of the grading system in the course help or hurt your enjoyment very strongly against the gamification in this class. I found it distracting, and felt that it took I was at all times. Could have a couple of group side quests. The gamification of the grading system

  14. CALL FOR APPLICATION 18-MONTH POSTDOCTORAL FELLOWSHIP AT CNRM-GAME

    E-Print Network [OSTI]

    Ribes, Aurélien

    of the IPCC, by making progress in the evaluation of the representation of clouds simulated by Earth System System Models both at the large- scale and at the process-scale and in both climate and NWP modes Models (ESMs) and the understanding of cloud-climate feedback processes. In order to achieve these goals

  15. A Cooperative In-Car Game for Heterogeneous Players , Sebastian Goebl1

    E-Print Network [OSTI]

    to introduce a system fostering a col- laborative and communicative experience in this environment. This paper with sophisticated rear entertainment sys- tems, e.g. BMW's system includes a flat screen and audio jacks for DVD, TV with the other travellers (Section 4.2.3). In cooperation with automobile manufacturer BMW, we aim to cre- ate

  16. Systems Engineering

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

    Systems Engineering Systems Engineering is a holistic engineering discipline that provides systems analysis, systems integration, decision analysis, and systems science products...

  17. Game theoretic analysis and agent-based simulation of electricity markets

    E-Print Network [OSTI]

    Ono, Teruo, S.M. Massachusetts Institute of Technology

    2005-01-01T23:59:59.000Z

    In power system analysis, uncertainties in the supplier side are often difficult to estimate and have a substantial impact on the result of the analysis. This thesis includes preliminary work to approach the difficulties. ...

  18. Game theory analysis of aircraft manufacturer innovation strategies in the face of increasing airline fuel costs

    E-Print Network [OSTI]

    Morrison, James K. D. (James Kelley Douglas)

    2011-01-01T23:59:59.000Z

    The air transportation system is a vital infrastructure that enables economic growth and provides significant social benefits. Future increases and volatility in crude oil prices, as well as environmental charges, are ...

  19. Immersive audiomotor game play enhances neural and perceptual salience of weak signals in noise

    E-Print Network [OSTI]

    Hancock, Kenneth E.

    All sensory systems face the fundamental challenge of encoding weak signals in noisy backgrounds. Although discrimination abilities can improve with practice, these benefits rarely generalize to untrained stimulus dimensions. ...

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

    E-Print Network [OSTI]

    Mohsenian-Rad, Hamed

    method, which makes it very difficult for independent system operators to perform capacity planning of California at Riverside, Riverside, CA, USA, e-mail: hamed@ee.ucr.edu. J. Huang is with the Department management solutions for renewable wind and solar energy integration. In addition to the need for constantly

  1. A Lyapunov-Krasovskii Stability Analysis for Game-Theoretic Based Power Control in Optical Networks

    E-Print Network [OSTI]

    Pavel, Lacra

    is to maximize its own utility function. The utility func- tion increases with an increasing OSNR value-delay system. The work utilizes singular perturbation theory modified to handle Lyapunov-Krasovskii techniques to lists, requires prior specific permission and/or a fee. Gamecomm 2008 October 20, 2008, Athens, GREECE

  2. A WEB-BASED GAME FOR COLLECTING MUSIC METADATA Michael I Mandel

    E-Print Network [OSTI]

    Ellis, Dan

    an automatic music description system can adequately label brand new, obscure, or unknown music. To train have seen before or one that is brand new, she does not know which she will receive. She listens music and text, especially Whitman [4]. More recently, [2] has applied ideas from the image retrieval

  3. State-space Approach to Pricing Design in OSNR Nash Game

    E-Print Network [OSTI]

    Pavel, Lacra

    of Electrical and Computer Engineering, University of Toronto, Ontario, M5S3L1, Canada (Tel: 416-978-6289; e regulator theory to design a pricing policy for the network for a given optical signal-to-noise ratio (OSNR to intelligently control the net- work. As an alternative to traditional system-wide optimization, non-cooperative

  4. SUBMITTED FOR PUBLICATION TO: , JULY 10, 2009 1 Inter-Operator Spectrum Sharing from a Game

    E-Print Network [OSTI]

    Paris-Sud XI, Université de

    . The Stackelberg equilibrium (S.E) is reached where the best response of the secondary operator is taken-utilization. In this respect and motivated by the ever-increasing demands for wireless services, several works have appeared in the literature ([1]- [9] among many others) wherein interestingly both theoretical and practical (system

  5. Apr 23rd 2008 Robot soccer players learning the 'beautiful game'

    E-Print Network [OSTI]

    Behnke, Sven

    on the field in Germany this week are no less entertaining. Some move about on three wheels; others plod slowly Trade Fair by getting the ball into their oppo- nents' goal. The contest, which began Tuesday of a the "Mobile Robots & Autonomous Systems" show- case for the technology. Other robots on display offer

  6. Participatory learning and knowledge assessment with a game-based method relying on student-generated questions

    E-Print Network [OSTI]

    Abad, Enrique; Gil, Julia

    2015-01-01T23:59:59.000Z

    A game based on student-generated multiple-choice questions (MCQs) was used to promote participatory learning and as a knowledge assessment tool in the framework of an elementary course in Photonics. Under the instructor's guidance, students were asked to author MCQs, including both question stems and four possible answers (three distractors and one correct answer). They were told that good enough questions would enter a repository from which MCQs for the final exam could be drawn. The student-generated MCQs were then reviewed by the instructor, who discarded unsuitable questions and made amendments to ensure quality standards. The resulting repository (with the key to the correct answers) was made available to the students, whereupon a subset of questions were selected by the instructor to set the MCQ test for the final exam (consisting of a MCQ test based on student-generated questions and a problem-solving part set entirely by the instructor). The MCQ repository was large enough to ensure that rote learnin...

  7. Library System Library System

    E-Print Network [OSTI]

    Cinabro, David

    Library System #12;Library System 5150 Anthony Wayne Drive David Adamany Undergraduate Library that for the current fiscal year, we've been given an additional $600,000 for our library materials budget. We're very subscriptions. The Wayne State University Libraries are deeply committed to providing our faculty and students

  8. Applications of Game Theory to Multi-Agent Coordination Problems in Communication Networks

    E-Print Network [OSTI]

    Ramaswamy Pillai, Vinod

    2013-08-28T23:59:59.000Z

    Żi(t). To state the result, we use a bit more notation about these processes. Let NŻ1l = Nl(T1) and for j = 2, 3, and 4 define NŻl(Tj) recursively as follows: NŻ jl = NŻ j?1 l ( 1 + bj dj ) ? ? e(?q j 1??Żj)+ + CN ( bj dj ) ? ? e(?q j 1??Żj) ? ? ? e ( qj1 ln bj... are profit driven and they prefer cheaper (profitable) routes to shorter ones (e.g Hot Potato routing). Such selfish behaviors of ISPs result in inefficient operation of the system. Often, as in the above example, it is true that selfish choices of the agents...

  9. Sharing the Total Cost of Ownership of Electric Vehicles: A Study on the Application of Game Theory

    E-Print Network [OSTI]

    de Weck, Olivier L.

    and constituent systems (customers, vehicle producers, energy suppliers, telecommunication operators, states

  10. Real-time physics data-visualization system using Performer Chris Mitchella

    E-Print Network [OSTI]

    California at Los Angles, University of

    techniques used both in the video-game industry and military flight simulators to achieve real-time frame

  11. Nash Equilibrium Seeking in Multi-Vehicle Systems: A Lie Bracket Approximation-Based Approach

    E-Print Network [OSTI]

    Dürr, Hans-Bernd; Johansson, Karl H

    2011-01-01T23:59:59.000Z

    We consider problems in multi-agent systems where a network of autonomous vehicles needs to self-organize such that some global objective function is maximized. To deal with the agents' lack of global information we define the problem as a potential game where the agents/players are only able to access local measurements of their individual utility functions whose parameters and detailed analytical forms may be unknown. We then propose a distributed and adaptive continuous-time algorithm, where each agent applies a local sinusoidal extremum seeking feedback adopted to its specific motion dynamics. By interpreting this multi-vehicle system as an input-affine system with periodic excitations and by using geometric methods based on Lie brackets, we calculate a simplified system which approximates the qualitative behavior of the original one better than existing methods, while only requiring twice differentiability of the utility functions. We show that the Lie bracket direction is directly related to the unknown...

  12. The Case for A Hierarchal System Model for Linux Clusters

    SciTech Connect (OSTI)

    Seager, M; Gorda, B

    2009-06-05T23:59:59.000Z

    The computer industry today is no longer driven, as it was in the 40s, 50s and 60s, by High-performance computing requirements. Rather, HPC systems, especially Leadership class systems, sit on top of a pyramid investment mode. Figure 1 shows a representative pyramid investment model for systems hardware. At the base of the pyramid is the huge investment (order 10s of Billions of US Dollars per year) in semiconductor fabrication and process technologies. These costs, which are approximately doubling with every generation, are funded from investments multiple markets: enterprise, desktops, games, embedded and specialized devices. Over and above these base technology investments are investments for critical technology elements such as microprocessor, chipsets and memory ASIC components. Investments for these components are spread across the same markets as the base semiconductor processes investments. These second tier investments are approximately half the size of the lower level of the pyramid. The next technology investment layer up, tier 3, is more focused on scalable computing systems such as those needed for HPC and other markets. These tier 3 technology elements include networking (SAN, WAN and LAN), interconnects and large scalable SMP designs. Above these is tier 4 are relatively small investments necessary to build very large, scalable systems high-end or Leadership class systems. Primary among these are the specialized network designs of vertically integrated systems, etc.

  13. VOLUME 85, NUMBER 24 P H Y S I C A L R E V I E W L E T T E R S 11 DECEMBER 2000 New Paradoxical Games Based on Brownian Ratchets

    E-Print Network [OSTI]

    Parrondo, Juan M.R.

    Games Based on Brownian Ratchets Juan M. R. Parrondo,1 Gregory P. Harmer,2 and Derek Abbott2 1) Based on Brownian ratchets, a counterintuitive phenomenon has recently emerged--namely, that two losing or randomly [1,2]. This so-called flashing ratchet is in the class of phenomena known as Brownian ratchets [3

  14. The Pumping Lemma as a "game with the devil" Pumping Lemma: If L is a regular language then there is an integer m so that any string w in L of length

    E-Print Network [OSTI]

    Nielsen, Mark J.

    The Pumping Lemma as a "game with the devil" Pumping Lemma: If L is a regular language yeah? I say it is regular. Me: Let's settle this using the Pumping Lemma. If L was regular, the Pumping number to work, any string of length longer than 1000 has to behave as the Pumping Lemma says ­ so I get

  15. Performance of Kepler GTX Titan GPUs and Xeon Phi System

    E-Print Network [OSTI]

    Jeong, Hwancheol; Pak, Jeonghwan; Choi, Kwang-jong; Park, Sang-Hyun; Yoo, Jun-sik; Kim, Joo Hwan; Lee, Joungjin; Lee, Young Woo

    2013-01-01T23:59:59.000Z

    NVIDIA's new architecture, Kepler improves GPU's performance significantly with the new streaming multiprocessor SMX. Along with the performance, NVIDIA has also introduced many new technologies such as direct parallelism, hyper-Q and GPU Direct with RDMA. Apart from other usual GPUs, NVIDIA also released another Kepler 'GeForce' GPU named GTX Titan. GeForce GTX Titan is not only good for gaming but also good for high performance computing with CUDA. Nevertheless, it is remarkably cheaper than Kepler Tesla GPUs. We investigate the performance of GTX Titan and find out how to optimize a CUDA code appropriately for it. Meanwhile, Intel has launched its new many integrated core (MIC) system, Xeon Phi. A Xeon Phi coprocessor could provide similar performance with NVIDIA Kepler GPUs theoretically but, in reality, it turns out that its performance is significantly inferior to GTX Titan.

  16. Performance of Kepler GTX Titan GPUs and Xeon Phi System

    E-Print Network [OSTI]

    Hwancheol Jeong; Weonjong Lee; Jeonghwan Pak; Kwang-jong Choi; Sang-Hyun Park; Jun-sik Yoo; Joo Hwan Kim; Joungjin Lee; Young Woo Lee

    2013-11-04T23:59:59.000Z

    NVIDIA's new architecture, Kepler improves GPU's performance significantly with the new streaming multiprocessor SMX. Along with the performance, NVIDIA has also introduced many new technologies such as direct parallelism, hyper-Q and GPU Direct with RDMA. Apart from other usual GPUs, NVIDIA also released another Kepler 'GeForce' GPU named GTX Titan. GeForce GTX Titan is not only good for gaming but also good for high performance computing with CUDA. Nevertheless, it is remarkably cheaper than Kepler Tesla GPUs. We investigate the performance of GTX Titan and find out how to optimize a CUDA code appropriately for it. Meanwhile, Intel has launched its new many integrated core (MIC) system, Xeon Phi. A Xeon Phi coprocessor could provide similar performance with NVIDIA Kepler GPUs theoretically but, in reality, it turns out that its performance is significantly inferior to GTX Titan.

  17. A systems-theoretic security model for large scale, complex systems applied to the US air transportation system

    E-Print Network [OSTI]

    Laracy, Joseph R. (Joseph Raymond)

    2007-01-01T23:59:59.000Z

    Classical risk-based or game-theoretic security models rely on assumptions from reliability theory and rational expectations economics that are not applicable to security threats. Additionally, these models suffer from ...

  18. Mechanizing Exploratory Game Design

    E-Print Network [OSTI]

    Smith, Adam Marshall

    2012-01-01T23:59:59.000Z

    machine think? ” [223], Alan Turing revives what is perhapsone day be designed, to Alan Turing’s 1950 hand-simulation

  19. Gaming & Social Innovation.

    E-Print Network [OSTI]

    Wichmand, Mette

    2011-01-01T23:59:59.000Z

    ??Dette paper prśsenterer en rśkke ny computerspil, som har det fśllesmĺl at skabe borgerdreven social innovation. Indledningsvist vil paperet skitsere den udvikling, der har fundetsted… (more)

  20. The Subset Sum Game

    E-Print Network [OSTI]

    2012-12-14T23:59:59.000Z

    Dec 14, 2012 ... weighted items and wants to maximize the total weight of its own ... equilibria and the associated quality measures, namely Price of Anarchy and ... mission Control problem (ACP) which, in a wide sense, refers to the design of.

  1. Information >> Game Dates

    E-Print Network [OSTI]

    Moore, Paul A.

    foreseen or unforeseen. I hereby release Bowling Green State University, its employees, agents by the negligence of Bowling Green State University, its employees, agents and representatives harmless from any N. Mercer Road, Bowling Green, OH 43403 Department of Recreation and Wellness - Division of Student

  2. Mechanizing Exploratory Game Design

    E-Print Network [OSTI]

    Smith, Adam Marshall

    2012-01-01T23:59:59.000Z

    treasures from a network of caverns without running out ofrobot through underground caverns, drilling out rocks ofrocks can be present in a cavern, bagged in the robot’s

  3. Mechanizing Exploratory Game Design

    E-Print Network [OSTI]

    Smith, Adam Marshall

    2012-01-01T23:59:59.000Z

    opposed to engineering problems. Amplify creativity of humanengineering effort of others could simply be inherited. Chapter 5 Computational Creativity

  4. Mechanizing Exploratory Game Design

    E-Print Network [OSTI]

    Smith, Adam Marshall

    2012-01-01T23:59:59.000Z

    a small piece of advanced search algorithm design wisdom,search problems, the advanced search algorithms of theto use the advanced combinatorial search algorithms that

  5. Mechanizing Exploratory Game Design

    E-Print Network [OSTI]

    Smith, Adam Marshall

    2012-01-01T23:59:59.000Z

    318 17.1 Multiple, linked grid maps generated from a onlyto the edge of an n-by-n grid map must be covered in water (properties of the large grid map (an n-by-m network) could

  6. Mechanizing Exploratory Game Design

    E-Print Network [OSTI]

    Smith, Adam Marshall

    2012-01-01T23:59:59.000Z

    133] Lorenzo Magnani. Abduction, reason, and science:1979. [100] J. R Josephson. Abduction-prediction model ofthe related sense of abduction that is tied to appositional

  7. A game of chess

    E-Print Network [OSTI]

    Gayle, Chad A

    1995-01-01T23:59:59.000Z

    of the main character's relationship with Leslie, a woman with an uncertain past and a troubled present. Because it is told from a retrospective first person perspective, much of the story is devoted to revealing the narrator's dilemma. Midway through... the story it is clear that Leslie's immediate problem is heroin addiction, and by the end of the story, the reader knows the scope of her addiction and how seriously it has affected the narrator. The narrator's cellmate -- Rooke -- serves as a central...

  8. Systems Synthesis

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

    Synthesis. Integration, and Control System synthesis, integration, and control requires creativity and a broad vision of the big picture of the system to be able to select the best...

  9. System Requirements

    E-Print Network [OSTI]

    S Ystem Brock; Portal E Ngine; P Roduct; Enhydra E Nterprise; S Ystem; R Equirements; T Able; Of C Ontents

    2.1 Overview *..........................................................................................................................................4 2.2 Purpose of the system *....................................................................................................................4 2.3 Product perspective..........................................................................................................................4 2.4 Objectives and success criteria for the system *............................................................................4

  10. System Effectiveness

    SciTech Connect (OSTI)

    Powell, Danny H [ORNL] [ORNL; Elwood Jr, Robert H [ORNL] [ORNL

    2011-01-01T23:59:59.000Z

    An effective risk assessment system is needed to address the threat posed by an active or passive insider who, acting alone or in collusion, could attempt diversion or theft of nuclear material. It is critical that a nuclear facility conduct a thorough self-assessment of the material protection, control, and accountability (MPC&A) system to evaluate system effectiveness. Self-assessment involves vulnerability analysis and performance testing of the MPC&A system. The process should lead to confirmation that mitigating features of the system effectively minimize the threat, or it could lead to the conclusion that system improvements or upgrades are necessary to achieve acceptable protection against the threat. Analysis of the MPC&A system is necessary to understand the limits and vulnerabilities of the system to internal threats. Self-assessment helps the facility be prepared to respond to internal threats and reduce the risk of theft or diversion of nuclear material. MSET is a self-assessment or inspection tool utilizing probabilistic risk assessment (PRA) methodology to calculate the system effectiveness of a nuclear facility's MPC&A system. MSET analyzes the effectiveness of an MPC&A system based on defined performance metrics for MPC&A functions based on U.S. and international best practices and regulations. A facility's MC&A system can be evaluated at a point in time and reevaluated after upgrades are implemented or after other system changes occur. The total system or specific subareas within the system can be evaluated. Areas of potential performance improvement or system upgrade can be assessed to determine where the most beneficial and cost-effective improvements should be made. Analyses of risk importance factors show that sustainability is essential for optimal performance. The analyses reveal where performance degradation has the greatest detrimental impact on total system risk and where performance improvements have the greatest reduction in system risk. The risk importance factors show the amount of risk reduction achievable with potential upgrades and the amount of risk reduction actually achieved after upgrades are completed. Applying the risk assessment tool gives support to budget prioritization by showing where budget support levels must be sustained for MC&A functions most important to risk. Results of the risk assessment are also useful in supporting funding justifications for system improvements that significantly reduce system risk.

  11. Microfluidic Systems Integrated Microfluidic Systems**

    E-Print Network [OSTI]

    Ismagilov, Rustem F.

    Microfluidic Systems Integrated Microfluidic Systems** Rustem F. Ismagilov* Keywords: analytical methods · enzymes · microfluidics · microreactors · protein structures Microfluidic systems use networks of channels thinner than a human hair to manipulate nanoliter volumes of re- agents. The goal of microfluidics

  12. A framework of motion capture system based human behaviours simulation for ergonomic analysis

    E-Print Network [OSTI]

    Ma, Ruina; Bennis, Fouad; Ma, Liang

    2011-01-01T23:59:59.000Z

    With the increasing of computer capabilities, Computer aided ergonomics (CAE) offers new possibilities to integrate conventional ergonomic knowledge and to develop new methods into the work design process. As mentioned in [1], different approaches have been developed to enhance the efficiency of the ergonomic evaluation. Ergonomic expert systems, ergonomic oriented information systems, numerical models of human, etc. have been implemented in numerical ergonomic software. Until now, there are ergonomic software tools available, such as Jack, Ergoman, Delmia Human, 3DSSPP, and Santos, etc. [2-4]. The main functions of these tools are posture analysis and posture prediction. In the visualization part, Jack and 3DSSPP produce results to visualize virtual human tasks in 3-dimensional, but without realistic physical properties. Nowadays, with the development of computer technology, the simulation of physical world is paid more attention. Physical engines [5] are used more and more in computer game (CG) field. The a...

  13. INFORMATION SYSTEMS

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

    SYSTEMS Providing an efficient, seamless virtual work environment To accelerate progress toward mission goals, our business and operations processes will be aggressively...

  14. Why aren't they locked in waiting games? Unlocking rules and the ecology of concepts in the semiconductor industry.

    E-Print Network [OSTI]

    Paris-Sud XI, Université de

    . Transition management, technological innovation systems and works on transition pathways suggest a second for Semiconductors (ITRS). Keywords: socio-technical regime, transition, strategic niche management, unlocking rules-technical regime transitions: strategic niche management (SNM). SNM advocates the creation of socio

  15. Runtime Repair of Software Faults using Event-Driven Chris Lewis, Jim Whitehead

    E-Print Network [OSTI]

    California at Santa Cruz, University of

    - driven systems, specifications, message broker, rule engine, video games 1. INTRODUCTION The scope

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

    E-Print Network [OSTI]

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

    2008-04-11T23:59:59.000Z

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

  17. Battery system

    DOE Patents [OSTI]

    Dougherty, Thomas J; Wood, Steven J; Trester, Dale B; Andrew, Michael G

    2013-08-27T23:59:59.000Z

    A battery module includes a plurality of battery cells and a system configured for passing a fluid past at least a portion of the plurality of battery cells in a parallel manner.

  18. LRRB Pavement Management Systems Pavement Management Systems

    E-Print Network [OSTI]

    Minnesota, University of

    LRRB Pavement Management Systems Pavement Management Systems Presented by: Michael Marti SRF for implementing and monitoring research results (RIC) #12;LRRB Pavement Management Systems LRRB Structure LRRB Current Pavement Management System Used ICON (Goodpointe) Year of Pavement Management System

  19. E-Print Network 3.0 - authentication system based Sample Search...

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

    , such as a dedicated game playing unit or ... Source: Schneier, Bruce - BT Group plc Collection: Computer Technologies and Information Sciences 8 @Yuan Xue...

  20. File Systems

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

    AFDC Printable Version Share this resource Send a link to EERE: Alternative Fuels Data Center Home Page to someone by E-mail Share EERE: Alternative Fuels Data Center Home Page on Facebook Tweet about EERE: Alternative Fuels Data Center Home Page on Twitter Bookmark EERE:1 First Use of Energy for All Purposes (Fuel and Nonfuel),Feet) Year Jan Feb Mar Apr May JunDatastreamsmmcrcalgovInstrumentsruc DocumentationP-Series toESnet4:EpitaxialtransatlanticUnified ForcesFile Systems File Systems For

  1. Investigating Army systems and Systems of Systems for value robustness

    E-Print Network [OSTI]

    Koo, Kevin C. K. (Kevin Cheng Keong)

    2010-01-01T23:59:59.000Z

    This thesis proposes a value robustness approach to architect defense systems and Systems of Systems (SoS). A value robust system or SoS has the ability to provide continued value to stakeholders by performing well to meet ...

  2. Gasification system

    DOE Patents [OSTI]

    Haldipur, Gaurang B. (Hempfield, PA); Anderson, Richard G. (Penn Hills, PA); Cherish, Peter (Bethel Park, PA)

    1983-01-01T23:59:59.000Z

    A method and system for injecting coal and process fluids into a fluidized bed gasification reactor. Three concentric tubes extend vertically upward into the fluidized bed. Coal particulates in a transport gas are injected through an inner tube, and an oxygen rich mixture of oxygen and steam are injected through an inner annulus about the inner tube. A gaseous medium relatively lean in oxygen content, such as steam, is injected through an annulus surrounding the inner annulus.

  3. Gasification system

    DOE Patents [OSTI]

    Haldipur, Gaurang B. (Hempfield, PA); Anderson, Richard G. (Penn Hills, PA); Cherish, Peter (Bethel Park, PA)

    1985-01-01T23:59:59.000Z

    A method and system for injecting coal and process fluids into a fluidized bed gasification reactor. Three concentric tubes extend vertically upward into the fluidized bed. Coal particulates in a transport gas are injected through an inner tube, and an oxygen rich mixture of oxygen and steam are injected through an inner annulus about the inner tube. A gaseous medium relatively lean in oxygen content, such as steam, is injected through an annulus surrounding the inner annulus.

  4. Directives System

    Broader source: Directives, Delegations, and Requirements [Office of Management (MA)]

    1998-01-30T23:59:59.000Z

    The Department of Energy (DOE) Directives System is the means by which DOE policies, requirements, and responsibilities are developed and communicated throughout the Department. Directives are used to inform, direct, and guide employees in the performance of their jobs, and to enable employees to work effectively within the Department and with agencies, contractors, and the public. Cancels: DOE O 251.1, DOE M 251.1-1

  5. NETL: Coal Gasification Systems

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

    Gasification Systems News Gasifipedia Gasifier Optimization Feed Systems Syngas Processing Systems Analyses Gasification Plant Databases International Activity Program Plan Project...

  6. Heating system

    SciTech Connect (OSTI)

    Nishman, P.J.

    1983-03-08T23:59:59.000Z

    A heating system utilizing solar panels and buried ground conduits to collect and store heat which is delivered to a heatpump heat exchanger. A heat-distribution fluid continuously circulates through a ground circuit to transfer heat from the ground to the heat exchanger. The ground circuit includes a length of buried ground conduit, a pump, a check valve and the heat exchanger. A solar circuit, including a solar panel and a second pump, is connected in parallel with the check valve so that the distribution fluid transfers solar heat to the heat exchanger for utilization and to the ground conduit for storage when the second pump is energized. A thermostatically instrumented control system energizes the second pump only when the temperature differential between the solar panel inlet and outlet temperatures exceeds a predetermined value and the ground temperature is less than a predetermined value. Consequently, the distribution fluid flows through the solar panel only when the panel is capable of supplying significant heat to the remainder of the system without causing excessive drying of the ground.

  7. Braking system

    DOE Patents [OSTI]

    Norgren, D.U.

    1982-09-23T23:59:59.000Z

    A balanced braking system comprising a plurality of braking assemblies located about a member to be braked. Each of the braking assemblies consists of a spring biased piston of a first material fitted into a body of a different material which has a greater contraction upon cooling than the piston material. The piston is provided with a recessed head portion over which is positioned a diaphragm and forming a space therebetween to which is connected a pressurized fluid supply. The diaphragm is controlled by the fluid in the space to contact or withdraw from the member to be braked. A cooling means causes the body within which the piston is fitted to contract more than the piston, producing a tight shrink fit therebetween. The braking system is particularly applicable for selectively braking an arbor of an electron microscope which immobilizes, for example, a vertically adjustable low temperature specimen holder during observation. The system provides balanced braking forces which can be easily removed and re-established with minimal disturbance to arbor location.

  8. Bearing system

    DOE Patents [OSTI]

    Kapich, Davorin D. (Carlsbad, CA)

    1987-01-01T23:59:59.000Z

    A bearing system includes backup bearings for supporting a rotating shaft upon failure of primary bearings. In the preferred embodiment, the backup bearings are rolling element bearings having their rolling elements disposed out of contact with their associated respective inner races during normal functioning of the primary bearings. Displacement detection sensors are provided for detecting displacement of the shaft upon failure of the primary bearings. Upon detection of the failure of the primary bearings, the rolling elements and inner races of the backup bearings are brought into mutual contact by axial displacement of the shaft.

  9. Gasification Systems

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

    AFDC Printable Version Share this resource Send a link to EERE: Alternative Fuels Data Center Home Page to someone by E-mail Share EERE: Alternative Fuels Data Center Home Page on Facebook Tweet about EERE: Alternative Fuels Data Center Home Page on Twitter Bookmark EERE:1 First Use of Energy for All Purposes (Fuel and Nonfuel),Feet) Year Jan Feb Mar Apr MayAtmospheric Optical Depth7-1D: Vegetation ProposedUsingFun with Big Sky Learning Fun with BigGASIFICATION SYSTEMS U.S. DEPARTMENT OF

  10. EXTENDING THE REALM OF OPTIMIZATION FOR COMPLEX SYSTEMS: UNCERTAINTY, COMPETITION, AND DYNAMICS

    SciTech Connect (OSTI)

    Shanbhag, Uday V; Basar, Tamer; Meyn, Sean; Mehta, Prashant

    2013-10-08T23:59:59.000Z

    Research reported addressed these topics: the development of analytical and algorithmic tools for distributed computation of Nash equilibria; synchronization in mean-field oscillator games, with an emphasis on learning and efficiency analysis; questions that combine learning and computation; questions including stochastic and mean-field games; modeling and control in the context of power markets.

  11. Computer Systems Administrator

    E-Print Network [OSTI]

    Computer Systems Administrator Fort Collins, CO POSITION A Computer Systems Administrator (Non activities. RESPONSIBILITIES The System Administrator will provide Unix/Linux, Windows computer system or computer science, and three years computer systems administration experience. DURATION The work is planned

  12. Transfer system

    DOE Patents [OSTI]

    Kurosawa, Kanji (Tokyo, JP); Koga, Bunichiro (Miyagi, JP); Ito, Hideki (Miyagi, JP); Kiriyama, Shigeru (Miyagi, JP); Higuchi, Shizuo (Kanagawa, JP)

    2003-05-20T23:59:59.000Z

    A transport system includes a traveling rail (1) which constitutes a transport route and a transport body (3) which is capable of traveling on the traveling rail in the longitudinal direction of the traveling rail. Flexible drive tubes (5) are arranged on the traveling rail in the longitudinal direction of the traveling rail. The transport body includes a traveling wheel (4) which is capable of rolling on the traveling rail and drive wheels (2) which are capable of rolling on the drive tubes upon receiving the rotational drive power generated by pressure of a pressure medium supplied to the drive tubes while depressing the drive tubes. The traveling rail includes a plurality of transport sections and the transport body is capable of receiving a rotational drive force from the drive tubes at every transport sections. If necessary, a transport route changeover switch which changes over the transport route can be provided between the transport sections.

  13. Ignition system

    SciTech Connect (OSTI)

    Kondo, T.; Ohno, S.

    1986-09-16T23:59:59.000Z

    This patent describes an ignition system of an internal combustion engine which consists of: a permanent magnet supported by a rotary member of the engine adapted to rotate in synchronism with a rotary shaft of the engine; a generating coil for generating an electromotive force to produce an electric current as the permanent magnet acts on the generating coil during the rotation of the rotary member; an ignition capacitor charged by the electric current generated by the generating coil; a thyristor caused to turn on by a counter electromotive force generated by the generating coil to thereby cause the ignition capacitor to begin to discharge; and an ignition coil generating a high voltage as the ignition capacitor begins to discharge, to cause a spark discharge to take place in an ignition plug of the internal combustion engine.

  14. Systems Biology and Systems Medicine: Technology,

    E-Print Network [OSTI]

    Systems Biology and Systems Medicine: Technology, Measurement and Validation Lee Hood Institute for Systems Biology, Seattle How Might One Think About Systems Biology? #12;Radio Waves Sound Waves #12;Immune Response Intra- and inter- cellular networks Development Physiology #12;Contemporary Systems Biology

  15. Strategic analysis for safeguards systems: a feasibility study. Volume 2. Appendix

    SciTech Connect (OSTI)

    Goldman, A J

    1984-12-01T23:59:59.000Z

    This appendix provides detailed information regarding game theory (strategic analysis) and its potential role in safeguards to supplement the main body of this report. In particualr, it includes an extensive, though not comprehensive review of literature on game theory and on other topics that relate to the formulation of a game-theoretic model (e.g. the payoff functions). The appendix describes the basic form and components of game theory models, and the solvability of various models. It then discusses three basic issues related to the use of strategic analysis in material accounting: (1) its understandability; (2) its viability in regulatory settings; and (3) difficulties in the use of mixed strategies. Each of the components of a game theoretic model are then discussed and related to the present context.

  16. System architecture of offshore oil production systems

    E-Print Network [OSTI]

    Keller, James (James Thomas)

    2008-01-01T23:59:59.000Z

    This thesis presents an approach to applying Systems Architecture methods to the development of large, complex, commercial systems, particularly offshore oil and gas productions systems. The aim of this research was to ...

  17. Onsite Wastewater Treatment Systems: Spray Distribution System

    E-Print Network [OSTI]

    Lesikar, Bruce J.

    2008-10-23T23:59:59.000Z

    Spray distribution systems for wastewater are much like lawn sprinkler systems, in that they spray treated wastewater over the surface of a yard. This publication explains how spray distribution systems work, what their design requirements are...

  18. Examining Survivability of Systems of Systems

    E-Print Network [OSTI]

    Mekdeci, Brian

    Previous research has identified design principles that enable survivability for systems, but it is unclear if these principles are appropriate and sufficient for systems of systems as well. This paper presents a preliminary ...

  19. Systemic Risk in the International System

    E-Print Network [OSTI]

    Ingo Piepers

    2009-10-15T23:59:59.000Z

    The risk of systemic war seems dependant on the level of criticality and sensitivity of the International System, and the system's conditions. The level of criticality and sensitivity is dependant on the developmental stage of the International System. Initially, following a systemic war, the increase of the level of criticality and sensitivity go hand in hand. However, at a certain stage the sensitivity of the International System for larger sized wars decreases; as a consequence of a network effect, we argue. This network effect results in increased local stability of the System. During this phase the criticality of the International System steadily increases, resulting in a release deficit. This release deficit facilitates a necessary build up of energy to push the International System, by means of systemic war, into a new stability domain. Systemic war is functional in the periodic rebalancing of an anarchistic international system.

  20. Separation system

    DOE Patents [OSTI]

    Rubin, Leslie S. (Newton, MA)

    1986-01-01T23:59:59.000Z

    A separation system for dewatering radioactive waste materials includes a disposal container, drive structure for receiving the container, and means for releasably attaching the container to the drive structure. Separation structure disposed in the container adjacent the inner surface of the side wall structure retains solids while allowing passage of liquids. Inlet port structure in the container top wall is normally closed by first valve structure that is centrifugally actuated to open the inlet port and discharge port structure at the container periphery receives liquid that passes through the separation structure and is normally closed by second valve structure that is centrifugally actuated to open the discharge ports. The container also includes coupling structure for releasable engagement with the centrifugal drive structure. Centrifugal force produced when the container is driven in rotation by the drive structure opens the valve structures, and radioactive waste material introduced into the container through the open inlet port is dewatered, and the waste is compacted. The ports are automatically closed by the valves when the container drum is not subjected to centrifugal force such that containment effectiveness is enhanced and exposure of personnel to radioactive materials is minimized.