Sample records for naming game model

  1. Multi-language naming game

    NASA Astrophysics Data System (ADS)

    Zhou, Jianfeng; Lou, Yang; Chen, Guanrong; Tang, Wallace K. S.

    2018-04-01

    Naming game is a simulation-based experiment used to study the evolution of languages. The conventional naming game focuses on a single language. In this paper, a novel naming game model named multi-language naming game (MLNG) is proposed, where the agents are different-language speakers who cannot communicate with each other without a translator (interpreter) in between. The MLNG model is general, capable of managing k different languages with k ≥ 2. For illustration, the paper only discusses the MLNG with two different languages, and studies five representative network topologies, namely random-graph, WS small-world, NW small-world, scale-free, and random-triangle topologies. Simulation and analysis results both show that: 1) using the network features and based on the proportion of translators the probability of establishing a conversation between two or three agents can be theoretically estimated; 2) the relationship between the convergence speed and the proportion of translators has a power-law-like relation; 3) different agents require different memory sizes, thus a local memory allocation rule is recommended for saving memory resources. The new model and new findings should be useful for further studies of naming games and for better understanding of languages evolution from a dynamical network perspective.

  2. Opinion formation in time-varying social networks: The case of the naming game

    NASA Astrophysics Data System (ADS)

    Maity, Suman Kalyan; Manoj, T. Venkat; Mukherjee, Animesh

    2012-09-01

    We study the dynamics of the naming game as an opinion formation model on time-varying social networks. This agent-based model captures the essential features of the agreement dynamics by means of a memory-based negotiation process. Our study focuses on the impact of time-varying properties of the social network of the agents on the naming game dynamics. In particular, we perform a computational exploration of this model using simulations on top of real networks. We investigate the outcomes of the dynamics on two different types of time-varying data: (1) the networks vary on a day-to-day basis and (2) the networks vary within very short intervals of time (20 sec). In the first case, we find that networks with strong community structure hinder the system from reaching global agreement; the evolution of the naming game in these networks maintains clusters of coexisting opinions indefinitely leading to metastability. In the second case, we investigate the evolution of the naming game in perfect synchronization with the time evolution of the underlying social network shedding new light on the traditional emergent properties of the game that differ largely from what has been reported in the existing literature.

  3. Domain learning naming game for color categorization.

    PubMed

    Li, Doujie; Fan, Zhongyan; Tang, Wallace K S

    2017-01-01

    Naming game simulates the evolution of vocabulary in a population of agents. Through pairwise interactions in the games, agents acquire a set of vocabulary in their memory for object naming. The existing model confines to a one-to-one mapping between a name and an object. Focus is usually put onto name consensus in the population rather than knowledge learning in agents, and hence simple learning model is usually adopted. However, the cognition system of human being is much more complex and knowledge is usually presented in a complicated form. Therefore, in this work, we extend the agent learning model and design a new game to incorporate domain learning, which is essential for more complicated form of knowledge. In particular, we demonstrate the evolution of color categorization and naming in a population of agents. We incorporate the human perceptive model into the agents and introduce two new concepts, namely subjective perception and subliminal stimulation, in domain learning. Simulation results show that, even without any supervision or pre-requisition, a consensus of a color naming system can be reached in a population solely via the interactions. Our work confirms the importance of society interactions in color categorization, which is a long debate topic in human cognition. Moreover, our work also demonstrates the possibility of cognitive system development in autonomous intelligent agents.

  4. Domain learning naming game for color categorization

    PubMed Central

    2017-01-01

    Naming game simulates the evolution of vocabulary in a population of agents. Through pairwise interactions in the games, agents acquire a set of vocabulary in their memory for object naming. The existing model confines to a one-to-one mapping between a name and an object. Focus is usually put onto name consensus in the population rather than knowledge learning in agents, and hence simple learning model is usually adopted. However, the cognition system of human being is much more complex and knowledge is usually presented in a complicated form. Therefore, in this work, we extend the agent learning model and design a new game to incorporate domain learning, which is essential for more complicated form of knowledge. In particular, we demonstrate the evolution of color categorization and naming in a population of agents. We incorporate the human perceptive model into the agents and introduce two new concepts, namely subjective perception and subliminal stimulation, in domain learning. Simulation results show that, even without any supervision or pre-requisition, a consensus of a color naming system can be reached in a population solely via the interactions. Our work confirms the importance of society interactions in color categorization, which is a long debate topic in human cognition. Moreover, our work also demonstrates the possibility of cognitive system development in autonomous intelligent agents. PMID:29136661

  5. Analysis of the "naming game" with learning errors in communications.

    PubMed

    Lou, Yang; Chen, Guanrong

    2015-07-16

    Naming game simulates the process of naming an objective by a population of agents organized in a certain communication network. By pair-wise iterative interactions, the population reaches consensus asymptotically. We study naming game with communication errors during pair-wise conversations, with error rates in a uniform probability distribution. First, a model of naming game with learning errors in communications (NGLE) is proposed. Then, a strategy for agents to prevent learning errors is suggested. To that end, three typical topologies of communication networks, namely random-graph, small-world and scale-free networks, are employed to investigate the effects of various learning errors. Simulation results on these models show that 1) learning errors slightly affect the convergence speed but distinctively increase the requirement for memory of each agent during lexicon propagation; 2) the maximum number of different words held by the population increases linearly as the error rate increases; 3) without applying any strategy to eliminate learning errors, there is a threshold of the learning errors which impairs the convergence. The new findings may help to better understand the role of learning errors in naming game as well as in human language development from a network science perspective.

  6. Analysis of the “naming game” with learning errors in communications

    NASA Astrophysics Data System (ADS)

    Lou, Yang; Chen, Guanrong

    2015-07-01

    Naming game simulates the process of naming an objective by a population of agents organized in a certain communication network. By pair-wise iterative interactions, the population reaches consensus asymptotically. We study naming game with communication errors during pair-wise conversations, with error rates in a uniform probability distribution. First, a model of naming game with learning errors in communications (NGLE) is proposed. Then, a strategy for agents to prevent learning errors is suggested. To that end, three typical topologies of communication networks, namely random-graph, small-world and scale-free networks, are employed to investigate the effects of various learning errors. Simulation results on these models show that 1) learning errors slightly affect the convergence speed but distinctively increase the requirement for memory of each agent during lexicon propagation; 2) the maximum number of different words held by the population increases linearly as the error rate increases; 3) without applying any strategy to eliminate learning errors, there is a threshold of the learning errors which impairs the convergence. The new findings may help to better understand the role of learning errors in naming game as well as in human language development from a network science perspective.

  7. Naming games in two-dimensional and small-world-connected random geometric networks.

    PubMed

    Lu, Qiming; Korniss, G; Szymanski, B K

    2008-01-01

    We investigate a prototypical agent-based model, the naming game, on two-dimensional random geometric networks. The naming game [Baronchelli, J. Stat. Mech.: Theory Exp. (2006) P06014] is a minimal model, employing local communications that captures the emergence of shared communication schemes (languages) in a population of autonomous semiotic agents. Implementing the naming games with local broadcasts on random geometric graphs, serves as a model for agreement dynamics in large-scale, autonomously operating wireless sensor networks. Further, it captures essential features of the scaling properties of the agreement process for spatially embedded autonomous agents. Among the relevant observables capturing the temporal properties of the agreement process, we investigate the cluster-size distribution and the distribution of the agreement times, both exhibiting dynamic scaling. We also present results for the case when a small density of long-range communication links are added on top of the random geometric graph, resulting in a "small-world"-like network and yielding a significantly reduced time to reach global agreement. We construct a finite-size scaling analysis for the agreement times in this case.

  8. Naming Game on Networks: Let Everyone be Both Speaker and Hearer

    PubMed Central

    Gao, Yuan; Chen, Guanrong; Chan, Rosa H. M.

    2014-01-01

    To investigate how consensus is reached on a large self-organized peer-to-peer network, we extended the naming game model commonly used in language and communication to Naming Game in Groups (NGG). Differing from other existing naming game models, in NGG everyone in the population (network) can be both speaker and hearer simultaneously, which resembles in a closer manner to real-life scenarios. Moreover, NGG allows the transmission (communication) of multiple words (opinions) for multiple intra-group consensuses. The communications among indirectly-connected nodes are also enabled in NGG. We simulated and analyzed the consensus process in some typical network topologies, including random-graph networks, small-world networks and scale-free networks, to better understand how global convergence (consensus) could be reached on one common word. The results are interpreted on group negotiation of a peer-to-peer network, which shows that global consensus in the population can be reached more rapidly when more opinions are permitted within each group or when the negotiating groups in the population are larger in size. The novel features and properties introduced by our model have demonstrated its applicability in better investigating general consensus problems on peer-to-peer networks. PMID:25143140

  9. Naming Game on Networks: Let Everyone be Both Speaker and Hearer

    NASA Astrophysics Data System (ADS)

    Gao, Yuan; Chen, Guanrong; Chan, Rosa H. M.

    2014-08-01

    To investigate how consensus is reached on a large self-organized peer-to-peer network, we extended the naming game model commonly used in language and communication to Naming Game in Groups (NGG). Differing from other existing naming game models, in NGG everyone in the population (network) can be both speaker and hearer simultaneously, which resembles in a closer manner to real-life scenarios. Moreover, NGG allows the transmission (communication) of multiple words (opinions) for multiple intra-group consensuses. The communications among indirectly-connected nodes are also enabled in NGG. We simulated and analyzed the consensus process in some typical network topologies, including random-graph networks, small-world networks and scale-free networks, to better understand how global convergence (consensus) could be reached on one common word. The results are interpreted on group negotiation of a peer-to-peer network, which shows that global consensus in the population can be reached more rapidly when more opinions are permitted within each group or when the negotiating groups in the population are larger in size. The novel features and properties introduced by our model have demonstrated its applicability in better investigating general consensus problems on peer-to-peer networks.

  10. Asymmetric negotiation in structured language games

    NASA Astrophysics Data System (ADS)

    Yang, Han-Xin; Wang, Wen-Xu; Wang, Bing-Hong

    2008-02-01

    We propose an asymmetric negotiation strategy to investigate the influence of high-degree agents on the agreement dynamics in a structured language game, the naming game. We introduce a model parameter, which governs the frequency of high-degree agents acting as speakers in communication. It is found that there exists an optimal value of the parameter that induces the fastest convergence to a global consensus on naming an object for both scale-free and small-world naming games. This phenomenon indicates that, although a strong influence of high-degree agents favors consensus achievement, very strong influences inhibit the convergence process, making it even slower than in the absence of influence of high-degree agents. Investigation of the total memory used by agents implies that there is some trade-off between the convergence speed and the required total memory. Other quantities, including the evolution of the number of different names and the relationship between agents’ memories and their degrees, are also studied. The results are helpful for better understanding of the dynamics of the naming game with asymmetric negotiation strategy.

  11. Communicating with sentences: A multi-word naming game model

    NASA Astrophysics Data System (ADS)

    Lou, Yang; Chen, Guanrong; Hu, Jianwei

    2018-01-01

    Naming game simulates the process of naming an object by a single word, in which a population of communicating agents can reach global consensus asymptotically through iteratively pair-wise conversations. We propose an extension of the single-word model to a multi-word naming game (MWNG), simulating the case of describing a complex object by a sentence (multiple words). Words are defined in categories, and then organized as sentences by combining them from different categories. We refer to a formatted combination of several words as a pattern. In such an MWNG, through a pair-wise conversation, it requires the hearer to achieve consensus with the speaker with respect to both every single word in the sentence as well as the sentence pattern, so as to guarantee the correct meaning of the saying; otherwise, they fail reaching consensus in the interaction. We validate the model in three typical topologies as the underlying communication network, and employ both conventional and man-designed patterns in performing the MWNG.

  12. Games network and application to PAs system.

    PubMed

    Chettaoui, C; Delaplace, F; Manceny, M; Malo, M

    2007-02-01

    In this article, we present a game theory based framework, named games network, for modeling biological interactions. After introducing the theory, we more precisely describe the methodology to model biological interactions. Then we apply it to the plasminogen activator system (PAs) which is a signal transduction pathway involved in cancer cell migration. The games network theory extends game theory by including the locality of interactions. Each game in a games network represents local interactions between biological agents. The PAs system is implicated in cytoskeleton modifications via regulation of actin and microtubules, which in turn favors cell migration. The games network model has enabled us a better understanding of the regulation involved in the PAs system.

  13. How to reach linguistic consensus: a proof of convergence for the naming game.

    PubMed

    De Vylder, Bart; Tuyls, Karl

    2006-10-21

    In this paper we introduce a mathematical model of naming games. Naming games have been widely used within research on the origins and evolution of language. Despite the many interesting empirical results these studies have produced, most of this research lacks a formal elucidating theory. In this paper we show how a population of agents can reach linguistic consensus, i.e. learn to use one common language to communicate with one another. Our approach differs from existing formal work in two important ways: one, we relax the too strong assumption that an agent samples infinitely often during each time interval. This assumption is usually made to guarantee convergence of an empirical learning process to a deterministic dynamical system. Two, we provide a proof that under these new realistic conditions, our model converges to a common language for the entire population of agents. Finally the model is experimentally validated.

  14. Creating Digital Games as Interactive Learning Environments: Factors That Affect Palestinian Teachers' Success in Modifying Video Games for Instruction

    ERIC Educational Resources Information Center

    Younis, Bilal Khaleel

    2012-01-01

    The purpose of this study was to investigate the factors that might predict Palestinian teachers' success in modding games for instruction. An instructional game design model named Game Modding for Non-Professionals (GMNP) was created specifically for the training of Palestinian teachers during this study. This study addressed the question: To…

  15. Local communities obstruct global consensus: Naming game on multi-local-world networks

    NASA Astrophysics Data System (ADS)

    Lou, Yang; Chen, Guanrong; Fan, Zhengping; Xiang, Luna

    2018-02-01

    Community structure is essential for social communications, where individuals belonging to the same community are much more actively interacting and communicating with each other than those in different communities within the human society. Naming game, on the other hand, is a social communication model that simulates the process of learning a name of an object within a community of humans, where the individuals can generally reach global consensus asymptotically through iterative pair-wise conversations. The underlying network indicates the relationships among the individuals. In this paper, three typical topologies, namely random-graph, small-world and scale-free networks, are employed, which are embedded with the multi-local-world community structure, to study the naming game. Simulations show that (1) the convergence process to global consensus is getting slower as the community structure becomes more prominent, and eventually might fail; (2) if the inter-community connections are sufficiently dense, neither the number nor the size of the communities affects the convergence process; and (3) for different topologies with the same (or similar) average node-degree, local clustering of individuals obstruct or prohibit global consensus to take place. The results reveal the role of local communities in a global naming game in social network studies.

  16. Propensity and stickiness in the naming game: Tipping fractions of minorities

    NASA Astrophysics Data System (ADS)

    Thompson, Andrew M.; Szymanski, Boleslaw K.; Lim, Chjan C.

    2014-10-01

    Agent-based models of the binary naming game are generalized here to represent a family of models parameterized by the introduction of two continuous parameters. These parameters define varying listener-speaker interactions on the individual level with one parameter controlling the speaker and the other controlling the listener of each interaction. The major finding presented here is that the generalized naming game preserves the existence of critical thresholds for the size of committed minorities. Above such threshold, a committed minority causes a fast (in time logarithmic in size of the network) convergence to consensus, even when there are other parameters influencing the system. Below such threshold, reaching consensus requires time exponential in the size of the network. Moreover, the two introduced parameters cause bifurcations in the stabilities of the system's fixed points and may lead to changes in the system's consensus.

  17. Naming Game with Multiple Hearers

    NASA Astrophysics Data System (ADS)

    Li, Bing; Chen, Guanrong; Chow, Tommy W. S.

    2013-05-01

    A new model called Naming Game with Multiple Hearers (NGMH) is proposed in this paper. A naming game over a population of individuals aims to reach consensus on the name of an object through pair-wise local interactions among all the individuals. The proposed NGMH model describes the learning process of a new word, in a population with one speaker and multiple hearers, at each interaction towards convergence. The characteristics of NGMH are examined on three types of network topologies, namely ER random-graph network, WS small-world network, and BA scale-free network. Comparative analysis on the convergence time is performed, revealing that the topology with a larger average (node) degree can reach consensus faster than the others over the same population. It is found that, for a homogeneous network, the average degree is the limiting value of the number of hearers, which reduces the individual ability of learning new words, consequently decreasing the convergence time; for a scale-free network, this limiting value is the deviation of the average degree. It is also found that a network with a larger clustering coefficient takes longer time to converge; especially a small-word network with smallest rewiring possibility takes longest time to reach convergence. As more new nodes are being added to scale-free networks with different degree distributions, their convergence time appears to be robust against the network-size variation. Most new findings reported in this paper are different from that of the single-speaker/single-hearer naming games documented in the literature.

  18. LewiSpace: An Exploratory Study with a Machine Learning Model in an Educational Game

    ERIC Educational Resources Information Center

    Ghali, Ramla; Ouellet, Sébastien; Frasson, Claude

    2016-01-01

    The use of educational games as a tool for providing learners with a playful and educational aspect is widespread. In this paper, we present an educational game that we developed to teach a chemistry lesson, namely drawing a Lewis diagram. Our game is a 3D environment known as LewiSpace and aims at balancing between playful and educational…

  19. Application-Driven Educational Game to Assist Young Children in Learning English Vocabulary

    ERIC Educational Resources Information Center

    Chen, Zhi-Hong; Lee, Shu-Yu

    2018-01-01

    This paper describes the development of an educational game, named My-Pet-Shop, to enhance young children's learning of English vocabulary. The educational game is underpinned by an application-driven model, which consists of three components: application scenario, subject learning, and learning regulation. An empirical study is further conducted…

  20. Cycle frequency in standard Rock-Paper-Scissors games: Evidence from experimental economics

    NASA Astrophysics Data System (ADS)

    Xu, Bin; Zhou, Hai-Jun; Wang, Zhijian

    2013-10-01

    The Rock-Paper-Scissors (RPS) game is a widely used model system in game theory. Evolutionary game theory predicts the existence of persistent cycles in the evolutionary trajectories of the RPS game, but experimental evidence has remained to be rather weak. In this work, we performed laboratory experiments on the RPS game and analyzed the social-state evolutionary trajectories of twelve populations of N=6 players. We found strong evidence supporting the existence of persistent cycles. The mean cycling frequency was measured to be 0.029±0.009 period per experimental round. Our experimental observations can be quantitatively explained by a simple non-equilibrium model, namely the discrete-time logit dynamical process with a noise parameter. Our work therefore favors the evolutionary game theory over the classical game theory for describing the dynamical behavior of the RPS game.

  1. Language competition in a population of migrating agents.

    PubMed

    Lipowska, Dorota; Lipowski, Adam

    2017-05-01

    Influencing various aspects of human activity, migration is associated also with language formation. To examine the mutual interaction of these processes, we study a Naming Game with migrating agents. The dynamics of the model leads to formation of low-mobility clusters, which turns out to break the symmetry of the model: although the Naming Game remains symmetric, low-mobility languages are favored. High-mobility languages are gradually eliminated from the system, and the dynamics of language formation considerably slows down. Our model is too simple to explain in detail language competition of migrating human communities, but it certainly shows that languages of settlers are favored over nomadic ones.

  2. Language competition in a population of migrating agents

    NASA Astrophysics Data System (ADS)

    Lipowska, Dorota; Lipowski, Adam

    2017-05-01

    Influencing various aspects of human activity, migration is associated also with language formation. To examine the mutual interaction of these processes, we study a Naming Game with migrating agents. The dynamics of the model leads to formation of low-mobility clusters, which turns out to break the symmetry of the model: although the Naming Game remains symmetric, low-mobility languages are favored. High-mobility languages are gradually eliminated from the system, and the dynamics of language formation considerably slows down. Our model is too simple to explain in detail language competition of migrating human communities, but it certainly shows that languages of settlers are favored over nomadic ones.

  3. Development of Chemistry Game Card as an Instructional Media in the Subject of Naming Chemical Compound in Grade X

    NASA Astrophysics Data System (ADS)

    Bayharti; Iswendi, I.; Arifin, M. N.

    2018-04-01

    The purpose of this research was to produce a chemistry game card as an instructional media in the subject of naming chemical compounds and determine the degree of validity and practicality of instructional media produced. Type of this research was Research and Development (R&D) that produced a product. The development model used was4-D model which comprises four stages incuding: (1) define, (2) design, (3) develop, and (4) disseminate. This research was restricted at the development stage. Chemistry game card developed was validated by seven validators and practicality was tested to class X6 students of SMAN 5 Padang. Instrument of this research is questionnair that consist of validity sheet and practicality sheet. Technique in collection data was done by distributing questionnaire to the validators, chemistry teachers, and students. The data were analyzed by using formula Cohen’s Kappa. Based on data analysis, validity of chemistry game card was0.87 with category highly valid and practicality of chemistry game card was 0.91 with category highly practice.

  4. Asymptotic properties of restricted naming games

    NASA Astrophysics Data System (ADS)

    Bhattacherjee, Biplab; Datta, Amitava; Manna, S. S.

    2017-07-01

    Asymptotic properties of the symmetric and asymmetric naming games have been studied under some restrictions in a community of agents. In one version, the vocabulary sizes of the agents are restricted to finite capacities. In this case, compared to the original naming games, the dynamics takes much longer time for achieving the consensus. In the second version, the symmetric game starts with a limited number of distinct names distributed among the agents. Three different quantities are measured for a quantitative comparison, namely, the maximum value of the total number of names in the community, the time at which the community attains the maximal number of names, and the global convergence time. Using an extensive numerical study, the entire set of three power law exponents characterizing these quantities are estimated for both the versions which are observed to be distinctly different from their counter parts of the original naming games.

  5. Case Study 4: Using Game-Based Learning for Induction

    ERIC Educational Resources Information Center

    Javaid, Osman

    2017-01-01

    This case study tracks the development of a digital induction resource implementing game elements that focuses on the first two stages of Gilly Salmon's Five Stage Model, namely "access and motivation" and "online socialisation" (Salmon, 2011). In the summer of 2016, a prototype was developed and presented at the Playful…

  6. On Tradeoffs between Trust and Survivability using a Game Theoretic Approach

    DTIC Science & Technology

    2016-04-13

    On Tradeoffs between Trust and Survivability using a Game Theoretic Approach Jin-Hee Cho and Ananthram Swami U.S. Army Research Laboratory...introduces a game theoretic approach, namely Aoyagi’s game theory based on positive collusion of players. This approach improves group trust by...communication and networking field [17]. We employ a game theoretic approach, namely Aoyagi’s game theory [2], to introduce the concept of positive

  7. Name that Contraceptive! A Game for the Human Sexuality Classroom

    ERIC Educational Resources Information Center

    Rosenthal, Martha S.

    2010-01-01

    There are many contraceptive choices available to people today. Learning about them can be dry, but the game "Name that Contraceptive!" can be a fun and interactive way to review, remember, and retain the details about contraceptive options. Name that Contraceptive is a card game in which students "bid" on the number of clues it will take them to…

  8. Detection of communities with Naming Game-based methods

    PubMed Central

    Ribeiro, Carlos Henrique Costa

    2017-01-01

    Complex networks are often organized in groups or communities of agents that share the same features and/or functions, and this structural organization is built naturally with the formation of the system. In social networks, we argue that the dynamic of linguistic interactions of agreement among people can be a crucial factor in generating this community structure, given that sharing opinions with another person bounds them together, and disagreeing constantly would probably weaken the relationship. We present here a computational model of opinion exchange that uncovers the community structure of a network. Our aim is not to present a new community detection method proper, but to show how a model of social communication dynamics can reveal the (simple and overlapping) community structure in an emergent way. Our model is based on a standard Naming Game, but takes into consideration three social features: trust, uncertainty and opinion preference, that are built over time as agents communicate among themselves. We show that the separate addition of each social feature in the Naming Game results in gradual improvements with respect to community detection. In addition, the resulting uncertainty and trust values classify nodes and edges according to role and position in the network. Also, our model has shown a degree of accuracy both for non-overlapping and overlapping communities that are comparable with most algorithms specifically designed for topological community detection. PMID:28797097

  9. Propagation, cascades, and agreement dynamics in complex communication and social networks

    NASA Astrophysics Data System (ADS)

    Lu, Qiming

    Many modern and important technological, social, information and infrastructure systems can be viewed as complex systems with a large number of interacting components. Models of complex networks and dynamical interactions, as well as their applications are of fundamental interests in many aspects. Here, several stylized models of multiplex propagation and opinion dynamics are investigated on complex and empirical social networks. We first investigate cascade dynamics in threshold-controlled (multiplex) propagation on random geometric networks. We find that such local dynamics can serve as an efficient, robust, and reliable prototypical activation protocol in sensor networks in responding to various alarm scenarios. We also consider the same dynamics on a modified network by adding a few long-range communication links, resulting in a small-world network. We find that such construction can further enhance and optimize the speed of the network's response, while keeping energy consumption at a manageable level. We also investigate a prototypical agent-based model, the Naming Game, on two-dimensional random geometric networks. The Naming Game [A. Baronchelli et al., J. Stat. Mech.: Theory Exp. (2006) P06014.] is a minimal model, employing local communications that captures the emergence of shared communication schemes (languages) in a population of autonomous semiotic agents. Implementing the Naming Games with local broadcasts on random geometric graphs, serves as a model for agreement dynamics in large-scale, autonomously operating wireless sensor networks. Further, it captures essential features of the scaling properties of the agreement process for spatially-embedded autonomous agents. Among the relevant observables capturing the temporal properties of the agreement process, we investigate the cluster-size distribution and the distribution of the agreement times, both exhibiting dynamic scaling. We also present results for the case when a small density of long-range communication links are added on top of the random geometric graph, resulting in a "small-world"-like network and yielding a significantly reduced time to reach global agreement. We construct a finite-size scaling analysis for the agreement times in this case. When applying the model of Naming Game on empirical social networks, this stylized agent-based model captures essential features of agreement dynamics in a network of autonomous agents, corresponding to the development of shared classification schemes in a network of artificial agents or opinion spreading and social dynamics in social networks. Our study focuses on the impact that communities in the underlying social graphs have on the outcome of the agreement process. We find that networks with strong community structure hinder the system from reaching global agreement; the evolution of the Naming Game in these networks maintains clusters of coexisting opinions indefinitely. Further, we investigate agent-based network strategies to facilitate convergence to global consensus.

  10. Identifying protein complexes in PPI network using non-cooperative sequential game.

    PubMed

    Maulik, Ujjwal; Basu, Srinka; Ray, Sumanta

    2017-08-21

    Identifying protein complexes from protein-protein interaction (PPI) network is an important and challenging task in computational biology as it helps in better understanding of cellular mechanisms in various organisms. In this paper we propose a noncooperative sequential game based model for protein complex detection from PPI network. The key hypothesis is that protein complex formation is driven by mechanism that eventually optimizes the number of interactions within the complex leading to dense subgraph. The hypothesis is drawn from the observed network property named small world. The proposed multi-player game model translates the hypothesis into the game strategies. The Nash equilibrium of the game corresponds to a network partition where each protein either belong to a complex or form a singleton cluster. We further propose an algorithm to find the Nash equilibrium of the sequential game. The exhaustive experiment on synthetic benchmark and real life yeast networks evaluates the structural as well as biological significance of the network partitions.

  11. Information sharing and sorting in a community

    NASA Astrophysics Data System (ADS)

    Bhattacherjee, Biplab; Manna, S. S.; Mukherjee, Animesh

    2013-06-01

    We present the results of a detailed numerical study of a model for the sharing and sorting of information in a community consisting of a large number of agents. The information gathering takes place in a sequence of mutual bipartite interactions where randomly selected pairs of agents communicate with each other to enhance their knowledge and sort out the common information. Although our model is less restricted compared to the well-established naming game, the numerical results strongly indicate that the whole set of exponents characterizing this model are different from those of the naming game and they assume nontrivial values. Finally, it appears that in analogy to the emergence of clusters in the phenomenon of percolation, one can define clusters of agents here having the same information. We have studied in detail the growth of the largest cluster in this article and performed its finite-size scaling analysis.

  12. Statistical mechanics of the mixed majority minority game with random external information

    NASA Astrophysics Data System (ADS)

    DeMartino, A.; Giardina, I.; Mosetti, G.

    2003-08-01

    We study the asymptotic macroscopic properties of the mixed majority-minority game, modelling a population in which two types of heterogeneous adaptive agents, namely 'fundamentalists' driven by differentiation and 'trend-followers' driven by imitation, interact. The presence of a fraction f of trend-followers is shown to induce (a) a significant loss of informational efficiency with respect to a pure minority game (in particular, an efficient, unpredictable phase exists only for f < 1/2), and (b) a catastrophic increase of global fluctuations for f > 1/2. We solve the model by means of an approximate static (replica) theory and by a direct dynamical (generating functional) technique. The two approaches coincide and match numerical results convincingly.

  13. Multi-objective optimization of an arch dam shape under static loads using an evolutionary game method

    NASA Astrophysics Data System (ADS)

    Meng, Rui; Cheong, Kang Hao; Bao, Wei; Wong, Kelvin Kian Loong; Wang, Lu; Xie, Neng-gang

    2018-06-01

    This article attempts to evaluate the safety and economic performance of an arch dam under the action of static loads. The geometric description of a crown cantilever section and the horizontal arch ring is presented. A three-objective optimization model of arch dam shape is established based on the arch dam volume, maximum principal tensile stress and total strain energy. The evolutionary game method is then applied to obtain the optimal solution. In the evolutionary game technique, a novel and more efficient exploration method of the game players' strategy space, named the 'sorting partition method under the threshold limit', is presented, with the game profit functions constructed according to both competitive and cooperative behaviour. By way of example, three optimization goals have all shown improvements over the initial solutions. In particular, the evolutionary game method has potentially faster convergence. This demonstrates the preliminary proof of principle of the evolutionary game method.

  14. A cellular automaton model for evacuation flow using game theory

    NASA Astrophysics Data System (ADS)

    Guan, Junbiao; Wang, Kaihua; Chen, Fangyue

    2016-11-01

    Game theory serves as a good tool to explore crowd dynamic conflicts during evacuation processes. The purpose of this study is to simulate the complicated interaction behavior among the conflicting pedestrians in an evacuation flow. Two types of pedestrians, namely, defectors and cooperators, are considered, and two important factors including fear index and cost coefficient are taken into account. By combining the snowdrift game theory with a cellular automaton (CA) model, it is shown that the increase of fear index and cost coefficient will lengthen the evacuation time, which is more apparent for large values of cost coefficient. Meanwhile, it is found that the defectors to cooperators ratio could always tend to consistent states despite different values of parameters, largely owing to self-organization effects.

  15. A formulation and analysis of combat games

    NASA Technical Reports Server (NTRS)

    Heymann, M.; Ardema, M. D.; Rajan, N.

    1985-01-01

    Combat is formulated as a dynamical encounter between two opponents, each of whom has offensive capabilities and objectives. With each opponent is associated a target in the event space in which he endeavors to terminate the combat, thereby winning. If the combat terminates in both target sets simultaneously or in neither, a joint capture or a draw, respectively, is said to occur. Resolution of the encounter is formulated as a combat game; namely, as a pair of competing event-constrained differential games. If exactly one of the players can win, the optimal strategies are determined from a resulting constrained zero-sum differential game. Otherwise the optimal strategies are computed from a resulting non-zero-sum game. Since optimal combat strategies frequencies may not exist, approximate of delta-combat games are also formulated leading to approximate or delta-optimal strategies. To illustrate combat games, an example, called the turret game, is considered. This game may be thought of as a highly simplified model of air combat, yet it is sufficiently complex to exhibit a rich variety of combat behavior, much of which is not found in pursuit-evasion games.

  16. The Name Game.

    ERIC Educational Resources Information Center

    Crawley, Sharon J.

    Described is a game which provides a method for teaching students to locate cities and towns on a map. Students are provided with a list of descriptive phrases which stand for the name of a city, e.g., hot weather town (Summerville, Georgia); a chocolate candy bar (Hershey, Pennsylvania). Using a map, students must then try to find the name of a…

  17. Toward Modeling the Learner's Personality Using Educational Games

    ERIC Educational Resources Information Center

    Essalmi, Fathi; Tlili, Ahmed; Ben Ayed, Leila Jemni; Jemmi, Mohamed

    2017-01-01

    Learner modeling is a crucial step in the learning personalization process. It allows taking into consideration the learner's profile to make the learning process more efficient. Most studies refer to an explicit method, namely questionnaire, to model learners. Questionnaires are time consuming and may not be motivating for learners. Thus, this…

  18. Games and Learning

    ERIC Educational Resources Information Center

    Oblinger, Diana G.

    2006-01-01

    From a very early age, people learn from games and play. Parents and preschool teachers use games to teach colors, numbers, names, and shapes; the process is drill and practice. Games engage everyone, capturing their attention. People willingly spend time on task. Although students in high school and college continue to play games, games rarely…

  19. Sparky's Firehouse (Games)

    MedlinePlus

    Parents Educators MENU Home Videos Games & Apps Activities Sparky Firetrucks Parents Educators Firetrucks Videos Games Sparky Apps Activities The name and image of Sparky are registered trademarks ...

  20. First Responder Weapons of Mass Destruction Training Using Massively Multiplayer On-Line Gaming

    DTIC Science & Technology

    2004-06-01

    Training Using Massively Multiplayer On-Line Gaming 6. AUTHOR(S) Thomas J. Richardson 5. FUNDING NUMBERS 7. PERFORMING ORGANIZATION NAME(S) AND...ADDRESS(ES) Naval Postgraduate School Monterey, CA 93943-5000 8. PERFORMING ORGANIZATION REPORT NUMBER 9. SPONSORING /MONITORING AGENCY NAME...37 1. Transitioning from Hierarchical to Networked Control................37 2. Compliance with Government Performance and Results Act

  1. A mathematical view for ordinary differential equation models. Comment on ;Epigenetic game theory: How to compute the epigenetic control of maternal-to-zygotic transition; by Qian Wang et al.

    NASA Astrophysics Data System (ADS)

    Fu, Guifang

    2017-03-01

    Qian Wang et al. have written an interesting article to propose a modeling framework named epiGame in this issue of Physics of Life Reviews [1]. The epiGame framework models how the methylation state of paternal and maternal genomes regulates the embryogenesis as an ecological system in which two highly distinct and specialized gametes coordinate through either cooperation or competition, or both, to maximize the fitness of embryos. Qian Wang et al. also provide solid simulation studies and real data analysis to validate the correctness of their epiGame framework. The importance of embryo development and fertility mechanism cannot be overemphasized, hence, I think that the present review by Qian Wang et al. will stand as a useful modeling guide for practicing biologists or researchers in fertility health to quantify how sperms and oocytes interact through epigenetic process to determine embryo development. In addition, it will serve as a source of many important references to work in the reproductive biology field.

  2. 78 FR 78364 - Agency Information Collection Activities; Proposed Collection; Comment Request; Information From...

    Federal Register 2010, 2011, 2012, 2013, 2014

    2013-12-26

    ....) firms/processors exporting shell eggs, dairy products, game meat, game meat products, animal casings... U.S. firms and processors that intended to export shell eggs, dairy products, and game meat and game... shell eggs, dairy products, game meat, game meat products, and animal casings: Business name and address...

  3. Tips from the Classroom.

    ERIC Educational Resources Information Center

    TESOL Journal, 1993

    1993-01-01

    Seven articles on classroom icebreakers are compiled: "Picture Stories and Other Opportunities" (Joy Egbert, Deborah Hanley, Rosemary Delaney); "Hey, What's Your Name" (Janet Leamy); "Surprise!" (Lynne Burgess); "Memory Game" (Sally Winn); "Picturesque" (Margaret Beiter); "The Name Game" (Jeanne-Marie Garcia); "Exercise the Body--And the Mind…

  4. Attacker-defender game from a network science perspective

    NASA Astrophysics Data System (ADS)

    Li, Ya-Peng; Tan, Suo-Yi; Deng, Ye; Wu, Jun

    2018-05-01

    Dealing with the protection of critical infrastructures, many game-theoretic methods have been developed to study the strategic interactions between defenders and attackers. However, most game models ignore the interrelationship between different components within a certain system. In this paper, we propose a simultaneous-move attacker-defender game model, which is a two-player zero-sum static game with complete information. The strategies and payoffs of this game are defined on the basis of the topology structure of the infrastructure system, which is represented by a complex network. Due to the complexity of strategies, the attack and defense strategies are confined by two typical strategies, namely, targeted strategy and random strategy. The simulation results indicate that in a scale-free network, the attacker virtually always attacks randomly in the Nash equilibrium. With a small cost-sensitive parameter, representing the degree to which costs increase with the importance of a target, the defender protects the hub targets with large degrees preferentially. When the cost-sensitive parameter exceeds a threshold, the defender switches to protecting nodes randomly. Our work provides a new theoretical framework to analyze the confrontations between the attacker and the defender on critical infrastructures and deserves further study.

  5. Model Based Usability Heuristics for Constructivist E-Learning

    ERIC Educational Resources Information Center

    Katre, Dinesh S.

    2007-01-01

    Many e-learning applications and games have been studied to identify the common interaction models of constructivist learning, namely: 1. Move the object to appropriate location; 2. Place objects in appropriate order and location(s); 3. Click to identify; 4. Change the variable factors to observe the effects; and 5. System personification and…

  6. Constructionist Gaming: Understanding the Benefits of Making Games for Learning

    ERIC Educational Resources Information Center

    Kafai, Yasmin B.; Burke, Quinn

    2015-01-01

    There has been considerable interest in examining the educational potential of playing video games. One crucial element, however, has traditionally been left out of these discussions--namely, children's learning through making their own games. In this article, we review and synthesize 55 studies from the last decade on making games and learning.…

  7. Game-Informed Learning: Applying Computer Game Processes to Higher Education

    ERIC Educational Resources Information Center

    Begg, Michael; Dewhurst, David; Macleod, Hamish

    2005-01-01

    The term "game-based learning" has emerged as a general name for the use of computer games in education. Despite early work showing rich inferential learning taking place as a result of gameplay, most game-based learning has been geared towards using a game as a host into which curricular content can be embedded. This approach can be problematic,…

  8. Introduction

    NASA Astrophysics Data System (ADS)

    Strzałko, Jarosław; Grabski, Juliusz; Perlikowski, Przemysław; Stefanski, Andrzej; Kapitaniak, Tomasz

    The definitions of gambling and gaming are given. We discuss the main differences between these terms. A brief history of gambling is presented. Physical models of the considered mechanical randomizers , namely the coin, the dice, and the roulette are introduced. We discuss under which conditions they can be fair.

  9. The Medical Excuse Game Revisited

    ERIC Educational Resources Information Center

    Corson-Rikert, Janet; Christmas, William A.

    2009-01-01

    Academic policies that require medical excuses are based on mistrust of students and conflict with institutional honor codes. Such policies undermine the philosophical and educational foundations of higher education; namely, to model and nurture honesty, integrity, and citizenship in emerging adults. Instead, they encourage hypocrisy and…

  10. IMPROVING PUBLIC AWARENESS OF EVERYDAY CHEMICAL EXPOSURES THROUGH A 3-D ONLINE COMPUTER-SIMULATED EDUCATIONAL GAME

    EPA Science Inventory

    The game we have developed is named Virtual P3 Game, where P3 is interpreted as “play, participation, and protection”, which implies that the game is designed and played in a virtual world and the goal of the game is to promote public participation in the environme...

  11. User Experience in Digital Games: Differences between Laboratory and Home

    ERIC Educational Resources Information Center

    Takatalo, Jari; Hakkinen, Jukka; Kaistinen, Jyrki; Nyman, Gote

    2011-01-01

    Playing entertainment computer, video, and portable games, namely, digital games, is receiving more and more attention in academic research. Games are studied in different situations with numerous methods, but little is known about if and how the playing situation affects the user experience (UX) in games. In addition, it is hard to understand and…

  12. Recreational Games for Physical Education

    ERIC Educational Resources Information Center

    Hume, Donald

    2005-01-01

    Recreational games can be incorporated into physical education programs to encourage play and activity among students during their leisure time. Students can play their own games during recess, before or after school, during intramural programs, or in their neighborhood with family and friends. This article describes five such games namely:…

  13. The (De-)Evolution of Evolution Games: A Content Analysis of the Representation of Evolution through Natural Selection in Digital Games

    ERIC Educational Resources Information Center

    Leith, Alex P.; Ratan, Rabindra A.; Wohn, Donghee Yvette

    2016-01-01

    Given the diversity and complexity of education game mechanisms and topics, this article contributes to a theoretical understanding of how game mechanisms "map" to educational topics through inquiry-based learning. Namely, the article examines the presence of evolution through natural selection (ENS) in digital games. ENS is a…

  14. Quantum game theory and open access publishing

    NASA Astrophysics Data System (ADS)

    Hanauske, Matthias; Bernius, Steffen; Dugall, Berndt

    2007-08-01

    The digital revolution of the information age and in particular the sweeping changes of scientific communication brought about by computing and novel communication technology, potentiate global, high grade scientific information for free. The arXiv, for example, is the leading scientific communication platform, mainly for mathematics and physics, where everyone in the world has free access on. While in some scientific disciplines the open access way is successfully realized, other disciplines (e.g. humanities and social sciences) dwell on the traditional path, even though many scientists belonging to these communities approve the open access principle. In this paper we try to explain these different publication patterns by using a game theoretical approach. Based on the assumption, that the main goal of scientists is the maximization of their reputation, we model different possible game settings, namely a zero sum game, the prisoners’ dilemma case and a version of the stag hunt game, that show the dilemma of scientists belonging to “non-open access communities”. From an individual perspective, they have no incentive to deviate from the Nash equilibrium of traditional publishing. By extending the model using the quantum game theory approach it can be shown, that if the strength of entanglement exceeds a certain value, the scientists will overcome the dilemma and terminate to publish only traditionally in all three settings.

  15. Optimal convergence in naming game with geography-based negotiation on small-world networks

    NASA Astrophysics Data System (ADS)

    Liu, Run-Ran; Wang, Wen-Xu; Lai, Ying-Cheng; Chen, Guanrong; Wang, Bing-Hong

    2011-01-01

    We propose a negotiation strategy to address the effect of geography on the dynamics of naming games over small-world networks. Communication and negotiation frequencies between two agents are determined by their geographical distance in terms of a parameter characterizing the correlation between interaction strength and the distance. A finding is that there exists an optimal parameter value leading to fastest convergence to global consensus on naming. Numerical computations and a theoretical analysis are provided to substantiate our findings.

  16. Epigenetic battle of the sexes. Comment on: ;Epigenetic game theory: How to compute the epigenetic control of maternal-to-zygotic transition; by Qian Wang et al.

    NASA Astrophysics Data System (ADS)

    Wu, Song

    2017-03-01

    Qian Wang et al. present an interesting framework, named epigenetic game theory, for modeling sex-based epigenetic dynamics during embryogenesis from a new viewpoint of evolutionary game theory [1]. That is, epigenomes of sperms and oocytes may coordinate through either cooperation or competition, or both, to affect the fitness of embryos. The work uses a set of ordinary differential equations (ODEs) to describe longitudinal trajectories of DNA methylation levels in both parental and maternal gametes and their dependence on each other. The insights gained from this review, i.e. dynamic methylation profiles and their interaction are potentially important to many fields, such as biomedicine and agriculture.

  17. 25 CFR 547.16 - What are the minimum standards for game artwork, glass, and rules?

    Code of Federal Regulations, 2014 CFR

    2014-04-01

    ... 25 Indians 2 2014-04-01 2014-04-01 false What are the minimum standards for game artwork, glass... the minimum standards for game artwork, glass, and rules? (a) Rules, instructions, and prize schedules...: (1) Game name, rules, and options such as the purchase or wager amount stated clearly and...

  18. 77 FR 29637 - Game Show Network, LLC v. Cablevision Systems Corp.

    Federal Register 2010, 2011, 2012, 2013, 2014

    2012-05-18

    ... FEDERAL COMMUNICATIONS COMMISSION [MB Docket No. 12-122; File No. CSR-8529-P; DA 12-739] Game Show... Administrative Law Judge (``ALJ'') to resolve the factual disputes and to return an Initial Decision. DATES: Game... control. 6. GSN is a national cable network launched on December 1, 1994 under the name ``Game Show...

  19. 25 CFR 547.16 - What are the minimum standards for game artwork, glass, and rules?

    Code of Federal Regulations, 2013 CFR

    2013-04-01

    ... 25 Indians 2 2013-04-01 2013-04-01 false What are the minimum standards for game artwork, glass... the minimum standards for game artwork, glass, and rules? (a) Rules, instructions, and prize schedules...: (1) Game name, rules, and options such as the purchase or wager amount stated clearly and...

  20. Reconceptualizing Pedagogical Usability of and Teachers' Roles in Computer Game-Based Learning in School

    ERIC Educational Resources Information Center

    Tzuo, Pei-Wen; Ling, Jennifer Isabelle Ong Pei; Yang, Chien-Hui; Chen, Vivian Hsueh-Hua

    2012-01-01

    At present, methods for the optimal use of two approaches to computer game-based learning in school to enhance students' learning, namely, computer game play and game design, are obscure because past research has been devoted more to designing rather than evaluating the implementation of these approaches in school. In addition, most studies…

  1. Quantum game application to spectrum scarcity problems

    NASA Astrophysics Data System (ADS)

    Zabaleta, O. G.; Barrangú, J. P.; Arizmendi, C. M.

    2017-01-01

    Recent spectrum-sharing research has produced a strategy to address spectrum scarcity problems. This novel idea, named cognitive radio, considers that secondary users can opportunistically exploit spectrum holes left temporarily unused by primary users. This presents a competitive scenario among cognitive users, making it suitable for game theory treatment. In this work, we show that the spectrum-sharing benefits of cognitive radio can be increased by designing a medium access control based on quantum game theory. In this context, we propose a model to manage spectrum fairly and effectively, based on a multiple-users multiple-choice quantum minority game. By taking advantage of quantum entanglement and quantum interference, it is possible to reduce the probability of collision problems commonly associated with classic algorithms. Collision avoidance is an essential property for classic and quantum communications systems. In our model, two different scenarios are considered, to meet the requirements of different user strategies. The first considers sensor networks where the rational use of energy is a cornerstone; the second focuses on installations where the quality of service of the entire network is a priority.

  2. Using game theory approach to interpret stable policies for Iran's oil and gas common resources conflicts with Iraq and Qatar

    NASA Astrophysics Data System (ADS)

    Esmaeili, Maryam; Bahrini, Aram; Shayanrad, Sepideh

    2015-12-01

    Oil and gas as the non-renewable resources are considered very valuable for the countries with petroleum economics. These resources are not only diffused equally around the world, but also they are common in some places which their neighbors often come into conflicts. Consequently, it is vital for those countries to manage their resource utilization. Lately, game theory was applied in conflict resolution of common resources, such as water, which is a proof of its efficacy and capability. This paper models the conflicts between Iran and its neighbors namely Qatar and Iraq between their oil and gas common resources using game theory approach. In other words, the future of these countries will be introduced and analyzed by some well-known 2 × 2 games to achieve a better perspective of their conflicts. Because of information inadequacy of the players, in addition to Nash Stability, various solution concepts are used based on the foresight, disimprovements, and knowledge of preferences. The results of mathematical models show how the countries could take a reasonable strategy to exploit their common resources.

  3. Equilibria, information and frustration in heterogeneous network games with conflicting preferences

    NASA Astrophysics Data System (ADS)

    Mazzoli, M.; Sánchez, A.

    2017-11-01

    Interactions between people are the basis on which the structure of our society arises as a complex system and, at the same time, are the starting point of any physical description of it. In the last few years, much theoretical research has addressed this issue by combining the physics of complex networks with a description of interactions in terms of evolutionary game theory. We here take this research a step further by introducing a most salient societal factor such as the individuals’ preferences, a characteristic that is key to understanding much of the social phenomenology these days. We consider a heterogeneous, agent-based model in which agents interact strategically with their neighbors, but their preferences and payoffs for the possible actions differ. We study how such a heterogeneous network behaves under evolutionary dynamics and different strategic interactions, namely coordination games and best shot games. With this model we study the emergence of the equilibria predicted analytically in random graphs under best response dynamics, and we extend this test to unexplored contexts like proportional imitation and scale free networks. We show that some theoretically predicted equilibria do not arise in simulations with incomplete information, and we demonstrate the importance of the graph topology and the payoff function parameters for some games. Finally, we discuss our results with the available experimental evidence on coordination games, showing that our model agrees better with the experiment than standard economic theories, and draw hints as to how to maximize social efficiency in situations of conflicting preferences.

  4. Leveraging Insights from Mainstream Gameplay to Inform STEM Game Design: Great Idea, but What Comes Next?

    ERIC Educational Resources Information Center

    Biles, Melissa

    2012-01-01

    This response to Leah A. Bricker and Phillip Bell's paper, "GodMode is his video game name", examines their assertion that the social nexus of gaming practices is an important factor to consider for those looking to design STEM video games. I propose that we need to go beyond the investigation into which aspects of games play a role in learning,…

  5. Analysis of implementation of Tradable Green Certificates system in a competitive electricity market: a game theory approach

    NASA Astrophysics Data System (ADS)

    Ghaffari, Meysam; Hafezalkotob, Ashkan; Makui, Ahmad

    2016-06-01

    This paper investigates three models to implement Tradable Green Certificates (TGC) system with aid of game theory approach. In particular, the competition between thermal and renewable power plants is formulated in three models: namely cooperative, Nash and Stackelberg game models. The price of TGC is assumed to be determined by the legislative body (government) which is fixed. Numerical examples presented in this paper include sensitivity analysis of some key parameters and comparison of the results of different models. In all three game models, the parameters that influence pricing of the TGC based on the optimal amounts are obtained. The numerical examples demonstrate that in all models: there is a reverse relation between the price of electricity and the TGC price, as well as a direct relation between the price of electricity and the share of green electricity in total electricity generation. It is found that Stackelberg model is an appropriate structure to implement the TGC system. In this model, the supply of electricity and the production of green electricity are at the highest level, while the price of electricity is at the lowest levels. In addition, payoff of the thermal power plant is at the highest levels in the Nash model. Hence this model can be an applicatory structure for implementation of the TGC system in developing countries, where the number of thermal power plants is significantly greater than the number of renewable power plants.

  6. Language structure in the n -object naming game.

    PubMed

    Lipowski, Adam; Lipowska, Dorota

    2009-11-01

    We examine a naming game with two agents trying to establish a common vocabulary for n objects. Such efforts lead to the emergence of language that allows for an efficient communication and exhibits some degree of homonymy and synonymy. Although homonymy reduces the communication efficiency, it seems to be a dynamical trap that persists for a long, and perhaps indefinite, time. On the other hand, synonymy does not reduce the efficiency of communication but appears to be only a transient feature of the language. Thus, in our model the role of synonymy decreases and in the long-time limit it becomes negligible. A similar rareness of synonymy is observed in present natural languages. The role of noise, that distorts the communicated words, is also examined. Although, in general, the noise reduces the communication efficiency, it also regroups the words so that they are more evenly distributed within the available "verbal" space.

  7. The evolutionary language game: an orthogonal approach.

    PubMed

    Lenaerts, Tom; Jansen, Bart; Tuyls, Karl; De Vylder, Bart

    2005-08-21

    Evolutionary game dynamics have been proposed as a mathematical framework for the cultural evolution of language and more specifically the evolution of vocabulary. This article discusses a model that is mutually exclusive in its underlying principals with some previously suggested models. The model describes how individuals in a population culturally acquire a vocabulary by actively participating in the acquisition process instead of passively observing and communicate through peer-to-peer interactions instead of vertical parent-offspring relations. Concretely, a notion of social/cultural learning called the naming game is first abstracted using learning theory. This abstraction defines the required cultural transmission mechanism for an evolutionary process. Second, the derived transmission system is expressed in terms of the well-known selection-mutation model defined in the context of evolutionary dynamics. In this way, the analogy between social learning and evolution at the level of meaning-word associations is made explicit. Although only horizontal and oblique transmission structures will be considered, extensions to vertical structures over different genetic generations can easily be incorporated. We provide a number of simplified experiments to clarify our reasoning.

  8. The Name of the Game is Training: Leveraging Army Gaming to Improve Training

    DTIC Science & Technology

    2009-04-01

    allowed players to maneuver armies (colored stones) with the objective of outflanking their enemy.3 The first “ video game ,” cred- ited to William...nificance of the game was not readily ap- parent. Since most video games created during that time were hardware intensive and only understood by...those in the com- puter field, the first commercial video games were not introduced until 1972 in the Magnavox Odyssey Console.4 Over the past 10 years

  9. Leveraging insights from mainstream gameplay to inform STEM game design: great idea, but what comes next?

    NASA Astrophysics Data System (ADS)

    Biles, Melissa

    2012-12-01

    This response to Leah A. Bricker and Phillip Bell's paper, GodMode is his video game name, examines their assertion that the social nexus of gaming practices is an important factor to consider for those looking to design STEM video games. I propose that we need to go beyond the investigation into which aspects of games play a role in learning, and move on to thinking about how these insights can actually inform game design practice.

  10. Game Theory of Mind

    PubMed Central

    Yoshida, Wako; Dolan, Ray J.; Friston, Karl J.

    2008-01-01

    This paper introduces a model of ‘theory of mind’, namely, how we represent the intentions and goals of others to optimise our mutual interactions. We draw on ideas from optimum control and game theory to provide a ‘game theory of mind’. First, we consider the representations of goals in terms of value functions that are prescribed by utility or rewards. Critically, the joint value functions and ensuing behaviour are optimised recursively, under the assumption that I represent your value function, your representation of mine, your representation of my representation of yours, and so on ad infinitum. However, if we assume that the degree of recursion is bounded, then players need to estimate the opponent's degree of recursion (i.e., sophistication) to respond optimally. This induces a problem of inferring the opponent's sophistication, given behavioural exchanges. We show it is possible to deduce whether players make inferences about each other and quantify their sophistication on the basis of choices in sequential games. This rests on comparing generative models of choices with, and without, inference. Model comparison is demonstrated using simulated and real data from a ‘stag-hunt’. Finally, we note that exactly the same sophisticated behaviour can be achieved by optimising the utility function itself (through prosocial utility), producing unsophisticated but apparently altruistic agents. This may be relevant ethologically in hierarchal game theory and coevolution. PMID:19112488

  11. Cats and Portals: Video Games, Learning, and Play

    ERIC Educational Resources Information Center

    Gee, James Paul

    2008-01-01

    The author builds on arguments he has made elsewhere that good commercial video games foster deep learning and problem solving and that such games in fact promote mastery as a form of play. Here he maintains that some good video games engage players with an important type of play, namely of play as discovery, of play as surmising new possibilities…

  12. Modeling of First-Passage Processes in Financial Markets

    NASA Astrophysics Data System (ADS)

    Inoue, Jun-Ichi; Hino, Hikaru; Sazuka, Naoya; Scalas, Enrico

    2010-03-01

    In this talk, we attempt to make a microscopic modeling the first-passage process (or the first-exit process) of the BUND future by minority game with market history. We find that the first-passage process of the minority game with appropriate history length generates the same properties as the BTP future (the middle and long term Italian Government bonds with fixed interest rates), namely, both first-passage time distributions have a crossover at some specific time scale as is the case for the Mittag-Leffler function. We also provide a macroscopic (or a phenomenological) modeling of the first-passage process of the BTP future and show analytically that the first-passage time distribution of a simplest mixture of the normal compound Poisson processes does not have such a crossover.

  13. Implementation Fest: The Last Decade

    DTIC Science & Technology

    2010-08-01

    architectures New Learning Technologies  Simulations, games, and virtual world  Mobile systems  Performance support, S1000D tech manuals  Intelligent...Darwars Ambush (ECS) Gator 6 (Will Interactive) Games Today 22 VBS2 Enhanced Learning Environment using Creative Technology – Bilateral Negotiations...5f. WORK UNIT NUMBER 7. PERFORMING ORGANIZATION NAME(S) AND ADDRESS(ES) Advanced Decision Learning (ADL),1901 N. Beauregard Street Suite 600

  14. Playing biology's name game: identifying protein names in scientific text.

    PubMed

    Hanisch, Daniel; Fluck, Juliane; Mevissen, Heinz-Theodor; Zimmer, Ralf

    2003-01-01

    A growing body of work is devoted to the extraction of protein or gene interaction information from the scientific literature. Yet, the basis for most extraction algorithms, i.e. the specific and sensitive recognition of protein and gene names and their numerous synonyms, has not been adequately addressed. Here we describe the construction of a comprehensive general purpose name dictionary and an accompanying automatic curation procedure based on a simple token model of protein names. We designed an efficient search algorithm to analyze all abstracts in MEDLINE in a reasonable amount of time on standard computers. The parameters of our method are optimized using machine learning techniques. Used in conjunction, these ingredients lead to good search performance. A supplementary web page is available at http://cartan.gmd.de/ProMiner/.

  15. Kanienkehaka Tiontenientenstakwa [Mohawk Guide Book]. Activities and Games.

    ERIC Educational Resources Information Center

    Steele, Catherine; And Others

    This collection of activities and games is a supplement to "The Language Guide for Elementary Mohawk." These activities and games provide additional classroom practice for the topical language components in the companion book. The vocabulary encompasses names, singular commands, colors, numbers, foods, animals, clothing, household,…

  16. An Organizational Structure Game (and BINGO! Is Its Name-O)

    ERIC Educational Resources Information Center

    McMahon, Joan M.

    2018-01-01

    This article describes an in-class, noncomputerized, bingo game to accompany coverage of the topic of organizational structure. The game allows students to be actively involved in learning, solidify recognition and understanding of organizational structure terminology, apply understanding of organizational structure to an analysis of…

  17. Nutrition education of school children: a non-formal approach.

    PubMed

    Udipi, S A; Kamath, R; Shah, N

    1993-01-01

    The health education learning can be promoted through children's games. How basic nutrition knowledge was provided to Indian children aged 7-10 years through nutrition games was described. The project involved teaching educational games to 882 students in 4 different primary schools over 8 months in Bombay: 478 from private fee-paying schools and 404 from non-fee-paying municipal schools. Games covered the 4 basic food groups and a balanced diet. The games were food relay, passing the parcel, throw ball, and food chain. An initial introduction to the importance of nutrition, the major nutrients, and their food sources was provided by a trained nutritionist to 30-35 students at a time. Nutrients of importance were identified as protein, energy, fat, vitamins A and C, and minerals such as calcium and iron. There were 2 games for the basic food groups followed by 2 games for the balanced diet; each game was played for 3 turns. Pretests and posttests were conducted. The Relay Game was played with 4 groups (1 group for each food group) of children standing 15 feet away from foods in plastic bags. At the signal, the first one in line ran to the end, grabbed a food appropriate to his or her food group, and returned to the rear of the line, which released the second runner to repeat the process until all the food was gone. The teacher checked the items collected and corrected mistakes. In Pass the Parcel, children sat in a circle and passed a bag filled with scrape of paper with the names of food items written on them, while music played. When the music was stopped, whoever was holding the bag drew out a food name and had to identify the food item, the basic food group, and the major nutrient in the food and its importance. In Throw Ball, 30-35 children stood in a circle with a person in the center with a ball. At each throw of the ball, the student named a food, and the following 5 students named foods that would complete a balanced diet. Then these 5 children moved out of the circle, and the game continued until all were out. The Food Chain game involved 1 student tagging 5 students to a group, who would plan a balanced diet and present it to the class for evaluation. Each of the games took about 40-45 minutes. There were benefits in learning, in compatibility with children's short attention spans, and in the low cost.

  18. How Digital Scaffolds in Games Direct Problem-Solving Behaviors

    ERIC Educational Resources Information Center

    Sun, Chuen-Tsai; Wang, Dai-Yi; Chan, Hui-Ling

    2011-01-01

    Digital systems offer computational power and instant feedback. Game designers are using these features to create scaffolding tools to reduce player frustration. However, researchers are finding some unexpected effects of scaffolding on strategy development and problem-solving behaviors. We used a digital Sudoku game named "Professor Sudoku" to…

  19. Active Games: An Approach to Teaching Mathematical Skills to the Educable Mentally Retarded

    ERIC Educational Resources Information Center

    Taylor, George R.; Watkins, Susan T.

    1974-01-01

    Several games involving both motor behavior and practice with mathematical skills are described. These include adaptations of musical chairs (subtraction), call ball (multiplication), and ring toss (linear measurement); other games are designed to provide practice on identifying numerals, telling time, using money, and naming fractions. (SD)

  20. Scalability of Robotic Controllers: An Evaluation of Controller Options-Experiment III

    DTIC Science & Technology

    2012-04-01

    NUMBER 7. PERFORMING ORGANIZATION NAME(S) AND ADDRESS(ES) U.S. Army Research Laboratory ATTN: RDRL- HRM -DW Aberdeen Proving Ground, MD 21005-5425...In this condition, the operator manually controlled all the robotic functions using a COTS Microsoft Xbox* 360 game controller (figure 3). The...Xbox is a trademark of Microsoft Corporation. 5 Figure 3. Game controller (GC/MC). 2.2.3.2 Virtual

  1. Fiches pratiques: Le jardin d'epicure; Information sante; Quand la grammaire voit "rouge"...; Jeu des prenoms (Practical Ideas: The Epicure's Garden; Health Information; When Grammar Sees "Red"...; First Name Game).

    ERIC Educational Resources Information Center

    Bertocchini, Paola; And Others

    1991-01-01

    Four ideas for French language classroom activities are described, including an exercise highlighting creative use of language in daily commercial life, a language activity focusing on acquired immune deficiency syndrome; a grammar lesson using a French song about colors; and a game designed to teach French names. (MSE)

  2. The Naming Game

    ERIC Educational Resources Information Center

    Kashner, Zoe

    2011-01-01

    The practice of naming gifts is commonplace at most educational institutions today, although naming opportunities and policies vary considerably from institution to institution. At a small college, a gift of $1,000 might result in a naming opportunity. At a large university, gifts of $25,000 to $50,000 may be required for naming scholarships or…

  3. The highly intelligent virtual agents for modeling financial markets

    NASA Astrophysics Data System (ADS)

    Yang, G.; Chen, Y.; Huang, J. P.

    2016-02-01

    Researchers have borrowed many theories from statistical physics, like ensemble, Ising model, etc., to study complex adaptive systems through agent-based modeling. However, one fundamental difference between entities (such as spins) in physics and micro-units in complex adaptive systems is that the latter are usually with high intelligence, such as investors in financial markets. Although highly intelligent virtual agents are essential for agent-based modeling to play a full role in the study of complex adaptive systems, how to create such agents is still an open question. Hence, we propose three principles for designing high artificial intelligence in financial markets and then build a specific class of agents called iAgents based on these three principles. Finally, we evaluate the intelligence of iAgents through virtual index trading in two different stock markets. For comparison, we also include three other types of agents in this contest, namely, random traders, agents from the wealth game (modified on the famous minority game), and agents from an upgraded wealth game. As a result, iAgents perform the best, which gives a well support for the three principles. This work offers a general framework for the further development of agent-based modeling for various kinds of complex adaptive systems.

  4. Game-theoretic approach to joint transmitter adaptation and power control in wireless systems.

    PubMed

    Popescu, Dimitrie C; Rawat, Danda B; Popescu, Otilia; Saquib, Mohamad

    2010-06-01

    Game theory has emerged as a new mathematical tool in the analysis and design of wireless communication systems, being particularly useful in studying the interactions among adaptive transmitters that attempt to achieve specific objectives without cooperation. In this paper, we present a game-theoretic approach to the problem of joint transmitter adaptation and power control in wireless systems, where users' transmissions are subject to quality-of-service requirements specified in terms of target signal-to-interference-plus-noise ratios (SINRs) and nonideal vector channels between transmitters and receivers are explicitly considered. Our approach is based on application of separable games, which are a specific class of noncooperative games where the players' cost is a separable function of their strategic choices. We formally state a joint codeword and power adaptation game, which is separable, and we study its properties in terms of its subgames, namely, the codeword adaptation subgame and the power adaptation subgame. We investigate the necessary conditions for an optimal Nash equilibrium and show that this corresponds to an ensemble of user codewords and powers, which maximizes the sum capacity of the corresponding multiaccess vector channel model, and for which the specified target SINRs are achieved with minimum transmitted power.

  5. Epigenetic game theory: How to compute the epigenetic control of maternal-to-zygotic transition

    NASA Astrophysics Data System (ADS)

    Wang, Qian; Gosik, Kirk; Xing, Sujuan; Jiang, Libo; Sun, Lidan; Chinchilli, Vernon M.; Wu, Rongling

    2017-03-01

    Epigenetic reprogramming is thought to play a critical role in maintaining the normal development of embryos. How the methylation state of paternal and maternal genomes regulates embryogenesis depends on the interaction and coordination of the gametes of two sexes. While there is abundant research in exploring the epigenetic interactions of sperms and oocytes, a knowledge gap exists in the mechanistic quantitation of these interactions and their impact on embryo development. This review aims at formulating a modeling framework to address this gap through the integration and synthesis of evolutionary game theory and the latest discoveries of the epigenetic control of embryo development by next-generation sequencing. This framework, named epigenetic game theory or epiGame, views embryogenesis as an ecological system in which two highly distinct and specialized gametes coordinate through either cooperation or competition, or both, to maximize the fitness of embryos under Darwinian selection. By implementing a system of ordinary differential equations, epiGame quantifies the pattern and relative magnitude of the methylation effects on embryogenesis by the mechanisms of cooperation and competition. epiGame may gain new insight into reproductive biology and can be potentially applied to design personalized medicines for genetic disorder intervention.

  6. Arm Chair Activism: Serious Games Usage by INGOs for Educational Change

    ERIC Educational Resources Information Center

    Arora, Payal; Itu, Sorina

    2012-01-01

    The battle between educators and entertainers continues when it comes to gaming. While this is so, the edutainment battleground has expanded to include actors outside formal schooling agencies, namely International Non-Governmental Organizations (INGOs). These actors employ digital games with the aim to educate and activate towards specific social…

  7. Web-Based Quiz-Game-Like Formative Assessment: Development and Evaluation

    ERIC Educational Resources Information Center

    Wang, Tzu-Hua

    2008-01-01

    This research aims to develop a multiple-choice Web-based quiz-game-like formative assessment system, named GAM-WATA. The unique design of "Ask-Hint Strategy" turns the Web-based formative assessment into an online quiz game. "Ask-Hint Strategy" is composed of "Prune Strategy" and "Call-in Strategy".…

  8. The Effect of Interactive Simulations on Exercise Adherence with Overweight and Obese Adults

    DTIC Science & Technology

    2009-12-01

    integrated video game play capabilities was developed. Unique software was written and further modified to integrate the exercise equipment/ video game ...exercise bicycle with video gaming console 16. SECURITY CLASSIFICATION OF: 17. LIMITATION OF ABSTRACT 18. NUMBER OF PAGES 19a. NAME OF... video game play on exercise adherence, exercise motivation , and self-efficacy in overweight and obese Army personnel. Despite being younger. less

  9. Dynamic game balancing implementation using adaptive algorithm in mobile-based Safari Indonesia game

    NASA Astrophysics Data System (ADS)

    Yuniarti, Anny; Nata Wardanie, Novita; Kuswardayan, Imam

    2018-03-01

    In developing a game there is one method that should be applied to maintain the interest of players, namely dynamic game balancing. Dynamic game balancing is a process to match a player’s playing style with the behaviour, attributes, and game environment. This study applies dynamic game balancing using adaptive algorithm in scrolling shooter game type called Safari Indonesia which developed using Unity. The game of this type is portrayed by a fighter aircraft character trying to defend itself from insistent enemy attacks. This classic game is chosen to implement adaptive algorithms because it has quite complex attributes to be developed using dynamic game balancing. Tests conducted by distributing questionnaires to a number of players indicate that this method managed to reduce frustration and increase the pleasure factor in playing.

  10. Exact solutions for network rewiring models

    NASA Astrophysics Data System (ADS)

    Evans, T. S.

    2007-03-01

    Evolving networks with a constant number of edges may be modelled using a rewiring process. These models are used to describe many real-world processes including the evolution of cultural artifacts such as family names, the evolution of gene variations, and the popularity of strategies in simple econophysics models such as the minority game. The model is closely related to Urn models used for glasses, quantum gravity and wealth distributions. The full mean field equation for the degree distribution is found and its exact solution and generating solution are given.

  11. The transfer of social exclusion and inclusion functions through derived stimulus relations.

    PubMed

    Munnelly, Anita; Martin, Georgina; Dack, Charlotte; Zedginidze, Ann; McHugh, Louise

    2014-09-01

    Previous studies have found that social exclusion can cause distress to those excluded. One method used to study social exclusion is through a virtual ball-toss game known as Cyberball. In this game, participants may be excluded from or included in the ball-toss game and typically report lower feelings of self-esteem, control, belonging, and meaningful existence following exclusion. Experiments 1 and 2 sought to explore the transfer of feelings of exclusion and inclusion through stimulus equivalence classes. In both experiments, participants were trained to form two three-member equivalence classes (e.g., A1-B1, B1-C1; A2-B2, B2-C2) and were tested with novel stimulus combinations (A1-C1, C1-A1, A2-C2, C2-A2). Thereafter, participants were exposed to the Cyberball exclusion and inclusion games. In these games, one stimulus (C1) from one equivalence class was assigned as the Cyberball inclusion game name, whereas one stimulus (C2) from the other equivalence class was assigned as the Cyberball exclusion game name. In Experiment 2, participants were only exposed to the Cyberball exclusion game. During a subsequent transfer test, participants were asked to rate how included in or excluded from they thought they would be in other online games, corresponding to members of both equivalence classes. Participant reported that they felt they would be excluded from online games if the games were members of the same equivalence class as C2. In contrast, participants reported that they felt they would be included in online games if the games were members of the same equivalence class as C1. Results indicated the transfer of feelings of inclusion (Experiment 1) and feelings of exclusion (Experiments 1 and 2) through equivalence classes.

  12. Socio-Linguistic Factors and Gender Mapping Across Real and Virtual World Cultures

    DTIC Science & Technology

    2012-07-25

    multiplayer online games and other virtual world environments. Which in- game features...decaste@sfu.ca ABSTRACT   This  study  examines  a  large  corpus  of   online   gaming  chat  and  avatar  names   to...chat  interactions  in   online   gaming   environments.     In   addition,   we   study   the   relationship  

  13. Doing a Monty: Who Opened the Door to This Game for Economists?

    ERIC Educational Resources Information Center

    Round, David K.

    2007-01-01

    The Monty Hall three-door, "Let's Make a Deal" game, named after the 1970s television show, is used widely in economics, econometrics, statistics, and game-theory-based teaching, as well as in many other disciplines. Its solutions and underlying assumptions arouse great passion and argument, in both the academic and popular press. Most economists…

  14. Online Computer Games as Collaborative Learning Environments: Prospects and Challenges for Tertiary Education

    ERIC Educational Resources Information Center

    Papastergiou, Marina

    2009-01-01

    This study is aimed at presenting a critical overview of recent research studies on the use of educational online games as collaborative learning environments in Tertiary Education (TE), namely higher education and vocational training, with a view to identifying: a) the elements that online games should include in order to support fruitful and…

  15. An Educational Card Game for Learning Families of Chemical Elements

    ERIC Educational Resources Information Center

    Mariscal, Antonio Joaquin Franco; Martinez, Jose Maria Oliva; Marquez, Serafin Bernal

    2012-01-01

    This paper describes an educational card game designed to help high school students (grade 10, 15-16 years old) "understand," as opposed to memorize, the periodic table. The game may also be used to identify different chemical elements found in daily life objects. As an additional value, students learn the names and symbols of the displayed…

  16. Gaming the Interwar: How Naval War College Wargames Tilted the Playing Field for the U.S. Navy During World War II

    DTIC Science & Technology

    2013-12-13

    GAMING THE INTERWAR: HOW NAVAL WAR COLLEGE WARGAMES TILTED THE PLAYING FIELD FOR THE U.S. NAVY DURING WORLD WAR II A thesis......ii MASTER OF MILITARY ART AND SCIENCE THESIS APPROVAL PAGE Name of Candidate: LCDR James A. Miller, USN Thesis Title: Gaming the Interwar

  17. The Use of Massively Multiplayer Online Role-Playing Games in CALL: An Analysis of Research

    ERIC Educational Resources Information Center

    Peterson, Mark

    2016-01-01

    Contemporary CALL research reflects renewed interest in digital games. One aspect of this phenomenon namely, use of massively multiplayer online role-playing games (MMORPGs), has expanded significantly, highlighting the need for a review. This paper analyzes findings from 10 learner-based studies that draw on accounts of SLA informed by cognitive…

  18. Astrophysical data mining with GPU. A case study: Genetic classification of globular clusters

    NASA Astrophysics Data System (ADS)

    Cavuoti, S.; Garofalo, M.; Brescia, M.; Paolillo, M.; Pescape', A.; Longo, G.; Ventre, G.

    2014-01-01

    We present a multi-purpose genetic algorithm, designed and implemented with GPGPU/CUDA parallel computing technology. The model was derived from our CPU serial implementation, named GAME (Genetic Algorithm Model Experiment). It was successfully tested and validated on the detection of candidate Globular Clusters in deep, wide-field, single band HST images. The GPU version of GAME will be made available to the community by integrating it into the web application DAMEWARE (DAta Mining Web Application REsource, http://dame.dsf.unina.it/beta_info.html), a public data mining service specialized on massive astrophysical data. Since genetic algorithms are inherently parallel, the GPGPU computing paradigm leads to a speedup of a factor of 200× in the training phase with respect to the CPU based version.

  19. Analysis of the high-dimensional naming game with committed minorities

    NASA Astrophysics Data System (ADS)

    Pickering, William; Szymanski, Boleslaw K.; Lim, Chjan

    2016-05-01

    The naming game has become an archetype for linguistic evolution and mathematical social behavioral analysis. In the model presented here, there are N individuals and K words. Our contribution is developing a robust method that handles the case when K =O (N ) . The initial condition plays a crucial role in the ordering of the system. We find that the system with high Shannon entropy has a higher consensus time and a lower critical fraction of zealots compared to low-entropy states. We also show that the critical number of committed agents decreases with the number of opinions and grows with the community size for each word. These results complement earlier conclusions that diversity of opinion is essential for evolution; without it, the system stagnates in the status quo [S. A. Marvel et al., Phys. Rev. Lett. 109, 118702 (2012), 10.1103/PhysRevLett.109.118702]. In contrast, our results suggest that committed minorities can more easily conquer highly diverse systems, showing them to be inherently unstable.

  20. Vids: Version 2.0 Alpha Visualization Engine

    DTIC Science & Technology

    2018-04-25

    fidelity than existing efforts. Vids is a project aimed at producing more dynamic and interactive visualization tools using modern computer game ...move through and interact with the data to improve informational understanding. The Vids software leverages off-the-shelf modern game development...analysis and correlations. Recently, an ARL-pioneered project named Virtual Reality Data Analysis Environment (VRDAE) used VR and a modern game engine

  1. Collaborative and Competitive Video Games for Teaching Computing in Higher Education

    ERIC Educational Resources Information Center

    Smith, Spencer; Chan, Samantha

    2017-01-01

    This study measures the success of using a collaborative and competitive video game, named Space Race, to teach computing to first year engineering students. Space Race is played by teams of four, each with their own tablet, collaborating to compete against the other teams in the class. The impact of the game on student learning was studied…

  2. Design and Implementation of a Bingo Game for Teaching the Periodic Table

    ERIC Educational Resources Information Center

    Franco-Mariscal, Antonio Joaquín; Cano-Iglesias, María José

    2014-01-01

    This article describes a game designed to help Spanish high school students (grade 10, age 15-16) understand the periodic table. It combines some features of bingo and a puzzle in the same pedagogical game, making it an engaging approach for learning about this important teaching tool. Students are given a verbal clue -- the name of a chemical…

  3. Computer Cache. Online Recess--Web Games for Play and Fun

    ERIC Educational Resources Information Center

    Byerly, Greg; Brodie, Carolyn S.

    2005-01-01

    There are many age-appropriate, free, and easy-to-use online games available on the Web. In this column the authors describe some of their favorites for use with and by elementary students. They have not included games that require children to log on and/or register with their names or play against someone else interactively over the Web. None of…

  4. ChemOkey: A Game to Reinforce Nomenclature

    ERIC Educational Resources Information Center

    Kavak, Nusret

    2012-01-01

    Learning the symbolic language of chemistry is a difficult task that can be frustrating for students. This article introduces a game, ChemOkey, that can help students learn the names and symbols of common ions and their compounds in a fun environment. ChemOkey, a game similar to Rummikub, is played with a set of 106 plastic or wooden tiles. The…

  5. Decentralized Stackelberg Strategies for Interconnected Stochastic Dynamic Systems

    DTIC Science & Technology

    1977-10-01

    Solutions" IM, Vol.8, No.6, p.413- 430, 1971. (42) Rhodes, I.B., and Luenberger, D.G., "Differential Games with Imperfect State Information", E Trans...34, Proc. Systems E for Power, ERDA Conf. Henniker, New Hampshire, 1975. [47) Starr, A.W., and Ho, Y.C., "Nonzero-Sum Differential Games ", Jt_., [ Vol.3, p...CONTROLLING OFFICE NAME AND ADDRESS 12. REPORT DATE October, 1977 Joint Services Electronics Program ,3. NUMSEROWPAGES 97 14. MONITORiNG &GENCY NAME 1

  6. Treatment of Internet gaming disorder: An international systematic review and CONSORT evaluation.

    PubMed

    King, Daniel L; Delfabbro, Paul H; Wu, Anise M S; Doh, Young Yim; Kuss, Daria J; Pallesen, Ståle; Mentzoni, Rune; Carragher, Natacha; Sakuma, Hiroshi

    2017-06-01

    Treatment services for Internet gaming disorder are becoming increasingly prevalent worldwide, particularly in East Asia. This international systematic review was designed to appraise the quality standards of the gaming disorder treatment literature, a task previously undertaken by King et al. (2011) prior to the inclusion of Internet gaming disorder in Section III of the DSM-5 and 'Gaming disorder' in the draft ICD-11. The reporting quality of 30 treatment studies conducted from 2007 to 2016 was assessed. Reporting quality was defined according to the 2010 Consolidating Standards of Reporting Trials (CONSORT) statement. The results reaffirmed previous criticisms of these trials, namely: (a) inconsistencies in the definition, diagnosis, and measurement of disordered use; (b) lack of randomization and blinding; (c) lack of controls; and (d) insufficient information on recruitment dates, sample characteristics, and effect sizes. Although cognitive-behavioral therapy has a larger evidence base than other therapies, it remains difficult to make definitive statements on its benefits. Study design quality has not improved over the last decade, indicating a need for greater consistency and standardization in this area. Continuing international efforts to understand the core psychopathology of gaming disorder are vital to developing a model of best practice in treatment. Copyright © 2017 Elsevier Ltd. All rights reserved.

  7. Epigenetic game theory: How to compute the epigenetic control of maternal-to-zygotic transition.

    PubMed

    Wang, Qian; Gosik, Kirk; Xing, Sujuan; Jiang, Libo; Sun, Lidan; Chinchilli, Vernon M; Wu, Rongling

    2017-03-01

    Epigenetic reprogramming is thought to play a critical role in maintaining the normal development of embryos. How the methylation state of paternal and maternal genomes regulates embryogenesis depends on the interaction and coordination of the gametes of two sexes. While there is abundant research in exploring the epigenetic interactions of sperms and oocytes, a knowledge gap exists in the mechanistic quantitation of these interactions and their impact on embryo development. This review aims at formulating a modeling framework to address this gap through the integration and synthesis of evolutionary game theory and the latest discoveries of the epigenetic control of embryo development by next-generation sequencing. This framework, named epigenetic game theory or epiGame, views embryogenesis as an ecological system in which two highly distinct and specialized gametes coordinate through either cooperation or competition, or both, to maximize the fitness of embryos under Darwinian selection. By implementing a system of ordinary differential equations, epiGame quantifies the pattern and relative magnitude of the methylation effects on embryogenesis by the mechanisms of cooperation and competition. epiGame may gain new insight into reproductive biology and can be potentially applied to design personalized medicines for genetic disorder intervention. Copyright © 2016 Elsevier B.V. All rights reserved.

  8. Management Is the Name of the Game.

    ERIC Educational Resources Information Center

    Samuel, Oliver

    1986-01-01

    Describes a teaching game designed to train clinicians about effective management practices and strategies. Provides the goals and objectives of the same, along with the specific instructions for participants involved in this simulated operation of an imaginary health center. (TW)

  9. Influence of periodic external fields in multiagent models with language dynamics

    NASA Astrophysics Data System (ADS)

    Palombi, Filippo; Ferriani, Stefano; Toti, Simona

    2017-12-01

    We investigate large-scale effects induced by external fields, phenomenologically interpreted as mass media, in multiagent models evolving with the microscopic dynamics of the binary naming game. In particular, we show that a single external field, broadcasting information at regular time intervals, can reverse the majority opinion of the population, provided the frequency and the effectiveness of the sent messages lie above well-defined thresholds. We study the phase structure of the model in the mean field approximation and in numerical simulations with several network topologies. We also investigate the influence on the agent dynamics of two competing external fields, periodically broadcasting different messages. In finite regions of the parameter space we observe periodic equilibrium states in which the average opinion densities are reversed with respect to naive expectations. Such equilibria occur in two cases: (i) when the frequencies of the competing messages are different but close to each other; (ii) when the frequencies are equal and the relative time shift of the messages does not exceed half a period. We interpret the observed phenomena as a result of the interplay between the external fields and the internal dynamics of the agents and conclude that, depending on the model parameters, the naming game is consistent with scenarios of first- or second-mover advantage (to borrow an expression from the jargon of business strategy).

  10. Cognitive and motivational requirements for the emergence of cooperation in a rat social game.

    PubMed

    Viana, Duarte S; Gordo, Isabel; Sucena, Elio; Moita, Marta A P

    2010-01-13

    Game theory and the Prisoner's Dilemma (PD) game in particular, which captures the paradox of cooperative interactions that lead to benefits but entail costs to the interacting individuals, have constituted a powerful tool in the study of the mechanisms of reciprocity. However, in non-human animals most tests of reciprocity in PD games have resulted in sustained defection strategies. As a consequence, it has been suggested that under such stringent conditions as the PD game humans alone have evolved the necessary cognitive abilities to engage in reciprocity, namely, numerical discrimination, memory and control of temporal discounting. We use an iterated PD game to test rats (Rattus norvegicus) for the presence of such cognitive abilities by manipulating the strategy of the opponent, Tit-for-Tat and Pseudo-Random, or the relative size of the temptation to defect. We found that rats shape their behaviour according to the opponent's strategy and the relative outcome resulting from cooperative or defective moves. Finally, we show that the behaviour of rats is contingent upon their motivational state (hungry versus sated). Here we show that rats understand the payoff matrix of the PD game and the strategy of the opponent. Importantly, our findings reveal that rats possess the necessary cognitive capacities for reciprocity-based cooperation to emerge in the context of a prisoner's dilemma. Finally, the validation of the rat as a model to study reciprocity-based cooperation during the PD game opens new avenues of research in experimental neuroscience.

  11. Constructionist Gaming: Understanding the Benefits of Making Games for Learning.

    PubMed

    Kafai, Yasmin B; Burke, Quinn

    2015-10-02

    There has been considerable interest in examining the educational potential of playing video games. One crucial element, however, has traditionally been left out of these discussions-namely, children's learning through making their own games. In this article, we review and synthesize 55 studies from the last decade on making games and learning. We found that the majority of studies focused on teaching coding and academic content through game making, and that few studies explicitly examined the roles of collaboration and identity in the game making process. We argue that future discussions of serious gaming ought to be more inclusive of constructionist approaches to realize the full potential of serious gaming. Making games, we contend, not only more genuinely introduces children to a range of technical skills but also better connects them to each other, addressing the persistent issues of access and diversity present in traditional digital gaming cultures.

  12. Constructionist Gaming: Understanding the Benefits of Making Games for Learning

    PubMed Central

    Kafai, Yasmin B.; Burke, Quinn

    2015-01-01

    There has been considerable interest in examining the educational potential of playing video games. One crucial element, however, has traditionally been left out of these discussions—namely, children's learning through making their own games. In this article, we review and synthesize 55 studies from the last decade on making games and learning. We found that the majority of studies focused on teaching coding and academic content through game making, and that few studies explicitly examined the roles of collaboration and identity in the game making process. We argue that future discussions of serious gaming ought to be more inclusive of constructionist approaches to realize the full potential of serious gaming. Making games, we contend, not only more genuinely introduces children to a range of technical skills but also better connects them to each other, addressing the persistent issues of access and diversity present in traditional digital gaming cultures. PMID:27019536

  13. The (De-)evolution of Evolution Games: A Content Analysis of the Representation of Evolution Through Natural Selection in Digital Games

    NASA Astrophysics Data System (ADS)

    Leith, Alex P.; Ratan, Rabindra A.; Wohn, Donghee Yvette

    2016-08-01

    Given the diversity and complexity of education game mechanisms and topics, this article contributes to a theoretical understanding of how game mechanisms "map" to educational topics through inquiry-based learning. Namely, the article examines the presence of evolution through natural selection (ENS) in digital games. ENS is a fundamentally important and widely misunderstood theory. This analysis of ENS portrayal in digital games provides insight into the use of games in teaching ENS. Systematic database search results were coded for the three principles of ENS: phenotypic variation, differential fitness, and fitness heritability. Though thousands of games use the term evolution, few presented elements of evolution, and even fewer contained all principles of ENS. Games developed to specifically teach evolution were difficult to find through Web searches. These overall deficiencies in ENS games reflect the inherent incompatibility between game control elements and the automatic process of ENS.

  14. 75 FR 61773 - Notice of Receipt of Complaint; Solicitation of Comments Relating to the Public Interest

    Federal Register 2010, 2011, 2012, 2013, 2014

    2010-10-06

    ... Certain Video Game Systems and Controllers, DN 2756; the Commission is soliciting comments on any public... game systems and controllers. The complaint names as respondents Nintendo Co., Ltd. of Minami-ku, Kyoto...

  15. Air Force officials name SARC of the year > U.S. Air Force > Article

    Science.gov Websites

    The Book Speeches Archive Former AF Top 3 Viewpoints and Speeches Air Force Warrior Games 2017 Events 2018 Air Force Strategic Documents Desert Storm 25th Anniversary Observances DoD Warrior Games

  16. A model of risk and mental state shifts during social interaction.

    PubMed

    Hula, Andreas; Vilares, Iris; Lohrenz, Terry; Dayan, Peter; Montague, P Read

    2018-02-01

    Cooperation and competition between human players in repeated microeconomic games offer a window onto social phenomena such as the establishment, breakdown and repair of trust. However, although a suitable starting point for the quantitative analysis of such games exists, namely the Interactive Partially Observable Markov Decision Process (I-POMDP), computational considerations and structural limitations have limited its application, and left unmodelled critical features of behavior in a canonical trust task. Here, we provide the first analysis of two central phenomena: a form of social risk-aversion exhibited by the player who is in control of the interaction in the game; and irritation or anger, potentially exhibited by both players. Irritation arises when partners apparently defect, and it potentially causes a precipitate breakdown in cooperation. Failing to model one's partner's propensity for it leads to substantial economic inefficiency. We illustrate these behaviours using evidence drawn from the play of large cohorts of healthy volunteers and patients. We show that for both cohorts, a particular subtype of player is largely responsible for the breakdown of trust, a finding which sheds new light on borderline personality disorder.

  17. A model of risk and mental state shifts during social interaction

    PubMed Central

    Vilares, Iris

    2018-01-01

    Cooperation and competition between human players in repeated microeconomic games offer a window onto social phenomena such as the establishment, breakdown and repair of trust. However, although a suitable starting point for the quantitative analysis of such games exists, namely the Interactive Partially Observable Markov Decision Process (I-POMDP), computational considerations and structural limitations have limited its application, and left unmodelled critical features of behavior in a canonical trust task. Here, we provide the first analysis of two central phenomena: a form of social risk-aversion exhibited by the player who is in control of the interaction in the game; and irritation or anger, potentially exhibited by both players. Irritation arises when partners apparently defect, and it potentially causes a precipitate breakdown in cooperation. Failing to model one’s partner’s propensity for it leads to substantial economic inefficiency. We illustrate these behaviours using evidence drawn from the play of large cohorts of healthy volunteers and patients. We show that for both cohorts, a particular subtype of player is largely responsible for the breakdown of trust, a finding which sheds new light on borderline personality disorder. PMID:29447153

  18. Name that tune: Mitigation of driver fatigue via a song naming game

    DOE PAGES

    Trumbo, Michael C.; Jones, Aaron P.; Robinson, Charles S. H.; ...

    2017-09-18

    Fatigued driving contributes to a substantial number of motor vehicle accidents each year. Music listening is often employed as a countermeasure during driving in order to mitigate the effects of fatigue. And though music listening has been established as a distractor in the sense that it increases cognitive load during driving, it is possible that increased cognitive load is desirable under particular circumstances. For instance, during situations that typically result in cognitive underload, such as driving in a low-traffic monotonous stretch of highway, it may be beneficial for cognitive load to increase, thereby necessitating allocation of greater cognitive resources tomore » the task of driving and attenuating fatigue. Here, we employed a song-naming game as a countermeasure to fatigued driving in a simulated monotonous environment. During the first driving session, we established that driving performance deteriorates in the absence of an intervention following 30 min of simulated driving. During the second session, we found that a song-naming game employed at the point of fatigue onset was an effective countermeasure, as reflected by simulated driving performance that met or exceeded fresh driving behavior and was significantly better relative to fatigued performance during the first driving session.« less

  19. Name that tune: Mitigation of driver fatigue via a song naming game

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Trumbo, Michael C.; Jones, Aaron P.; Robinson, Charles S. H.

    Fatigued driving contributes to a substantial number of motor vehicle accidents each year. Music listening is often employed as a countermeasure during driving in order to mitigate the effects of fatigue. And though music listening has been established as a distractor in the sense that it increases cognitive load during driving, it is possible that increased cognitive load is desirable under particular circumstances. For instance, during situations that typically result in cognitive underload, such as driving in a low-traffic monotonous stretch of highway, it may be beneficial for cognitive load to increase, thereby necessitating allocation of greater cognitive resources tomore » the task of driving and attenuating fatigue. Here, we employed a song-naming game as a countermeasure to fatigued driving in a simulated monotonous environment. During the first driving session, we established that driving performance deteriorates in the absence of an intervention following 30 min of simulated driving. During the second session, we found that a song-naming game employed at the point of fatigue onset was an effective countermeasure, as reflected by simulated driving performance that met or exceeded fresh driving behavior and was significantly better relative to fatigued performance during the first driving session.« less

  20. Attitudes towards and Effects of the Use of Video Games in Classroom Learning with Specific Reference to Literacy Attainment

    ERIC Educational Resources Information Center

    Mifsud, Charles L.; Vella, Rosalind; Camilleri, Liberato

    2013-01-01

    The first part of this study shows that there is increased support for using video games in the classroom from different stakeholders, namely students, teachers and parents. The potential role that video games can play in the classroom learning process needs to be more well defined. There is a dire need for research work under experimental…

  1. Combinatorial games with a pass: a dynamical systems approach.

    PubMed

    Morrison, Rebecca E; Friedman, Eric J; Landsberg, Adam S

    2011-12-01

    By treating combinatorial games as dynamical systems, we are able to address a longstanding open question in combinatorial game theory, namely, how the introduction of a "pass" move into a game affects its behavior. We consider two well known combinatorial games, 3-pile Nim and 3-row Chomp. In the case of Nim, we observe that the introduction of the pass dramatically alters the game's underlying structure, rendering it considerably more complex, while for Chomp, the pass move is found to have relatively minimal impact. We show how these results can be understood by recasting these games as dynamical systems describable by dynamical recursion relations. From these recursion relations, we are able to identify underlying structural connections between these "games with passes" and a recently introduced class of "generic (perturbed) games." This connection, together with a (non-rigorous) numerical stability analysis, allows one to understand and predict the effect of a pass on a game.

  2. Mathematical Modeling of Language Games

    NASA Astrophysics Data System (ADS)

    Loreto, Vittorio; Baronchelli, Andrea; Puglisi, Andrea

    In this chapter we explore several language games of increasing complexity. We first consider the so-called Naming Game, possibly the simplest example of the complex processes leading progressively to the establishment of human-like languages. In this framework, a globally shared vocabulary emerges as a result of local adjustments of individual word-meaning association. The emergence of a common vocabulary only represents a first stage while it is interesting to investigate the emergence of higher forms of agreement, e.g., compositionality, categories, syntactic or grammatical structures. As an example in this direction we consider the so-called Category Game. Here one focuses on the process by which a population of individuals manages to categorize a single perceptually continuous channel. The problem of the emergence of a discrete shared set of categories out of a continuous perceptual channel is a notoriously difficult problem relevant for color categorization, vowels formation, etc. The central result here is the emergence of a hierarchical category structure made of two distinct levels: a basic layer, responsible for fine discrimination of the environment, and a shared linguistic layer that groups together perceptions to guarantee communicative success.

  3. Competence-impeding electronic games and players' aggressive feelings, thoughts, and behaviors.

    PubMed

    Przybylski, Andrew K; Deci, Edward L; Deci, Edward; Rigby, C Scott; Ryan, Richard M

    2014-03-01

    [Correction Notice: An Erratum for this article was reported in Vol 106(3) of Journal of Personality and Social Psychology (see record 2014-07574-006). In the article, the name of author Edward Deci was missing his middle name initial and should have read as Edward L. Deci. In addition, an incorrect version of figure 1 was published.] Recent studies have examined whether electronic games foster aggression. At present, the extent to which games contribute to aggression and the mechanisms through which such links may exist are hotly debated points. In current research we tested a motivational hypothesis derived from self-determination theory-that gaming would be associated with indicators of human aggression to the degree that the interactive elements of games serve to impede players' fundamental psychological need for competence. Seven studies, using multiple methods to manipulate player competence and a range of approaches for evaluating aggression, indicated that competence-impeding play led to higher levels of aggressive feelings, easier access to aggressive thoughts, and a greater likelihood of enacting aggressive behavior. Results indicated that player perceived competence was positively related to gaming motivation, a factor that was, in turn, negatively associated with player aggression. Overall, this pattern of effects was found to be independent of the presence or absence of violent game contents. We discuss the results in respect to research focused on psychological need frustration and satisfaction and as they regard gaming-related aggression literature. (PsycINFO Database Record (c) 2014 APA, all rights reserved).

  4. Randomized Prediction Games for Adversarial Machine Learning.

    PubMed

    Rota Bulo, Samuel; Biggio, Battista; Pillai, Ignazio; Pelillo, Marcello; Roli, Fabio

    In spam and malware detection, attackers exploit randomization to obfuscate malicious data and increase their chances of evading detection at test time, e.g., malware code is typically obfuscated using random strings or byte sequences to hide known exploits. Interestingly, randomization has also been proposed to improve security of learning algorithms against evasion attacks, as it results in hiding information about the classifier to the attacker. Recent work has proposed game-theoretical formulations to learn secure classifiers, by simulating different evasion attacks and modifying the classification function accordingly. However, both the classification function and the simulated data manipulations have been modeled in a deterministic manner, without accounting for any form of randomization. In this paper, we overcome this limitation by proposing a randomized prediction game, namely, a noncooperative game-theoretic formulation in which the classifier and the attacker make randomized strategy selections according to some probability distribution defined over the respective strategy set. We show that our approach allows one to improve the tradeoff between attack detection and false alarms with respect to the state-of-the-art secure classifiers, even against attacks that are different from those hypothesized during design, on application examples including handwritten digit recognition, spam, and malware detection.In spam and malware detection, attackers exploit randomization to obfuscate malicious data and increase their chances of evading detection at test time, e.g., malware code is typically obfuscated using random strings or byte sequences to hide known exploits. Interestingly, randomization has also been proposed to improve security of learning algorithms against evasion attacks, as it results in hiding information about the classifier to the attacker. Recent work has proposed game-theoretical formulations to learn secure classifiers, by simulating different evasion attacks and modifying the classification function accordingly. However, both the classification function and the simulated data manipulations have been modeled in a deterministic manner, without accounting for any form of randomization. In this paper, we overcome this limitation by proposing a randomized prediction game, namely, a noncooperative game-theoretic formulation in which the classifier and the attacker make randomized strategy selections according to some probability distribution defined over the respective strategy set. We show that our approach allows one to improve the tradeoff between attack detection and false alarms with respect to the state-of-the-art secure classifiers, even against attacks that are different from those hypothesized during design, on application examples including handwritten digit recognition, spam, and malware detection.

  5. 78 FR 5276 - Tribal Background Investigations and Licensing

    Federal Register 2010, 2011, 2012, 2013, 2014

    2013-01-25

    ... industry generally, including ownership interests in those businesses; (7) The name and address of any... temporary and permanent gaming licenses. DATES: Effective Date: February 25, 2013. FOR FURTHER INFORMATION.... Telephone: 202-632-7009. SUPPLEMENTARY INFORMATION: I. Background The Indian Gaming Regulatory Act (IGRA or...

  6. Home-based, Online Mindfulness and Cognitive Training for Soldiers and Veterans with TBI

    DTIC Science & Technology

    2017-10-01

    evaluated as a Quality of Life (QOL) enhancing strategy by comparing it to an active control condition (casual video games + online TBI information...Contribution to Project: Dr. Jackson has developed study website. Funding Support: Name: Jose Gallegos Project Role: Game Programmer Researcher

  7. Lemonade's the Name, Simulation's the Game.

    ERIC Educational Resources Information Center

    Friel, Susan

    1983-01-01

    Provides a detailed description of Lemonade, a business game designed to introduce elementary and secondary students to the basics of business; i.e., problem solving strategies, hypothesis formulation and testing, trend analysis, prediction, comparative analysis, and effects of such factors as advertising and climatic conditions on sales and…

  8. Chemical Mahjong

    ERIC Educational Resources Information Center

    Cossairt, Travis J.; Grubbs, W. Tandy

    2011-01-01

    An open-access, Web-based mnemonic game is described whereby introductory chemistry knowledge is tested using mahjong solitaire game play. Several tile sets and board layouts are included that are themed upon different chemical topics. Introductory tile sets can be selected that prompt the player to match element names to symbols and metric…

  9. The community development workshop, appendix B.

    NASA Technical Reports Server (NTRS)

    Brill, R.; Gastro, E.; Pennington, A. J.

    1973-01-01

    The Community Development Workshop is the name given to a collection of techniques designed to implement participation in the planning process. It is an electric approach, making use of current work in the psychology of groups, mathematical modeling and systems analysis, simulation gaming, and other techniques. An outline is presented for a session of the workshop which indicates some of the psychological techniques employed, i.e. confrontation, synectics, and encounter micro-labs.

  10. Minicomputer Games. Teacher's Guide. Classroom Lessons and Games Centered around the Papy Minicomputer...A Source of Rich Situations That Call for Mental Arithmetic and Quick Strategic Thinking.

    ERIC Educational Resources Information Center

    CEMREL, Inc., St. Louis, MO.

    This material describes two games, Minicomputer Tug-of-War and Minicomputer Golf. The Papy Minicomputer derives its name from George Papy, who invented and introduced it in the 1950's. The Minicomputer is seen as an abacus with the flavor of a computer in its schematic representation of numbers. Its manner of representation combines decimal…

  11. Ethical issues in engineering models: an operations researcher's reflections.

    PubMed

    Kleijnen, J

    2011-09-01

    This article starts with an overview of the author's personal involvement--as an Operations Research consultant--in several engineering case-studies that may raise ethical questions; e.g., case-studies on nuclear waste, water management, sustainable ecology, military tactics, and animal welfare. All these case studies employ computer simulation models. In general, models are meant to solve practical problems, which may have ethical implications for the various stakeholders; namely, the modelers, the clients, and the public at large. The article further presents an overview of codes of ethics in a variety of disciples. It discusses the role of mathematical models, focusing on the validation of these models' assumptions. Documentation of these model assumptions needs special attention. Some ethical norms and values may be quantified through the model's multiple performance measures, which might be optimized. The uncertainty about the validity of the model leads to risk or uncertainty analysis and to a search for robust models. Ethical questions may be pressing in military models, including war games. However, computer games and the related experimental economics may also provide a special tool to study ethical issues. Finally, the article briefly discusses whistleblowing. Its many references to publications and websites enable further study of ethical issues in modeling.

  12. Improved probabilistic inference as a general learning mechanism with action video games.

    PubMed

    Green, C Shawn; Pouget, Alexandre; Bavelier, Daphne

    2010-09-14

    Action video game play benefits performance in an array of sensory, perceptual, and attentional tasks that go well beyond the specifics of game play [1-9]. That a training regimen may induce improvements in so many different skills is notable because the majority of studies on training-induced learning report improvements on the trained task but limited transfer to other, even closely related, tasks ([10], but see also [11-13]). Here we ask whether improved probabilistic inference may explain such broad transfer. By using a visual perceptual decision making task [14, 15], the present study shows for the first time that action video game experience does indeed improve probabilistic inference. A neural model of this task [16] establishes how changing a single parameter, namely the strength of the connections between the neural layer providing the momentary evidence and the layer integrating the evidence over time, captures improvements in action-gamers behavior. These results were established in a visual, but also in a novel auditory, task, indicating generalization across modalities. Thus, improved probabilistic inference provides a general mechanism for why action video game playing enhances performance in a wide variety of tasks. In addition, this mechanism may serve as a signature of training regimens that are likely to produce transfer of learning. Copyright © 2010 Elsevier Ltd. All rights reserved.

  13. Naming game with biased assimilation over adaptive networks

    NASA Astrophysics Data System (ADS)

    Fu, Guiyuan; Zhang, Weidong

    2018-01-01

    The dynamics of two-word naming game incorporating the influence of biased assimilation over adaptive network is investigated in this paper. Firstly an extended naming game with biased assimilation (NGBA) is proposed. The hearer in NGBA accepts the received information in a biased manner, where he may refuse to accept the conveyed word from the speaker with a predefined probability, if the conveyed word is different from his current memory. Secondly, the adaptive network is formulated by rewiring the links. Theoretical analysis is developed to show that the population in NGBA will eventually reach global consensus on either A or B. Numerical simulation results show that the larger strength of biased assimilation on both words, the slower convergence speed, while larger strength of biased assimilation on only one word can slightly accelerate the convergence; larger population size can make the rate of convergence slower to a large extent when it increases from a relatively small size, while such effect becomes minor when the population size is large; the behavior of adaptively reconnecting the existing links can greatly accelerate the rate of convergence especially on the sparse connected network.

  14. Name that tune: Mitigation of driver fatigue via a song naming game.

    PubMed

    Trumbo, Michael C; Jones, Aaron P; Robinson, Charles S H; Cole, Kerstan; Morrow, James D

    2017-11-01

    Fatigued driving contributes to a substantial number of motor vehicle accidents each year. Music listening is often employed as a countermeasure during driving in order to mitigate the effects of fatigue. Though music listening has been established as a distractor in the sense that it increases cognitive load during driving, it is possible that increased cognitive load is desirable under particular circumstances. For instance, during situations that typically result in cognitive underload, such as driving in a low-traffic monotonous stretch of highway, it may be beneficial for cognitive load to increase, thereby necessitating allocation of greater cognitive resources to the task of driving and attenuating fatigue. In the current study, we employed a song-naming game as a countermeasure to fatigued driving in a simulated monotonous environment. During the first driving session, we established that driving performance deteriorates in the absence of an intervention following 30min of simulated driving. During the second session, we found that a song-naming game employed at the point of fatigue onset was an effective countermeasure, as reflected by simulated driving performance that met or exceeded fresh driving behavior and was significantly better relative to fatigued performance during the first driving session. Copyright © 2017. Published by Elsevier Ltd.

  15. Exploring Preschool Teachers' Technological Pedagogical Content Knowledge of Educational Games

    ERIC Educational Resources Information Center

    Hsu, Chung-Yuan; Liang, Jyh-Chong; Chai, Ching-Sing; Tsai, Chin-Chung

    2013-01-01

    Current technological pedagogical content knowledge (TPACK) studies are inclined to treat technology in a general manner, an approach which may not be able to provide adequate guidelines to improve teacher preparation and professional development when teaching with games. This study developed two new questionnaires, namely the Technological…

  16. Friend or Foe: Subjective Expected Relative Similarity as a Determinant of Cooperation

    ERIC Educational Resources Information Center

    Fischer, Ilan

    2009-01-01

    Subjective expected relative similarity (SERS) is a descriptive theory that explains cooperation levels in single-step prisoner's dilemma (PD) games. SERS predicts that individuals cooperate whenever their "subjectively perceived similarity" with their opponent exceeds a situational index, namely the game's "similarity threshold." A thought…

  17. A 3D Planetary Neocartographic Tool in Education: A Game on Virtual Moon and Mars Globes

    NASA Astrophysics Data System (ADS)

    Hargitai, H.; Simonné-Dombóvári, E.; Gede, M.

    2012-03-01

    The paper describes the educational use of online virtual globes of Mars and the Moon. The game uses topographic globes of Mars (MOLA) and the Moon (LRO DTM) that includes IAU nomenclature + informal names. Students have to position the points described.

  18. Training Effectiveness Evaluation of the Full Spectrum Command Game

    DTIC Science & Technology

    2004-01-01

    Fifty-four officers in the Infantry Captains Career Course at Fort Benning, Georgia, participated in a training effectiveness evaluation of a video ... game named Full Spectrum Command (FSC). Half were assigned to play FSC and participate in normal course work for commanding a light Infantry company in

  19. Number Games, Magnitude Representation, and Basic Number Skills in Preschoolers

    ERIC Educational Resources Information Center

    Whyte, Jemma Catherine; Bull, Rebecca

    2008-01-01

    The effect of 3 intervention board games (linear number, linear color, and nonlinear number) on young children's (mean age = 3.8 years) counting abilities, number naming, magnitude comprehension, accuracy in number-to-position estimation tasks, and best-fit numerical magnitude representations was examined. Pre- and posttest performance was…

  20. Why is happy-sad more difficult? Focal emotional information impairs inhibitory control in children and adults.

    PubMed

    Kramer, Hannah J; Lagattuta, Kristin Hansen; Sayfan, Liat

    2015-02-01

    This study compared the relative difficulty of the happy-sad inhibitory control task (say "happy" for the sad face and "sad" for the happy face) against other card tasks that varied by the presence and type (focal vs. peripheral; negative vs. positive) of emotional information in a sample of 4- to 11-year-olds and adults (N = 264). Participants also completed parallel "name games" (direct labeling). All age groups made more errors and took longer to respond to happy-sad compared to other versions, and the relative difficulty of happy-sad increased with age. The happy-sad name game even posed a greater challenge than some opposite games. These data provide insight into the impact of emotions on cognitive processing across a wide age range. PsycINFO Database Record (c) 2015 APA, all rights reserved.

  1. Epigenetic information in gametes: Gaming from before fertilization. Comment on ;Epigenetic game theory: How to compute the epigenetic control of maternal-to-zygotic transition; by Qian Wang et al.

    NASA Astrophysics Data System (ADS)

    Shi, Junchao; Zhang, Xudong; Liu, Ying; Chen, Qi

    2017-03-01

    In their interesting article [1] Wang et al. proposed a mathematical model based on evolutionary game theory [2] to tackle the fundamental question in embryo development, that how sperm and egg interact with each other, through epigenetic processes, to form a zygote and direct successful embryo development. This work is based on the premise that epigenetic reprogramming (referring to the erasure and reconstruction of epigenetic marks, such as DNA methylation and histone modifications) after fertilization might be of paramount importance to maintain the normal development of embryos, a premise we fully agree, given the compelling experimental evidence reported [3]. Wang et al. have specifically chosen to employ the well-studied DNA methylation reprogramming process during mammalian early embryo development, as a basis to develop their mathematical model, namely epigenetic game theory (epiGame). They concluded that the DNA methylation pattern in mammalian early embryo could be formulated and quantified, and their model can be further used to quantify the interactions, such as competition and/or cooperation of expressed genes that maximize the fitness of embryos. The efforts by Wang et al. in quantitatively and systematically analyzing the beginning of life apparently hold value and represent a novel direction for future embryo development research from both theoretical and experimental biologists. On the other hand, we see their theory still at its infancy, because there are plenty more parameters to consider and there are spaces for debates, such as the cases of haploid embryo development [4]. Here, we briefly comment on the dynamic process of epigenetic reprogramming that goes beyond DNA methylation, a dynamic interplay that involves histone modifications, non-coding RNAs, transposable elements et al., as well as the potential input of the various types of 'hereditary' epigenetic information in the gametes - a game that has started before the fertilization.

  2. Constant Price of Anarchy in Network Creation Games via Public Service Advertising

    NASA Astrophysics Data System (ADS)

    Demaine, Erik D.; Zadimoghaddam, Morteza

    Network creation games have been studied in many different settings recently. These games are motivated by social networks in which selfish agents want to construct a connection graph among themselves. Each node wants to minimize its average or maximum distance to the others, without paying much to construct the network. Many generalizations have been considered, including non-uniform interests between nodes, general graphs of allowable edges, bounded budget agents, etc. In all of these settings, there is no known constant bound on the price of anarchy. In fact, in many cases, the price of anarchy can be very large, namely, a constant power of the number of agents. This means that we have no control on the behavior of network when agents act selfishly. On the other hand, the price of stability in all these models is constant, which means that there is chance that agents act selfishly and we end up with a reasonable social cost.

  3. A cooperative game framework for detecting overlapping communities in social networks

    NASA Astrophysics Data System (ADS)

    Jonnalagadda, Annapurna; Kuppusamy, Lakshmanan

    2018-02-01

    Community detection in social networks is a challenging and complex task, which received much attention from researchers of multiple domains in recent years. The evolution of communities in social networks happens merely due to the self-interest of the nodes. The interesting feature of community structure in social networks is the multi membership of the nodes resulting in overlapping communities. Assuming the nodes of the social network as self-interested players, the dynamics of community formation can be captured in the form of a game. In this paper, we propose a greedy algorithm, namely, Weighted Graph Community Game (WGCG), in order to model the interactions among the self-interested nodes of the social network. The proposed algorithm employs the Shapley value mechanism to discover the inherent communities of the underlying social network. The experimental evaluation on the real-world and synthetic benchmark networks demonstrates that the performance of the proposed algorithm is superior to the state-of-the-art overlapping community detection algorithms.

  4. GTRF: a game theory approach for regulating node behavior in real-time wireless sensor networks.

    PubMed

    Lin, Chi; Wu, Guowei; Pirozmand, Poria

    2015-06-04

    The selfish behaviors of nodes (or selfish nodes) cause packet loss, network congestion or even void regions in real-time wireless sensor networks, which greatly decrease the network performance. Previous methods have focused on detecting selfish nodes or avoiding selfish behavior, but little attention has been paid to regulating selfish behavior. In this paper, a Game Theory-based Real-time & Fault-tolerant (GTRF) routing protocol is proposed. GTRF is composed of two stages. In the first stage, a game theory model named VA is developed to regulate nodes' behaviors and meanwhile balance energy cost. In the second stage, a jumping transmission method is adopted, which ensures that real-time packets can be successfully delivered to the sink before a specific deadline. We prove that GTRF theoretically meets real-time requirements with low energy cost. Finally, extensive simulations are conducted to demonstrate the performance of our scheme. Simulation results show that GTRF not only balances the energy cost of the network, but also prolongs network lifetime.

  5. Computing Nash equilibria through computational intelligence methods

    NASA Astrophysics Data System (ADS)

    Pavlidis, N. G.; Parsopoulos, K. E.; Vrahatis, M. N.

    2005-03-01

    Nash equilibrium constitutes a central solution concept in game theory. The task of detecting the Nash equilibria of a finite strategic game remains a challenging problem up-to-date. This paper investigates the effectiveness of three computational intelligence techniques, namely, covariance matrix adaptation evolution strategies, particle swarm optimization, as well as, differential evolution, to compute Nash equilibria of finite strategic games, as global minima of a real-valued, nonnegative function. An issue of particular interest is to detect more than one Nash equilibria of a game. The performance of the considered computational intelligence methods on this problem is investigated using multistart and deflection.

  6. Go Chemistry: A Card Game to Help Students Learn Chemical Formulas

    ERIC Educational Resources Information Center

    Morris, Todd A.

    2011-01-01

    For beginning chemistry students, the basic tasks of writing chemical formulas and naming covalent and ionic compounds often pose difficulties and are only sufficiently grasped after extensive practice with homework sets. An enjoyable card game that can replace or, at least, complement nomenclature homework sets is described. "Go Chemistry" is…

  7. 25 CFR 292.16 - What must an application for a Secretarial Determination contain?

    Code of Federal Regulations, 2013 CFR

    2013-04-01

    ... ENTERPRISES GAMING ON TRUST LANDS ACQUIRED AFTER OCTOBER 17, 1988 Secretarial Determination and Governor's... information: (a) The full name, address, and telephone number of the tribe submitting the application; (b) A...) Information required by § 292.17 to assist the Secretary in determining whether the proposed gaming...

  8. 25 CFR 292.16 - What must an application for a Secretarial Determination contain?

    Code of Federal Regulations, 2011 CFR

    2011-04-01

    ... ENTERPRISES GAMING ON TRUST LANDS ACQUIRED AFTER OCTOBER 17, 1988 Secretarial Determination and Governor's... information: (a) The full name, address, and telephone number of the tribe submitting the application; (b) A...) Information required by § 292.17 to assist the Secretary in determining whether the proposed gaming...

  9. 25 CFR 292.16 - What must an application for a Secretarial Determination contain?

    Code of Federal Regulations, 2012 CFR

    2012-04-01

    ... ENTERPRISES GAMING ON TRUST LANDS ACQUIRED AFTER OCTOBER 17, 1988 Secretarial Determination and Governor's... information: (a) The full name, address, and telephone number of the tribe submitting the application; (b) A...) Information required by § 292.17 to assist the Secretary in determining whether the proposed gaming...

  10. 25 CFR 292.16 - What must an application for a Secretarial Determination contain?

    Code of Federal Regulations, 2014 CFR

    2014-04-01

    ... ENTERPRISES GAMING ON TRUST LANDS ACQUIRED AFTER OCTOBER 17, 1988 Secretarial Determination and Governor's... information: (a) The full name, address, and telephone number of the tribe submitting the application; (b) A...) Information required by § 292.17 to assist the Secretary in determining whether the proposed gaming...

  11. A 3D Serious City Building Game on Waste Disposal

    ERIC Educational Resources Information Center

    Cuccurullo, Stefania; Francese, Rita; Passero, Ignazio; Tortora, Genoveffa

    2013-01-01

    The environmental priority requires structural interventions that will be effective in the long period only if they are accompanied by modifications of behaviors, orientations and beliefs, specially investing in the new generations. This paper presents a 3D Virtual World serious game named Pappi World, designed according to pedagogical theories…

  12. Games and Sports Preferences of Children

    ERIC Educational Resources Information Center

    Ayan, Sinan

    2013-01-01

    The Turkish educational system entered into the process of a compulsory 12 years of school education starting from the 2012-2013 academic year. In this process, the name of the physical education lesson has been changed to "games and physical activities" in the primary schools that offer education for 4 years. The aim of the present…

  13. Grammar Games

    ERIC Educational Resources Information Center

    Brown, Kim

    2004-01-01

    The mere mention of a grammar lesson can set students' eyes rolling. The fun activities described in this article can turn those blank looks into smiles. Here, the author presents grammar games namely: (1) noun tennis; (2) the minister's cat; (3) kids take action; (4) what's my adverb?; (5) and then I saw...; and (6) grammar sing-along.

  14. Taiwan-U.S. Relations: Recent Developments and Their Policy Implications

    DTIC Science & Technology

    2009-01-07

    August) and the Paralympic Games (September). For instance, while appearing more conciliatory in a reported letter to U.N. Secretary-General Ban Ki...about the name that the PRC would use to refer to Taiwan during the 2008 Olympic Games .24 Taiwan’s Ministry of National Defense also has said that...17, 2008. 24 Reportedly official PRC sources had been using “Zhongguo Taipei”—or “Taipei, China,” leading up to the Olympic Games . A 1989 agreement

  15. Adaptive Incentive Controls for Stackelberg Games with Unknown Cost Functionals.

    DTIC Science & Technology

    1984-01-01

    APR EZT:: F I AN 73S e OsL:-: UNCLASSI?:-- Q4~.’~- .A.., 6, *~*i i~~*~~*.- U ADAPTIVE INCENTIVE CONTROLS FOR STACKELBERG GAMES WITH UNKNOWN COST...AD-A161 885 ADAPTIVE INCENTIVE CONTROLS FOR STACKELBERG GAMES WITH i/1 UNKNOWN COST FUNCTIONALSCU) ILLINOIS UNIV AT URBANA DECISION AND CONTROL LAB T...ORGANIZATION 6b. OFFICE SYMBOL 7.. NAME OF MONITORING ORGANIZATION CoriaeLcenef~pda~ Joint Services Electronics Program Laboratory, Univ. of Illinois N/A

  16. Why physicians ought to lie for their patients.

    PubMed

    Tavaglione, Nicolas; Hurst, Samia A

    2012-01-01

    Sometimes physicians lie to third-party payers in order to grant their patients treatment they would otherwise not receive. This strategy, commonly known as gaming the system, is generally condemned for three reasons. First, it may hurt the patient for the sake of whom gaming was intended. Second, it may hurt other patients. Third, it offends contractual and distributive justice. Hence, gaming is considered to be immoral behavior. This article is an attempt to show that, on the contrary, gaming may sometimes be a physician's duty. Under specific circumstances, gaming may be necessary from the viewpoint of the internal morality of medicine. Moreover, the objections against gaming are examples of what we call the idealistic fallacy, that is, the fallacy of passing judgments in a nonideal world according to ideal standards. Hence, the objections are inconclusive. Gaming is sometimes justified, and may even be required in the name of beneficence.

  17. Is video-game playing a risk factor for pathological gambling in Australian adolescents?

    PubMed

    Delfabbro, Paul; King, Daniel; Lambos, Chrisi; Puglies, Stan

    2009-09-01

    Very little research has been conducted to examine the relationship between video-game playing and gambling in adolescence. In this study, 2,669 adolescents aged 13-17 years were surveyed to obtained details of their involvement in gambling and video-game playing as well as a measure of pathological gambling (the DSM-IV-J). The results showed that, the frequency of video game playing was significantly related to pathological gambling, but that the effect size was very small and largely accounted for by the greater popularity of both activities amongst boys. There was some evidence for stronger associations between technologically similar activities, namely arcade video games and an interest in gaming machines, but other factors discussed in the paper may also account for this association. In summary, the findings suggested that playing video-games is unlikely to be a significant risk factor for pathological gambling during adolescence.

  18. Altruistic behavior pays, or the importance of fluctuations in evolutionary game theory

    NASA Astrophysics Data System (ADS)

    Sánchez, Angel; Cuesta, José A.; Roca, Carlos P.

    2005-07-01

    Human behavior is one of the main problems for evolution, as it is often the case that human actions are disadvantageous for the self and advantageous for other people. Behind this puzzle are our beliefs about rational behavior, based on game theory. Here we show that by going beyond the standard game-theoretical conventions, apparently altruistic behavior can be understood as self-interested. We discuss in detail an example related to the so called Ultimatum game and illustrate the appearance of altruistic behavior induced by fluctuations. In addition, we claim that in general settings, fluctuations play a very relevant role, and we support this claim by considering a completely different example, namely the Stag-Hunt game.

  19. ``GodMode is his video game name'': situating learning and identity in structures of social practice

    NASA Astrophysics Data System (ADS)

    Bricker, Leah A.; Bell, Philip

    2012-12-01

    In this paper, we report on the structural nexus of one youth's gaming practices across contexts and over time. We utilize data from an ethnography of youth science and technology learning, as well as expertise development, across settings and developmental time. We use Ole Dreier's theory of persons to understand how this youth is able to develop considerable gaming expertise. Additionally, we explicate the learning practices embedded in the structural nexus of this youth's gaming and we examine associated issues of learning and identity. We problematize the lack of continuity between his formal schooling experiences and the structural nexus of his gaming practices as situated in a variety of other contexts and we reflect on the implications for the design of STEM gaming experiences in formal school environments.

  20. Social Identity, Social Ties and Social Capital: A Study in Gaming Context

    ERIC Educational Resources Information Center

    Jiang, Hao

    2012-01-01

    This work will focus on how different social relationships, namely shared identity and personal tie, will impact cooperative behavior, a form of social capital. I designed and conducted an economic game study to show that shared identity and personal ties work differently on cooperation among people and resource flow in social groups. Many factors…

  1. The DiaCog: A Prototype Tool for Visualizing Online Dialog Games' Interactions

    ERIC Educational Resources Information Center

    Yengin, Ilker; Lazarevic, Bojan

    2014-01-01

    This paper proposes and explains the design of a prototype learning tool named the DiaCog. The DiaCog visualizes dialog interactions within an online dialog game by using dynamically created cognitive maps. As a purposefully designed tool for enhancing learning effectiveness the DiaCog might be applicable to dialogs at discussion boards within a…

  2. Mystic mountain: an educational alternative futures wildland planning game

    Treesearch

    Edward C. Thor; James L. Creighton

    1978-01-01

    Alternative futures planning is a generic name for a number of planning approaches which recognize that the future is uncertain. There is not one future, preordained and universally known, but rather a variety of possible futures, any one of which may occur. Mystic Mountain is an educational game which teaches wildland planners and managers important concepts in...

  3. Simulation/Games. A Selected Bibliography for the use of Educators/Administrators.

    ERIC Educational Resources Information Center

    Jensen, Ida-Marie

    This partially annotated bibliography on simulation and gaming contains over 1,000 citations arranged alphabetically by author's last name. Types of sources included are books, periodical articles, dissertations, and material in the ERIC system. Dates of citations range from 1956-1971 with most in the mid to late 60's. Also included is a list of…

  4. Problematic digital gaming behavior and its relation to the psychological, social and physical health of Finnish adolescents and young adults.

    PubMed

    Männikkö, Niko; Billieux, Joël; Kääriäinen, Maria

    2015-12-01

    The aim of this study was to identify problematic gaming behavior among Finnish adolescents and young adults, and evaluate its connection to a variety of psychological, social, and physical health symptoms. This cross-sectional study was conducted with a random sample of 293 respondents aged from 13 to 24 years. Participants completed an online survey. Problematic gaming behavior was measured with the Game Addiction Scale (GAS). Self-reports covered health measures such as psychological health (psychopathological symptoms, satisfaction with life), social health (preferences for social interaction), and physical health (general health, Body Mass Index [BMI], body discomfort, physical activity). Problematic gaming behavior was found to relate to psychological and health problems, namely fatigue, sleep interference, depression and anxiety symptoms. Multiple linear regression indicated that the amount of weekly gaming, depression and a preference for online social interaction predicted increased problematic gaming symptoms. This research emphasized that problematic gaming behavior had a strong negative correlation to a variety of subjective health outcomes.

  5. The Name Game: What's in a Name?

    ERIC Educational Resources Information Center

    Purcell, Melissa

    2010-01-01

    Due to a recent American Association of School Librarians (AASL) survey that indicated confusion, misperceptions, and inconsistencies about various job titles in the school librarian profession, the organization's leadership chose to officially adopt for the profession the title school librarian. They did this after carefully reviewing the data…

  6. Public Safety Communications Centers: Are We Prepared for the New Technologies Coming Our Way?

    DTIC Science & Technology

    2014-03-01

    COMING OUR WAY? 5. FUNDING NUMBERS 6. AUTHOR(S) Marc R. Shaw 7. PERFORMING ORGANIZATION NAME(S) AND ADDRESS(ES) Naval Postgraduate School...Monterey, CA 93943-5000 8. PERFORMING ORGANIZATION REPORT NUMBER 9. SPONSORING /MONITORING AGENCY NAME(S) AND ADDRESS(ES) N/A 10. SPONSORING...excited that I will not miss any more Boy Scout events, theatre shows, softball games, or Girl Scout meetings. Thank you for not driving mommy

  7. Effects of a Brief but Intensive Remedial Computer Intervention in a Sub-Sample of Kindergartners with Early Literacy Delays

    ERIC Educational Resources Information Center

    Van der Kooy-Hofland, Verna A. C.; Bus, Adriana G.; Roskos, Kathleen

    2012-01-01

    Living Letters is an adaptive game designed to promote children's combining of how the proper name sounds with their knowledge of how the name looks. A randomized controlled trial (RCT) was used to experimentally test whether priming for attending to the sound-symbol relationship in the proper name can reduce the risk for developing reading…

  8. Quick concurrent responses to global and local cognitive information underlie intuitive understanding in board-game experts

    PubMed Central

    Nakatani, Hironori; Yamaguchi, Yoko

    2014-01-01

    Experts have the superior cognitive capability of quickly understanding complex information in their domain; however, little is known about the neural processes underlying this ability. Here, using a board game named shogi (Japanese chess), we investigated the brain activity in expert players that was involved in their quick understanding of board-game patterns. The frontal area responded only to meaningful game positions, whereas the temporal area responded to both game and random positions with the same latency (200 ms). Subsequent to these quick responses, the temporal and parietal areas responded only to game positions, with a latency of 700 ms. During the responses, enhanced phase synchronization between these areas was observed. Thus, experts first responded to global cognitive information that was specific to game positions and to local cognitive information that was common to game and random positions concurrently. These types of information were integrated via neural synchronization at the posterior areas. As these properties were specific to experts, much of the experts' advantage in understanding game positions occurred within 1 s of perception. PMID:25081320

  9. Quantity Competition in a Differentiated Duopoly

    NASA Astrophysics Data System (ADS)

    Ferreira, Fernanda A.; Ferreira, Flávio; Ferreira, Miguel; Pinto, Alberto A.

    In this paper, we consider a Stackelberg duopoly competition with differentiated goods, linear and symmetric demand and with unknown costs. In our model, the two firms play a non-cooperative game with two stages: in a first stage, firm F 1 chooses the quantity, q 1, that is going to produce; in the second stage, firm F 2 observes the quantity q 1 produced by firm F 1 and chooses its own quantity q 2. Firms choose their output levels in order to maximise their profits. We suppose that each firm has two different technologies, and uses one of them following a certain probability distribution. The use of either one or the other technology affects the unitary production cost. We show that there is exactly one perfect Bayesian equilibrium for this game. We analyse the variations of the expected profits with the parameters of the model, namely with the parameters of the probability distributions, and with the parameters of the demand and differentiation.

  10. Polio Comes Home: Pleasure and Paralysis in Candy Land

    ERIC Educational Resources Information Center

    Kawash, Samira

    2010-01-01

    The Candy Land board game has been in production since 1949 and remains one of the best-known and biggest-selling children's board games of all time. Beginning with the fiftieth-anniversary edition in 1998, Hasbro Inc. has promoted the story of how a retired schoolteacher named Eleanor Abbott came to invent Candy Land while recuperating in a polio…

  11. How Not to Strike it Rich: Semantics, Pragmatics, and Semiotics of a Massachusetts Lottery Game Card

    ERIC Educational Resources Information Center

    Butters, Ronald R.

    2004-01-01

    In 2001, the Massachusetts State Lottery Commission released for sale a new "instant lottery ticket" "scratch-and-play" game card named "Caesars [sic] Palace[R]" (played by scratching the surface of each card at designated spots to reveal hidden numbers or images). It offered ten grand prizes of $1,000,000 each and a…

  12. APEX: A Computerized Simulation Game as the Basis for an Undergraduate Interdisciplinary Course.

    ERIC Educational Resources Information Center

    Tannenbaum, Robert S.

    APEX is a computerized gaming simulation; it is also the name of an interdisciplinary course in environmental problems in urban areas introduced at the School of Health Science, Hunter College of the City University of New York. In the course, students assume the roles of decision makers in both the private and public sectors. They receive data…

  13. Soft cooperation systems and games

    NASA Astrophysics Data System (ADS)

    Fernández, J. R.; Gallego, I.; Jiménez-Losada, A.; Ordóñez, M.

    2018-04-01

    A cooperative game for a set of agents establishes a fair allocation of the profit obtained for their cooperation. In order to obtain this allocation, a characteristic function is known. It establishes the profit of each coalition of agents if this coalition decides to act alone. Originally players are considered symmetric and then the allocation only depends on the characteristic function; this paper is about cooperative games with an asymmetric set of agents. We introduced cooperative games with a soft set of agents which explains those parameters determining the asymmetry among them in the cooperation. Now the characteristic function is defined not over the coalitions but over the soft coalitions, namely the profit depends not only on the formed coalition but also on the attributes considered for the players in the coalition. The best known of the allocation rules for cooperative games is the Shapley value. We propose a Shapley kind solution for soft games.

  14. Reallocation of water in the state of New Mexico based on cooperative game theory

    NASA Astrophysics Data System (ADS)

    Rouhi Rad, M.

    2011-12-01

    Water allocation models often aim to maximize net benefits in the river basin based on the water rights, thus there is no motivation to use water efficiently by the users with lower marginal value for water. Water markets not only could help increase the net benefits over the basin but also will encourage the stakeholders to save the water and use it in transfer markets and increase their income. This issue can be viewed as a game in which stakeholders can play non-cooperatively and try to increase their own benefits using the amount of water assigned to them or they could cooperate and make coalitions in order to increase the total benefits in the coalition and the whole basin. The aim of this study is to reallocate the water based on cooperation among different stakeholders, namely agricultural, municipal and industrial and environmental, in the Upper Rio Grande river basin in the state of New Mexico in order to increase efficiency, sustainability and equity of water distribution in the basin using different game theory schemes such as Nucleolus and the Shapley Value.

  15. Negative correlates of computer game play in adolescents.

    PubMed

    Colwell, J; Payne, J

    2000-08-01

    There is some concern that playing computer games may be associated with social isolation, lowered self-esteem, and aggression among adolescents. Measures of these variables were included in a questionnaire completed by 204 year eight students at a North London comprehensive school. Principal components analysis of a scale to assess needs fulfilled by game play provided some support for the notion of 'electronic friendship' among boys, but there was no evidence that game play leads to social isolation. Play was not linked to self-esteem in girls, but a negative relationship was obtained between self-esteem and frequency of play in boys. However, self-esteem was not associated with total exposure to game play. Aggression scores were not related to the number of games with aggressive content named among three favourite games, but they were positively correlated with total exposure to game play. A multiple regression analysis revealed that sex and total game play exposure each accounted for a significant but small amount of the variance in aggression scores. The positive correlation between playing computer games and aggression provides some justification for further investigation of the causal hypothesis, and possible methodologies are discussed.

  16. Word Learning Deficits in Children With Dyslexia

    PubMed Central

    Hogan, Tiffany; Green, Samuel; Gray, Shelley; Cabbage, Kathryn; Cowan, Nelson

    2017-01-01

    Purpose The purpose of this study is to investigate word learning in children with dyslexia to ascertain their strengths and weaknesses during the configuration stage of word learning. Method Children with typical development (N = 116) and dyslexia (N = 68) participated in computer-based word learning games that assessed word learning in 4 sets of games that manipulated phonological or visuospatial demands. All children were monolingual English-speaking 2nd graders without oral language impairment. The word learning games measured children's ability to link novel names with novel objects, to make decisions about the accuracy of those names and objects, to recognize the semantic features of the objects, and to produce the names of the novel words. Accuracy data were analyzed using analyses of covariance with nonverbal intelligence scores as a covariate. Results Word learning deficits were evident for children with dyslexia across every type of manipulation and on 3 of 5 tasks, but not for every combination of task/manipulation. Deficits were more common when task demands taxed phonology. Visuospatial manipulations led to both disadvantages and advantages for children with dyslexia. Conclusion Children with dyslexia evidence spoken word learning deficits, but their performance is highly dependent on manipulations and task demand, suggesting a processing trade-off between visuospatial and phonological demands. PMID:28388708

  17. Problematic digital gaming behavior and its relation to the psychological, social and physical health of Finnish adolescents and young adults

    PubMed Central

    Männikkö, Niko; Billieux, Joël; Kääriäinen, Maria

    2015-01-01

    Background and Aims The aim of this study was to identify problematic gaming behavior among Finnish adolescents and young adults, and evaluate its connection to a variety of psychological, social, and physical health symptoms. Methods This cross-sectional study was conducted with a random sample of 293 respondents aged from 13 to 24 years. Participants completed an online survey. Problematic gaming behavior was measured with the Game Addiction Scale (GAS). Self-reports covered health measures such as psychological health (psychopathological symptoms, satisfaction with life), social health (preferences for social interaction), and physical health (general health, Body Mass Index [BMI], body discomfort, physical activity). Results Problematic gaming behavior was found to relate to psychological and health problems, namely fatigue, sleep interference, depression and anxiety symptoms. Multiple linear regression indicated that the amount of weekly gaming, depression and a preference for online social interaction predicted increased problematic gaming symptoms. Conclusions This research emphasized that problematic gaming behavior had a strong negative correlation to a variety of subjective health outcomes. PMID:26690623

  18. "GodMode Is His Video Game Name": Situating Learning and Identity in Structures of Social Practice

    ERIC Educational Resources Information Center

    Bricker, Leah A.; Bell, Philip

    2012-01-01

    In this paper, we report on the structural nexus of one youth's gaming practices across contexts and over time. We utilize data from an ethnography of youth science and technology learning, as well as expertise development, across settings and developmental time. We use Ole Dreier's theory of persons to understand how this youth is able to develop…

  19. Achieving Last-Mile Broadband Access With Passive Optical Networking Technology

    DTIC Science & Technology

    2002-09-01

    Naval Postgraduate School Monterey, CA 93943-5000 8. PERFORMING ORGANIZATION REPORT NUMBER 9. SPONSORING / MONITORING ...AGENCY NAME(S) AND ADDRESS(ES) 10. SPONSORING/ MONITORING AGENCY REPORT NUMBER 11. SUPPLEMENTARY NOTES The views expressed in...definition television (HDTV), video telecommuting , tele- education, video-on-demand, online video games, interactive shopping and yet to

  20. The Name Game

    ERIC Educational Resources Information Center

    Oguntoyinbo, Lekan

    2011-01-01

    For eight decades, students at Southeast Missouri State University, a mid-sized college located on the banks of the Mississippi River in rural, conservative Cape Girardeau, had proudly rooted for its sports teams, the Indians. The old-timers said the name was adopted in the mid-1920s to honor the legacy of American Indians and their warrior…

  1. Space Operations Learning Center Facebook Application

    NASA Technical Reports Server (NTRS)

    Lui, Ben; Milner, Barbara; Binebrink, Dan; Kuok, Heng

    2012-01-01

    The proposed Space Operations Learning Center (SOLC) Facebook module, initially code-named Spaceville, is intended to be an educational online game utilizing the latest social networking technology to reach a broad audience base and inspire young audiences to be interested in math, science, and engineering. Spaceville will be a Facebook application/ game with the goal of combining learning with a fun game and social environment. The mission of the game is to build a scientific outpost on the Moon or Mars and expand the colony. Game activities include collecting resources, trading resources, completing simple science experiments, and building architectures such as laboratories, habitats, greenhouses, machine shops, etc. The player is awarded with points and achievement levels. The player s ability increases as his/her points and levels increase. A player can interact with other players using multiplayer Facebook functionality. As a result, a player can discover unexpected treasures through scientific missions, engineering, and working with others. The player creates his/her own avatar with his/her selection of its unique appearance, and names the character. The player controls the avatar to perform activities such as collecting oxygen molecules or building a habitat. From observations of other successful social online games such as Farmville and Restaurant City, a common element of these games is having eye-catching and cartoonish characters, and interesting animations for all activities. This will create a fun, educational, and rewarding environment. The player needs to accumulate points in order to be awarded special items needed for advancing to higher levels. Trophies will be awarded to the player when certain goals are reached or tasks are completed. In order to acquire some special items needed for advancement in the game, the player will need to visit his/her neighboring towns to discover the items. This is the social aspect of the game that requires the player to go out of his/her own establishment to explore what is in the neighborhood. Spaceville will take advantage of Facebook s successful architecture to inspire a new audience of scientists and engineers for the future.

  2. Phone, Email and Video Interactions with Characters in an Epidemiology Game: Towards Authenticity

    NASA Astrophysics Data System (ADS)

    Ney, Muriel; Gonçalves, Celso; Blacheff, Nicolas; Schwartz, Claudine; Bosson, Jean-Luc

    A key concern in game-based learning is the level of authenticity that the game requires in order to have an accurate match of what the learners can expect in the real world with what they need to learn. In this paper, we show how four challenges to the designer of authentic games have been addressed in a game for an undergraduate course in a medical school. We focus in particular on the system of interaction with different characters of the game, namely, the patients and a number of professionals. Students use their personal phone and email application, as well as various web sites. First, we analyze the authenticity of the game through four attributes, authenticity of the character, of the content of the feedback, of the mode and channel of communication and of the constraints. Second, the perceived authenticity (by students) is analyzed. The later is threefold and defined by an external authenticity (perceived likeness with a real life reference), an internal authenticity (perceived internal coherence of the proposed situations) and a didactical authenticity (perceived relevance with respect to learning goals).

  3. On the origin of the hierarchy of color names.

    PubMed

    Loreto, Vittorio; Mukherjee, Animesh; Tria, Francesca

    2012-05-01

    One of the fundamental problems in cognitive science is how humans categorize the visible color spectrum. The empirical evidence of the existence of universal or recurrent patterns in color naming across cultures is paralleled by the observation that color names begin to be used by individual cultures in a relatively fixed order. The origin of this hierarchy is largely unexplained. Here we resort to multiagent simulations, where a population of individuals, subject to a simple perceptual constraint shared by all humans, namely the human Just Noticeable Difference, categorizes and names colors through a purely cultural negotiation in the form of language games. We found that the time needed for a population to reach consensus on a color name depends on the region of the visible color spectrum. If color spectrum regions are ranked according to this criterion, a hierarchy with [red, (magenta)-red], [violet], [green/yellow], [blue], [orange], and [cyan], appearing in this order, is recovered, featuring an excellent quantitative agreement with the empirical observations of the WCS. Our results demonstrate a clear possible route to the emergence of hierarchical color categories, confirming that the theoretical modeling in this area has now attained the required maturity to make significant contributions to the ongoing debates concerning language universals.

  4. Analysis of Subjects' Vulnerability in a Touch Screen Game Using Behavioral Metrics.

    PubMed

    Parsinejad, Payam; Sipahi, Rifat

    2017-12-01

    In this article, we report results on an experimental study conducted with volunteer subjects playing a touch-screen game with two unique difficulty levels. Subjects have knowledge about the rules of both game levels, but only sufficient playing experience with the easy level of the game, making them vulnerable with the difficult level. Several behavioral metrics associated with subjects' playing the game are studied in order to assess subjects' mental-workload changes induced by their vulnerability. Specifically, these metrics are calculated based on subjects' finger kinematics and decision making times, which are then compared with baseline metrics, namely, performance metrics pertaining to how well the game is played and a physiological metric called pnn50 extracted from heart rate measurements. In balanced experiments and supported by comparisons with baseline metrics, it is found that some of the studied behavioral metrics have the potential to be used to infer subjects' mental workload changes through different levels of the game. These metrics, which are decoupled from task specifics, relate to subjects' ability to develop strategies to play the game, and hence have the advantage of offering insight into subjects' task-load and vulnerability assessment across various experimental settings.

  5. Collaborative and Competitive Video Games for Teaching Computing in Higher Education

    NASA Astrophysics Data System (ADS)

    Smith, Spencer; Chan, Samantha

    2017-08-01

    This study measures the success of using a collaborative and competitive video game, named Space Race, to teach computing to first year engineering students. Space Race is played by teams of four, each with their own tablet, collaborating to compete against the other teams in the class. The impact of the game on student learning was studied through measurements using 485 students, over one term. Surveys were used to gauge student reception of the game. Pre and post-tests, and in-course examinations were used to quantify student performance. The game was well received with at least 82% of the students that played it recommending it to others. In some cases, game participants outperformed non-participants on course exams. On the final course exam, all of the statistically significant ( p<0.05) comparisons (42% of the relevant questions) showed a performance improvement of game participants on the questions, with a maximum grade improvement of 41%. The findings also suggest that some students retain the knowledge obtained from Space Race for at least 7 weeks. The results of this study provide strong evidence that a collaborative and competitive video game can be an effective tool for teaching computing in post-secondary education.

  6. Number games, magnitude representation, and basic number skills in preschoolers.

    PubMed

    Whyte, Jemma Catherine; Bull, Rebecca

    2008-03-01

    The effect of 3 intervention board games (linear number, linear color, and nonlinear number) on young children's (mean age = 3.8 years) counting abilities, number naming, magnitude comprehension, accuracy in number-to-position estimation tasks, and best-fit numerical magnitude representations was examined. Pre- and posttest performance was compared following four 25-min intervention sessions. The linear number board game significantly improved children's performance in all posttest measures and facilitated a shift from a logarithmic to a linear representation of numerical magnitude, emphasizing the importance of spatial cues in estimation. Exposure to the number card games involving nonsymbolic magnitude judgments and association of symbolic and nonsymbolic quantities, but without any linear spatial cues, improved some aspects of children's basic number skills but not numerical estimation precision.

  7. Adaptive critic designs for discrete-time zero-sum games with application to H(infinity) control.

    PubMed

    Al-Tamimi, Asma; Abu-Khalaf, Murad; Lewis, Frank L

    2007-02-01

    In this correspondence, adaptive critic approximate dynamic programming designs are derived to solve the discrete-time zero-sum game in which the state and action spaces are continuous. This results in a forward-in-time reinforcement learning algorithm that converges to the Nash equilibrium of the corresponding zero-sum game. The results in this correspondence can be thought of as a way to solve the Riccati equation of the well-known discrete-time H(infinity) optimal control problem forward in time. Two schemes are presented, namely: 1) a heuristic dynamic programming and 2) a dual-heuristic dynamic programming, to solve for the value function and the costate of the game, respectively. An H(infinity) autopilot design for an F-16 aircraft is presented to illustrate the results.

  8. Knowledge Diffusion on Networks through the Game Strategy

    NASA Astrophysics Data System (ADS)

    Sun, Shu; Wu, Jiangning; Xuan, Zhaoguo

    In this paper, we develop a knowledge diffusion model in which agents determine to give their knowledge to others according to some exchange strategies. The typical network namely small-world network is used for modeling, on which agents with knowledge are viewed as the nodes of the network and the edges are viewed as the social relationships for knowledge transmission. Such agents are permitted to interact with their neighbors repeatedly who have direct connections with them and accordingly change their strategies by choosing the most beneficial neighbors to diffuse knowledge. Two kinds of knowledge transmission strategies are proposed for the theoretical model based on the game theory and thereafter used in different simulations to examine the effect of the network structure on the knowledge diffusion effect. By analyses, two main observations can be found: One is that the simulation results are contrary to our intuition which agents would like to only accept but not share, thus they will maximize their benefit; another one is that the number of the agents acquired knowledge and the corresponding knowledge stock turn out to be independent of the percentage of those agents who choose to contribute their knowledge.

  9. Modeling the Player: Predictability of the Models of Bartle and Kolb Based on NEO-FFI (Big5) and the Implications for Game Based Learning

    ERIC Educational Resources Information Center

    Konert, Johannes; Gutjahr, Michael; Göbel, Stefan; Steinmetz, Ralf

    2014-01-01

    For adaptation and personalization of game play sophisticated player models and learner models are used in game-based learning environments. Thus, the game flow can be optimized to increase efficiency and effectiveness of gaming and learning in parallel. In the field of gaming still the Bartle model is commonly used due to its simplicity and good…

  10. Utilising E-on Vue and Unity 3D scenes to generate synthetic images and videos for visible signature analysis

    NASA Astrophysics Data System (ADS)

    Madden, Christopher S.; Richards, Noel J.; Culpepper, Joanne B.

    2016-10-01

    This paper investigates the ability to develop synthetic scenes in an image generation tool, E-on Vue, and a gaming engine, Unity 3D, which can be used to generate synthetic imagery of target objects across a variety of conditions in land environments. Developments within these tools and gaming engines have allowed the computer gaming industry to dramatically enhance the realism of the games they develop; however they utilise short cuts to ensure that the games run smoothly in real-time to create an immersive effect. Whilst these short cuts may have an impact upon the realism of the synthetic imagery, they do promise a much more time efficient method of developing imagery of different environmental conditions and to investigate the dynamic aspect of military operations that is currently not evaluated in signature analysis. The results presented investigate how some of the common image metrics used in target acquisition modelling, namely the Δμ1, Δμ2, Δμ3, RSS, and Doyle metrics, perform on the synthetic scenes generated by E-on Vue and Unity 3D compared to real imagery of similar scenes. An exploration of the time required to develop the various aspects of the scene to enhance its realism are included, along with an overview of the difficulties associated with trying to recreate specific locations as a virtual scene. This work is an important start towards utilising virtual worlds for visible signature evaluation, and evaluating how equivalent synthetic imagery is to real photographs.

  11. Extortion under uncertainty: Zero-determinant strategies in noisy games

    NASA Astrophysics Data System (ADS)

    Hao, Dong; Rong, Zhihai; Zhou, Tao

    2015-05-01

    Repeated game theory has been one of the most prevailing tools for understanding long-running relationships, which are the foundation in building human society. Recent works have revealed a new set of "zero-determinant" (ZD) strategies, which is an important advance in repeated games. A ZD strategy player can exert unilateral control on two players' payoffs. In particular, he can deterministically set the opponent's payoff or enforce an unfair linear relationship between the players' payoffs, thereby always seizing an advantageous share of payoffs. One of the limitations of the original ZD strategy, however, is that it does not capture the notion of robustness when the game is subjected to stochastic errors. In this paper, we propose a general model of ZD strategies for noisy repeated games and find that ZD strategies have high robustness against errors. We further derive the pinning strategy under noise, by which the ZD strategy player coercively sets the opponent's expected payoff to his desired level, although his payoff control ability declines with the increase of noise strength. Due to the uncertainty caused by noise, the ZD strategy player cannot ensure his payoff to be permanently higher than the opponent's, which implies dominant extortions do not exist even under low noise. While we show that the ZD strategy player can still establish a novel kind of extortions, named contingent extortions, where any increase of his own payoff always exceeds that of the opponent's by a fixed percentage, and the conditions under which the contingent extortions can be realized are more stringent as the noise becomes stronger.

  12. Developmental milestones record - 2 years

    MedlinePlus

    ... hour or less is better. Avoid programming with violent content. Redirect the child to reading or play activities. Control the type of games the child plays. Alternative Names Growth milestones for ...

  13. Motivation Monitoring and Assessment Extension for Input-Process-Outcome Game Model

    ERIC Educational Resources Information Center

    Ghergulescu, Ioana; Muntean, Cristina Hava

    2014-01-01

    This article proposes a Motivation Assessment-oriented Input-Process-Outcome Game Model (MotIPO), which extends the Input-Process-Outcome game model with game-centred and player-centred motivation assessments performed right from the beginning of the game-play. A feasibility case-study involving 67 participants playing an educational game and…

  14. A Model for Critical Games Literacy

    ERIC Educational Resources Information Center

    Apperley, Tom; Beavis, Catherine

    2013-01-01

    This article outlines a model for teaching both computer games and videogames in the classroom for teachers. The model illustrates the connections between in-game actions and youth gaming culture. The article explains how the out-of-school knowledge building, creation and collaboration that occurs in gaming and gaming culture has an impact on…

  15. Explaining Match Outcome During The Men’s Basketball Tournament at The Olympic Games

    PubMed Central

    Leicht, Anthony S.; Gómez, Miguel A.; Woods, Carl T.

    2017-01-01

    In preparation for the Olympics, there is a limited opportunity for coaches and athletes to interact regularly with team performance indicators providing important guidance to coaches for enhanced match success at the elite level. This study examined the relationship between match outcome and team performance indicators during men’s basketball tournaments at the Olympic Games. Twelve team performance indicators were collated from all men’s teams and matches during the basketball tournament of the 2004-2016 Olympic Games (n = 156). Linear and non-linear analyses examined the relationship between match outcome and team performance indicator characteristics; namely, binary logistic regression and a conditional interference (CI) classification tree. The most parsimonious logistic regression model retained ‘assists’, ‘defensive rebounds’, ‘field-goal percentage’, ‘fouls’, ‘fouls against’, ‘steals’ and ‘turnovers’ (delta AIC <0.01; Akaike weight = 0.28) with a classification accuracy of 85.5%. Conversely, four performance indicators were retained with the CI classification tree with an average classification accuracy of 81.4%. However, it was the combination of ‘field-goal percentage’ and ‘defensive rebounds’ that provided the greatest probability of winning (93.2%). Match outcome during the men’s basketball tournaments at the Olympic Games was identified by a unique combination of performance indicators. Despite the average model accuracy being marginally higher for the logistic regression analysis, the CI classification tree offered a greater practical utility for coaches through its resolution of non-linear phenomena to guide team success. Key points A unique combination of team performance indicators explained 93.2% of winning observations in men’s basketball at the Olympics. Monitoring of these team performance indicators may provide coaches with the capability to devise multiple game plans or strategies to enhance their likelihood of winning. Incorporation of machine learning techniques with team performance indicators may provide a valuable and strategic approach to explain patterns within multivariate datasets in sport science. PMID:29238245

  16. Game Maturity Model for Health Care.

    PubMed

    de Boer, Jan C; Adriani, Paul; van Houwelingen, Jan Willem; Geerts, A

    2016-04-01

    This article introduces the Game Maturity Model for the healthcare industry as an extension to the general Game Maturity Model and describes the usage by two case studies of applied health games. The Game Maturity Model for healthcare provides a practical and value-adding method to assess existing games and to determine strategic considerations for application of applied health games. Our forecast is that within 5 years the use and development of applied games will have a role in our daily lives and the way we organize health care that will be similar to the role social media has today.

  17. Smartkuber: A Serious Game for Cognitive Health Screening of Elderly Players.

    PubMed

    Boletsis, Costas; McCallum, Simon

    2016-08-01

    The goal of this study was to design and develop a serious game for cognitive health screening of the elderly, namely Smartkuber, and evaluate its construct, criteria (concurrent and predictive), and content validity, assessing its relationship with the Montreal Cognitive Assessment (MoCA) test. Furthermore, the study aims to evaluate the elderly players' game experience with Smartkuber. Thirteen older adults were enrolled in the study. The game was designed and developed by a multidisciplinary team. The study follows a mixed methodological approach, utilizing the In-Game Experience Questionnaire to assess the players' game experience and a correlational study, to examine the relationship between the Smartkuber and MoCA scores. The learning effect is also examined by comparing the mean game scores of the first and last game sessions of each player (Delta scores). All 13 participants (mean age: 68.69, SD: 7.24) successfully completed the study. Smartkuber demonstrated high concurrent validity with the MoCA test (r = 0.81, P = 0.001) and satisfying levels of predictive and content validity. The Delta scores showed no statistically significant differences in scoring, thus indicating no learning effects during the Smartkuber game sessions. The study shows that Smartkuber is a promising tool for cognitive health screening, providing an entertaining and motivating gaming experience to elderly players. Limitations of the study and future directions are discussed.

  18. Tobacco imagery in video games: ratings and gamer recall.

    PubMed

    Forsyth, Susan R; Malone, Ruth E

    2016-09-01

    To assess whether tobacco content found in video games was appropriately labelled for tobacco-related content by the Entertainment and Software Ratings Board (ESRB). Sixty-five gamer participants (self-identified age range 13-50) were interviewed in-person (n=25) or online (n=40) and asked (A) to list favourite games and (B) to name games that they could recall containing tobacco content. The ESRB database was searched for all games mentioned to ascertain whether they had been assigned tobacco-related content descriptors. Games were independently assessed for tobacco content by examining user-created game wiki sites and watching YouTube videos of gameplay. Games with tobacco-related ESRB content descriptors and/or with tobacco imagery verified by researchers were considered to contain tobacco content. Games identified by participants as including tobacco but lacking verifiable tobacco content were treated as not containing tobacco content. Participants recalled playing 140 unique games, of which 118 were listed in the ESRB database. Participants explicitly recalled tobacco content in 31% (37/118) of the games, of which 94% (35/37) included independently verified tobacco content. Only 8% (9/118) of the games had received ESRB tobacco-related content descriptors, but researchers verified that 42% (50/118) contained such content; 42% (49/118) of games were rated 'M' for mature (content deemed appropriate for ages 17+). Of these, 76% (37/49) contained verified tobacco content; however, only 4% (2/49) received ESRB tobacco-related content descriptors. Gamers are exposed to tobacco imagery in many video games. The ESRB is not a reliable source for determining whether video games contain tobacco imagery. Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://www.bmj.com/company/products-services/rights-and-licensing/

  19. Reunification of Korea: A Forty Year Stalemate,

    DTIC Science & Technology

    1986-04-07

    TASK AREA & WORK UNIT NUMBERS U.S. Army War College Carlisle Barracks, PA 17013 I. CONTROLLING OFFICE NAME AND ADDRESS 12. REPORT DATE 7 April 1986 SAME...South Korea, the north have proposed that they co-h.’,cst these games. This cannot work as South Korca i:: not th: hcst of the 1988 Olympic Games--the...events is enormous. The President of the International Olympic Committee must work very closely with all countries in an attempt to gain maximum

  20. An educational board game for learning and teaching burn care: A preliminary evaluation.

    PubMed

    Whittam, Alexander M; Chow, Whitney

    2017-01-01

    Timely and effective assessment, resuscitation and transfer of patients with severe burns has been demonstrated to improve outcome. A dedicated one-day course exists to equip all frontline emergency healthcare workers with the necessary knowledge and skills to manage severe burn injuries. More recently, a board game has been developed which aims to act as a learning and practice development tool for those managing burn injuries. We present the findings of our preliminary evaluation of this game. We played this game with a multidisciplinary group of staff including doctors, nurses and therapists. A proportion of these participants had previously completed the Emergency Management of Severe Burns (EMSB) course. We obtained subjective results from a questionnaire, using both Likert-type ratings and open-ended questions. The styling of the game and ease of instructions was rated from 'average' to 'excellent'. The relevance of questions was rated from 'good' to 'excellent'. The usefulness of the game to increase knowledge and stimulate discussion was rated between 'good' and 'excellent'. All participants stated that they would recommend the game to other healthcare professionals. This is the only burns and plastic surgery-related educational game in the literature. Educational games adhere to principles of adult learning but there is insufficient evidence in the literature to either confirm or refute their utility. Our preliminary evaluation of this game has shown that it achieves its main aims, namely to increase knowledge in burn care and to stimulate discussion. Further work is required to assess the board game.

  1. Imitating emotions instead of strategies in spatial games elevates social welfare

    NASA Astrophysics Data System (ADS)

    Szolnoki, Attila; Xie, Neng-Gang; Wang, Chao; Perc, Matjaž

    2011-11-01

    The success of imitation as an evolutionary driving force in spatial games has often been questioned, especially for social dilemmas such as the snowdrift game, where the most profitable one may be the mixed phase sustaining both the cooperative and the defective strategy. Here we reexamine this assumption by investigating the evolution of cooperation in spatial social-dilemma games, where, instead of pure strategies, players can adopt emotional profiles of their neighbors. For simplicity, the emotional profile of each player is determined by two pivotal factors only, namely how it behaves towards less and how towards more successful neighbors. We find that imitating emotions such as goodwill and envy instead of pure strategies from the more successful players reestablishes imitation as a tour de force for resolving social dilemmas on structured populations without any additional assumptions or strategic complexity.

  2. Quantum games of opinion formation based on the Marinatto-Weber quantum game scheme

    NASA Astrophysics Data System (ADS)

    Deng, Xinyang; Deng, Yong; Liu, Qi; Shi, Lei; Wang, Zhen

    2016-06-01

    Quantization has become a new way to investigate classical game theory since quantum strategies and quantum games were proposed. In the existing studies, many typical game models, such as the prisoner's dilemma, battle of the sexes, Hawk-Dove game, have been extensively explored by using quantization approach. Along a similar method, here several game models of opinion formations will be quantized on the basis of the Marinatto-Weber quantum game scheme, a frequently used scheme of converting classical games to quantum versions. Our results show that the quantization can fascinatingly change the properties of some classical opinion formation game models so as to generate win-win outcomes.

  3. The effects of video game experience and active stereoscopy on performance in combat identification tasks.

    PubMed

    Keebler, Joseph R; Jentsch, Florian; Schuster, David

    2014-12-01

    We investigated the effects of active stereoscopic simulation-based training and individual differences in video game experience on multiple indices of combat identification (CID) performance. Fratricide is a major problem in combat operations involving military vehicles. In this research, we aimed to evaluate the effects of training on CID performance in order to reduce fratricide errors. Individuals were trained on 12 combat vehicles in a simulation, which were presented via either a non-stereoscopic or active stereoscopic display using NVIDIA's GeForce shutter glass technology. Self-report was used to assess video game experience, leading to four between-subjects groups: high video game experience with stereoscopy, low video game experience with stereoscopy, high video game experience without stereoscopy, and low video game experience without stereoscopy. We then tested participants on their memory of each vehicle's alliance and name across multiple measures, including photographs and videos. There was a main effect for both video game experience and stereoscopy across many of the dependent measures. Further, we found interactions between video game experience and stereoscopic training, such that those individuals with high video game experience in the non-stereoscopic group had the highest performance outcomes in the sample on multiple dependent measures. This study suggests that individual differences in video game experience may be predictive of enhanced performance in CID tasks. Selection based on video game experience in CID tasks may be a useful strategy for future military training. Future research should investigate the generalizability of these effects, such as identification through unmanned vehicle sensors.

  4. Organic Functional Group Playing Card Deck

    NASA Astrophysics Data System (ADS)

    Welsh, Michael J.

    2003-04-01

    The recognition and identification of organic functional groups, while essential for chemistry and biology majors, is also very useful for non-science majors in the study of molecules in art and life. In order to make this task more palatable for the non-science major (art and communications students), the images of a traditional playing deck of cards (heart, spade, diamond, and club) have been replaced with four representations of common organic functional groups. The hierarchy rules for naming two groups in a molecule is loosely incorporated to represent the sequence (King, Queen, Jack, ?, Ace) of the deck. Students practice recognizing and identifying organic groups by playing simple card games of "Old Maid" and "Go Fish". To play games like "Poker" or "Gin", a student must not only recognize the functional groups, but also master a naming hierarchy for the organic groups.

  5. Teaching Using Computer Games

    ERIC Educational Resources Information Center

    Miller, Lee Dee; Shell, Duane; Khandaker, Nobel; Soh, Leen-Kiat

    2011-01-01

    Computer games have long been used for teaching. Current reviews lack categorization and analysis using learning models which would help instructors assess the usefulness of computer games. We divide the use of games into two classes: game playing and game development. We discuss the Input-Process-Outcome (IPO) model for the learning process when…

  6. Cognitive Modeling of Video Game Player User Experience

    NASA Technical Reports Server (NTRS)

    Bohil, Corey J.; Biocca, Frank A.

    2010-01-01

    This paper argues for the use of cognitive modeling to gain a detailed and dynamic look into user experience during game play. Applying cognitive models to game play data can help researchers understand a player's attentional focus, memory status, learning state, and decision strategies (among other things) as these cognitive processes occurred throughout game play. This is a stark contrast to the common approach of trying to assess the long-term impact of games on cognitive functioning after game play has ended. We describe what cognitive models are, what they can be used for and how game researchers could benefit by adopting these methods. We also provide details of a single model - based on decision field theory - that has been successfUlly applied to data sets from memory, perception, and decision making experiments, and has recently found application in real world scenarios. We examine possibilities for applying this model to game-play data.

  7. Exact solution for the time evolution of network rewiring models

    NASA Astrophysics Data System (ADS)

    Evans, T. S.; Plato, A. D. K.

    2007-05-01

    We consider the rewiring of a bipartite graph using a mixture of random and preferential attachment. The full mean-field equations for the degree distribution and its generating function are given. The exact solution of these equations for all finite parameter values at any time is found in terms of standard functions. It is demonstrated that these solutions are an excellent fit to numerical simulations of the model. We discuss the relationship between our model and several others in the literature, including examples of urn, backgammon, and balls-in-boxes models, the Watts and Strogatz rewiring problem, and some models of zero range processes. Our model is also equivalent to those used in various applications including cultural transmission, family name and gene frequencies, glasses, and wealth distributions. Finally some Voter models and an example of a minority game also show features described by our model.

  8. Evolutionary dynamics of collective action in spatially structured populations.

    PubMed

    Peña, Jorge; Nöldeke, Georg; Lehmann, Laurent

    2015-10-07

    Many models proposed to study the evolution of collective action rely on a formalism that represents social interactions as n-player games between individuals adopting discrete actions such as cooperate and defect. Despite the importance of spatial structure in biological collective action, the analysis of n-player games games in spatially structured populations has so far proved elusive. We address this problem by considering mixed strategies and by integrating discrete-action n-player games into the direct fitness approach of social evolution theory. This allows to conveniently identify convergence stable strategies and to capture the effect of population structure by a single structure coefficient, namely, the pairwise (scaled) relatedness among interacting individuals. As an application, we use our mathematical framework to investigate collective action problems associated with the provision of three different kinds of collective goods, paradigmatic of a vast array of helping traits in nature: "public goods" (both providers and shirkers can use the good, e.g., alarm calls), "club goods" (only providers can use the good, e.g., participation in collective hunting), and "charity goods" (only shirkers can use the good, e.g., altruistic sacrifice). We show that relatedness promotes the evolution of collective action in different ways depending on the kind of collective good and its economies of scale. Our findings highlight the importance of explicitly accounting for relatedness, the kind of collective good, and the economies of scale in theoretical and empirical studies of the evolution of collective action. Copyright © 2015 Elsevier Ltd. All rights reserved.

  9. Illustrating a Model-Game-Model Paradigm for Using Human Wargames in Analysis

    DTIC Science & Technology

    2017-02-01

    Working Paper Illustrating a Model- Game -Model Paradigm for Using Human Wargames in Analysis Paul K. Davis RAND National Security Research...paper proposes and illustrates an analysis-centric paradigm (model- game -model or what might be better called model-exercise-model in some cases) for...to involve stakehold- ers in model development from the outset. The model- game -model paradigm was illustrated in an application to crisis planning

  10. MAXHELP: Needs Assessment in the Montgomery Community

    DTIC Science & Technology

    1984-04-01

    become motivated for satisfactory accomplishments. 12 . Orientation flights. Simplified computer simulation games in math /science. Guest attendance of...NAME AND ADDRESS 12 . REPORT DATE APRIL 1984 ACSC/EDCC, MAXWELL AFB, AL 36112 13. NUMBER OF PAGES 14. MONITORING AGENCY NAME A AOORESS(’II dllerenl...and Finance specialist course where he was a distinguished graduate. In 1968 he was recalled to active duty and was assigned to Sewart Air Force Base

  11. Network Support for Group Coordination

    DTIC Science & Technology

    2000-01-01

    telecommuting and ubiquitous computing [40], the advent of networked multimedia, and less expensive technology have shifted telecollaboration into...of Computer Engineering,Santa Cruz,CA,95064 8. PERFORMING ORGANIZATION REPORT NUMBER 9. SPONSORING/ MONITORING AGENCY NAME(S) AND ADDRESS(ES) 10...participants A and B, the payoff structure for choosing two actions i and j is P = Aij + Bij . If P = 0, then the interaction is called a zero -sum game, and

  12. Center for Design-Based STEM Education

    DTIC Science & Technology

    2013-10-31

    focus on "game changing" solutions for STEM education and aligned with the new Next Generation Science Standards ( NGSS ), especially in the...PROJECT NUMBER 5e . TASK NUMBER 5f. WORK UNIT NUMBER 7. PERFORMING ORGANIZATION NAME(S) AND ADDRESS(ES) 8. PERFORMING ORGANIZATION...2 by the NGSS (i.e., “Science education should reflect the real world interconnections in science” and “seek to illustrate how knowledge and

  13. Surviving in Cyberspace: A Game Theoretic Approach

    DTIC Science & Technology

    2012-06-01

    HOUSE 5b. GRANT NUMBER N /A 5c. PROGRAM ELEMENT NUMBER N /A 6. AUTHOR(S) Charles Kamhoua, Kevin Kwiat, and Joon Park 5d. PROJECT NUMBER 23G4...Road Rome, NY 13441-4505 8. PERFORMING ORGANIZATION REPORT NUMBER N /A 9. SPONSORING/MONITORING AGENCY NAME(S) AND ADDRESS(ES... N /A 11. SPONSORING/MONITORING AGENCY REPORT NUMBER AFRL-RI-RS-TP-2012-036 12. DISTRIBUTION AVAILABILITY STATEMENT APPROVED FOR

  14. Advances in Games Technology: Software, Models, and Intelligence

    ERIC Educational Resources Information Center

    Prakash, Edmond; Brindle, Geoff; Jones, Kevin; Zhou, Suiping; Chaudhari, Narendra S.; Wong, Kok-Wai

    2009-01-01

    Games technology has undergone tremendous development. In this article, the authors report the rapid advancement that has been observed in the way games software is being developed, as well as in the development of games content using game engines. One area that has gained special attention is modeling the game environment such as terrain and…

  15. A Data Snapshot Approach for Making Real-Time Predictions in Basketball.

    PubMed

    Kayhan, Varol Onur; Watkins, Alison

    2018-06-08

    This article proposes a novel approach, called data snapshots, to generate real-time probabilities of winning for National Basketball Association (NBA) teams while games are being played. The approach takes a snapshot from a live game, identifies historical games that have the same snapshot, and uses the outcomes of these games to calculate the winning probabilities of the teams in this game as the game is underway. Using data obtained from 20 seasons worth of NBA games, we build three models and compare their accuracies to a baseline accuracy. In Model 1, each snapshot includes the point difference between the home and away teams at a given second of the game. In Model 2, each snapshot includes the net team strength in addition to the point difference at a given second. In Model 3, each snapshot includes the rate of score change in addition to the point difference at a given second. The results show that all models perform better than the baseline accuracy, with Model 1 being the best model.

  16. Epigenetic game theory and its application in plants. Comment on: ;Epigenetic game theory: How to compute the epigenetic control of maternal-to-zygotic transition; by Qian Wang et al.

    NASA Astrophysics Data System (ADS)

    Zhang, Yuan-Ming; Zhang, Yinghao; Guo, Mingyue

    2017-03-01

    Wang's et al. article [1] is the first to integrate game theory (especially evolutionary game theory) with epigenetic modification of zygotic genomes. They described and assessed a modeling framework based on evolutionary game theory to quantify, how sperms and oocytes interact through epigenetic processes, to determine embryo development. They also studied the internal mechanisms for normal embryo development: 1) evolutionary interactions between DNA methylation of the paternal and maternal genomes, and 2) the application of game theory to formulate and quantify how different genes compete or cooperate to regulate embryogenesis through methylation. Although it is not very comprehensive and profound regarding game theory modeling, this article bridges the gap between evolutionary game theory and the epigenetic control of embryo development by powerful ordinary differential equations (ODEs). The epiGame framework includes four aspects: 1) characterizing how epigenetic game theory works by the strategy matrix, in which the pattern and relative magnitude of the methylation effects on embryogenesis, are described by the cooperation and competition mechanisms, 2) quantifying the game that the direction and degree of P-M interactions over embryo development can be explained by the sign and magnitude of interaction parameters in model (2), 3) modeling epigenetic interactions within the morula, especially for two coupled nonlinear ODEs, with explicit functions in model (4), which provide a good fit to the observed data for the two sexes (adjusted R2 = 0.956), and 4) revealing multifactorial interactions in embryogenesis from the coupled ODEs in model (2) to triplet ODEs in model (6). Clearly, this article extends game theory from evolutionary game theory to epigenetic game theory.

  17. Prediction of stock markets by the evolutionary mix-game model

    NASA Astrophysics Data System (ADS)

    Chen, Fang; Gou, Chengling; Guo, Xiaoqian; Gao, Jieping

    2008-06-01

    This paper presents the efforts of using the evolutionary mix-game model, which is a modified form of the agent-based mix-game model, to predict financial time series. Here, we have carried out three methods to improve the original mix-game model by adding the abilities of strategy evolution to agents, and then applying the new model referred to as the evolutionary mix-game model to forecast the Shanghai Stock Exchange Composite Index. The results show that these modifications can improve the accuracy of prediction greatly when proper parameters are chosen.

  18. Intense video gaming is not essentially problematic.

    PubMed

    Király, Orsolya; Tóth, Dénes; Urbán, Róbert; Demetrovics, Zsolt; Maraz, Aniko

    2017-11-01

    Video games are more popular than ever and the general public, including parents, educators, and the media, tends to consider intense video gaming fundamentally problematic. To test this hypothesis, participants were recruited via gaming-related websites resulting in a sample of N = 5,222 online video gamers (mean age: 22.2 years, SD = 6.4). Besides assessing gaming time, we administered the Ten-Item Internet Gaming Disorder Test, the Brief Symptom Inventory, and the Motives for Online Gaming Questionnaire. Two structural regression models were estimated with both gaming time and problematic gaming as outcome variables. Predictors were psychiatric symptoms in the first, and gaming motives in the second model. Both models yielded adequate fit indices. Psychiatric symptoms had a moderate positive effect on problematic use (β = .46, p < .001) whereas their effect on gaming time was practically zero (β = -.01, p = .84). In the second model, Escape was the most prominent motive and was moderately to-strongly associated (β = .58, p < .001) with problematic use. However, the association between Escape and gaming time was substantially weaker (β = .21, p < .001). The correlation between gaming time and problematic use was weak-to-moderate in both models (r = .26, p < .001 and r = .21, p < .001, respectively). Data suggest that gaming time is weakly associated with negative psychological factors such as psychiatric symptoms and Escape motive, which were found to be consistently related to problematic use. Therefore, the amount of gaming time alone appears to be an unreliable predictor of problematic use, which questions the aforementioned idea that intense gaming is essentially problematic. (PsycINFO Database Record (c) 2017 APA, all rights reserved).

  19. Sensation Seeking and Online Gaming Addiction in Adolescents: A Moderated Mediation Model of Positive Affective Associations and Impulsivity.

    PubMed

    Hu, Jianping; Zhen, Shuangju; Yu, Chengfu; Zhang, Qiuyan; Zhang, Wei

    2017-01-01

    Based on the Dual Systems Model (Somerville et al., 2010; Steinberg, 2010a) and the biosocial-affect model (Romer and Hennessy, 2007) of adolescent sensation seeking and problem behaviors, the present study examined how (affective associations with online games as a mediator) and when (impulsivity as a moderator) did sensation seeking influence online gaming addiction in adolescence. A total of 375 Chinese male adolescents (mean age = 16.02 years, SD = 0.85) from southern China completed anonymous questionnaires regarding sensation seeking, positive affective associations with online games, impulsivity, and online gaming addiction. Our findings revealed that sensation seeking, positive affective associations with online games and impulsivity were each significantly and positively associated with online gaming addiction in adolescents. Positive affective associations mediated the relationship between sensation seeking and online gaming addiction. Further, impulsivity moderated the relationship between positive affective associations and online gaming addiction, such that the association between positive affective association and online gaming addiction was stronger for high than for low impulsivity adolescents. These findings underscore the importance of integrating the biosocial-affect model and the Dual Systems Model to understand how and when sensation seeking impacts adolescent online gaming addiction.

  20. Sensation Seeking and Online Gaming Addiction in Adolescents: A Moderated Mediation Model of Positive Affective Associations and Impulsivity

    PubMed Central

    Hu, Jianping; Zhen, Shuangju; Yu, Chengfu; Zhang, Qiuyan; Zhang, Wei

    2017-01-01

    Based on the Dual Systems Model (Somerville et al., 2010; Steinberg, 2010a) and the biosocial-affect model (Romer and Hennessy, 2007) of adolescent sensation seeking and problem behaviors, the present study examined how (affective associations with online games as a mediator) and when (impulsivity as a moderator) did sensation seeking influence online gaming addiction in adolescence. A total of 375 Chinese male adolescents (mean age = 16.02 years, SD = 0.85) from southern China completed anonymous questionnaires regarding sensation seeking, positive affective associations with online games, impulsivity, and online gaming addiction. Our findings revealed that sensation seeking, positive affective associations with online games and impulsivity were each significantly and positively associated with online gaming addiction in adolescents. Positive affective associations mediated the relationship between sensation seeking and online gaming addiction. Further, impulsivity moderated the relationship between positive affective associations and online gaming addiction, such that the association between positive affective association and online gaming addiction was stronger for high than for low impulsivity adolescents. These findings underscore the importance of integrating the biosocial-affect model and the Dual Systems Model to understand how and when sensation seeking impacts adolescent online gaming addiction. PMID:28529494

  1. Detection of goal events in soccer videos

    NASA Astrophysics Data System (ADS)

    Kim, Hyoung-Gook; Roeber, Steffen; Samour, Amjad; Sikora, Thomas

    2005-01-01

    In this paper, we present an automatic extraction of goal events in soccer videos by using audio track features alone without relying on expensive-to-compute video track features. The extracted goal events can be used for high-level indexing and selective browsing of soccer videos. The detection of soccer video highlights using audio contents comprises three steps: 1) extraction of audio features from a video sequence, 2) event candidate detection of highlight events based on the information provided by the feature extraction Methods and the Hidden Markov Model (HMM), 3) goal event selection to finally determine the video intervals to be included in the summary. For this purpose we compared the performance of the well known Mel-scale Frequency Cepstral Coefficients (MFCC) feature extraction method vs. MPEG-7 Audio Spectrum Projection feature (ASP) extraction method based on three different decomposition methods namely Principal Component Analysis( PCA), Independent Component Analysis (ICA) and Non-Negative Matrix Factorization (NMF). To evaluate our system we collected five soccer game videos from various sources. In total we have seven hours of soccer games consisting of eight gigabytes of data. One of five soccer games is used as the training data (e.g., announcers' excited speech, audience ambient speech noise, audience clapping, environmental sounds). Our goal event detection results are encouraging.

  2. Fun cube based brain gym cognitive function assessment system.

    PubMed

    Zhang, Tao; Lin, Chung-Chih; Yu, Tsang-Chu; Sun, Jing; Hsu, Wen-Chuin; Wong, Alice May-Kuen

    2017-05-01

    The aim of this study is to design and develop a fun cube (FC) based brain gym (BG) cognitive function assessment system using the wireless sensor network and multimedia technologies. The system comprised (1) interaction devices, FCs and a workstation used as interactive tools for collecting and transferring data to the server, (2) a BG information management system responsible for managing the cognitive games and storing test results, and (3) a feedback system used for conducting the analysis of cognitive functions to assist caregivers in screening high risk groups with mild cognitive impairment. Three kinds of experiments were performed to evaluate the developed FC-based BG cognitive function assessment system. The experimental results showed that the Pearson correlation coefficient between the system's evaluation outcomes and the traditional Montreal Cognitive Assessment scores was 0.83. The average Technology Acceptance Model 2 score was close to six for 31 elderly subjects. Most subjects considered that the brain games are interesting and the FC human-machine interface is easy to learn and operate. The control group and the cognitive impairment group had statistically significant difference with respect to the accuracy of and the time taken for the brain cognitive function assessment games, including Animal Naming, Color Search, Trail Making Test, Change Blindness, and Forward / Backward Digit Span. Copyright © 2017 Elsevier Ltd. All rights reserved.

  3. Which is more effective for suppressing an infectious disease: imperfect vaccination or defense against contagion?

    NASA Astrophysics Data System (ADS)

    Kuga, Kazuki; Tanimoto, Jun

    2018-02-01

    We consider two imperfect ways to protect against an infectious disease such as influenza, namely vaccination giving only partial immunity and a defense against contagion such as wearing a mask. We build up a new analytic framework considering those two cases instead of perfect vaccination, conventionally assumed as a premise, with the assumption of an infinite and well-mixed population. Our framework also considers three different strategy-updating rules based on evolutionary game theory: conventional pairwise comparison with one randomly selected agent, another concept of pairwise comparison referring to a social average, and direct alternative selection not depending on the usual copying concept. We successfully obtain a phase diagram in which vaccination coverage at equilibrium can be compared when assuming the model of either imperfect vaccination or a defense against contagion. The obtained phase diagram reveals that a defense against contagion is marginally inferior to an imperfect vaccination as long as the same coefficient value is used. Highlights - We build a new analytical framework for a vaccination game combined with the susceptible-infected-recovered (SIR) model. - Our model can evaluate imperfect provisions such as vaccination giving only partial immunity and a defense against contagion. - We obtain a phase diagram with which to compare the quantitative effects of partial vaccination and a defense against contagion.

  4. The Emergence of Simulation and Gaming.

    ERIC Educational Resources Information Center

    Becker, Henk A.

    1980-01-01

    Describes the historical and international development of simulation and gaming in terms of simulation as analytical models, and games as communicative models; and forecasts possible futures of simulation and gaming. (CMV)

  5. Socially grounded game strategy enhances bonding and perceived smartness of a humanoid robot

    NASA Astrophysics Data System (ADS)

    Barakova, E. I.; De Haas, M.; Kuijpers, W.; Irigoyen, N.; Betancourt, A.

    2018-01-01

    In search for better technological solutions for education, we adapted a principle from economic game theory, namely that giving a help will promote collaboration and eventually long-term relations between a robot and a child. This principle has been shown to be effective in games between humans and between humans and computer agents. We compared the social and cognitive engagement of children when playing checkers game combined with a social strategy against a robot or against a computer. We found that by combining the social and game strategy the children (average age of 8.3 years) had more empathy and social engagement with the robot since the children did not want to necessarily win against it. This finding is promising for using social strategies for the creation of long-term relations between robots and children and making educational tasks more engaging. An additional outcome of the study was the significant difference in the perception of the children about the difficulty of the game - the game with the robot was seen as more challenging and the robot - as a smarter opponent. This finding might be due to the higher perceived or expected intelligence from the robot, or because of the higher complexity of seeing patterns in three-dimensional world.

  6. Chaos and confusion in DSM-5 diagnosis of Internet Gaming Disorder: Issues, concerns, and recommendations for clarity in the field

    PubMed Central

    Kuss, Daria J.; Griffiths, Mark D.; Pontes, Halley M.

    2017-01-01

    Background The umbrella term “Internet addiction” has been criticized for its lack of specificity given the heterogeneity of potentially problematic behaviors that can be engaged in online as well as different underlying etiological mechanisms. This has led to the naming of specific online addictions, the most notable being Internet Gaming Disorder (IGD). Methods Using the contemporary literature concerning IGD and cognate topics, issues and concerns relating to the concept of IGD are examined. Results Internet addiction and IGD are not the same, and distinguishing between the two is conceptually meaningful. Similarly, the diagnosis of IGD as proposed in the appendix of the latest (fifth) edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) remains vague regarding whether or not games need to be engaged in online, stating that IGD typically involves specific Internet games, but can also include offline games, adding to the lack of clarity. A number of authors have voiced concerns regarding the viability of including the word “Internet” in IGD, and instead proposed to use the term “video gaming disorder” or simply “gaming disorder,” suggesting addiction to video gaming can also occur offline. Conclusion The DSM-5 has caused more confusion than clarity regarding the disorder, reflected by researchers in the field contesting a supposedly reached consensus for IGD diagnosis. PMID:27599673

  7. Chaos and confusion in DSM-5 diagnosis of Internet Gaming Disorder: Issues, concerns, and recommendations for clarity in the field.

    PubMed

    Kuss, Daria J; Griffiths, Mark D; Pontes, Halley M

    2017-06-01

    Background The umbrella term "Internet addiction" has been criticized for its lack of specificity given the heterogeneity of potentially problematic behaviors that can be engaged in online as well as different underlying etiological mechanisms. This has led to the naming of specific online addictions, the most notable being Internet Gaming Disorder (IGD). Methods Using the contemporary literature concerning IGD and cognate topics, issues and concerns relating to the concept of IGD are examined. Results Internet addiction and IGD are not the same, and distinguishing between the two is conceptually meaningful. Similarly, the diagnosis of IGD as proposed in the appendix of the latest (fifth) edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) remains vague regarding whether or not games need to be engaged in online, stating that IGD typically involves specific Internet games, but can also include offline games, adding to the lack of clarity. A number of authors have voiced concerns regarding the viability of including the word "Internet" in IGD, and instead proposed to use the term "video gaming disorder" or simply "gaming disorder," suggesting addiction to video gaming can also occur offline. Conclusion The DSM-5 has caused more confusion than clarity regarding the disorder, reflected by researchers in the field contesting a supposedly reached consensus for IGD diagnosis.

  8. Using Game Theory Techniques and Concepts to Develop Proprietary Models for Use in Intelligent Games

    ERIC Educational Resources Information Center

    Christopher, Timothy Van

    2011-01-01

    This work is about analyzing games as models of systems. The goal is to understand the techniques that have been used by game designers in the past, and to compare them to the study of mathematical game theory. Through the study of a system or concept a model often emerges that can effectively educate students about making intelligent decisions…

  9. IDEA: Acertaste el precio (The price is right)!

    ERIC Educational Resources Information Center

    Cardenas, Karen Hardy

    1995-01-01

    Presents a classroom version of a popular television game designed to provide students with practice in listening comprehension and speaking as well as an opportunity to review numbers and names of objects in Spanish. (Author/CK)

  10. Someone at School Has a Weapon. What Should I Do?

    MedlinePlus

    ... name-calling, harassment, taunting, and other forms of bullying. People who are more likely to become violent ... video games, TV shows, and movies threatening or bullying others isolation from family and friends Of course, ...

  11. Doing Justice to the Imitation Game

    NASA Astrophysics Data System (ADS)

    Lassègue, Jean

    My claim in this article is that the 1950 paper in which Turing describes the world-famous set-up of the Imitation Game is much richer and intriguing than the formalist ersatz coined in the early 1970s under the name "Turing Test". Therefore, doing justice to the Imitation Game implies showing first, that the formalist interpretation misses some crucial points in Turing's line of thought and second, that the 1950 paper should not be understood as the Magna Chartaof strong Artificial Intelligence (AI) but as a work in progressfocused on the notion of Form. This has unexpected consequences about the status of Mind, and from a more general point of view, about the way we interpret the notions of Science and Language.

  12. Multi Agent Systems with Symbiotic Learning and Evolution using GNP

    NASA Astrophysics Data System (ADS)

    Eguchi, Toru; Hirasawa, Kotaro; Hu, Jinglu; Murata, Junichi

    Recently, various attempts relevant to Multi Agent Systems (MAS) which is one of the most promising systems based on Distributed Artificial Intelligence have been studied to control large and complicated systems efficiently. In these trends of MAS, Multi Agent Systems with Symbiotic Learning and Evolution named Masbiole has been proposed. In Masbiole, symbiotic phenomena among creatures are considered in the process of learning and evolution of MAS. So we can expect more flexible and sophisticated solutions than conventional MAS. In this paper, we apply Masbiole to Iterative Prisoner’s Dilemma Games (IPD Games) using Genetic Network Programming (GNP) which is a newly developed evolutionary computation method for constituting agents. Some characteristics of Masbiole using GNP in IPD Games are clarified.

  13. Video Game Training Enhances Visuospatial Working Memory and Episodic Memory in Older Adults

    PubMed Central

    Toril, Pilar; Reales, José M.; Mayas, Julia; Ballesteros, Soledad

    2016-01-01

    In this longitudinal intervention study with experimental and control groups, we investigated the effects of video game training on the visuospatial working memory (WM) and episodic memory of healthy older adults. Participants were 19 volunteer older adults, who received 15 1-h video game training sessions with a series of video games selected from a commercial package (Lumosity), and a control group of 20 healthy older adults. The results showed that the performance of the trainees improved significantly in all the practiced video games. Most importantly, we found significant enhancements after training in the trained group and no change in the control group in two computerized tasks designed to assess visuospatial WM, namely the Corsi blocks task and the Jigsaw puzzle task. The episodic memory and short-term memory of the trainees also improved. Gains in some WM and episodic memory tasks were maintained during a 3-month follow-up period. These results suggest that the aging brain still retains some degree of plasticity, and that video game training might be an effective intervention tool to improve WM and other cognitive functions in older adults. PMID:27199723

  14. On Nash-Equilibria of Approximation-Stable Games

    NASA Astrophysics Data System (ADS)

    Awasthi, Pranjal; Balcan, Maria-Florina; Blum, Avrim; Sheffet, Or; Vempala, Santosh

    One reason for wanting to compute an (approximate) Nash equilibrium of a game is to predict how players will play. However, if the game has multiple equilibria that are far apart, or ɛ-equilibria that are far in variation distance from the true Nash equilibrium strategies, then this prediction may not be possible even in principle. Motivated by this consideration, in this paper we define the notion of games that are approximation stable, meaning that all ɛ-approximate equilibria are contained inside a small ball of radius Δ around a true equilibrium, and investigate a number of their properties. Many natural small games such as matching pennies and rock-paper-scissors are indeed approximation stable. We show furthermore there exist 2-player n-by-n approximation-stable games in which the Nash equilibrium and all approximate equilibria have support Ω(log n). On the other hand, we show all (ɛ,Δ) approximation-stable games must have an ɛ-equilibrium of support O(Δ^{2-o(1)}/ɛ2{log n}), yielding an immediate n^{O(Δ^{2-o(1)}/ɛ^2log n)}-time algorithm, improving over the bound of [11] for games satisfying this condition. We in addition give a polynomial-time algorithm for the case that Δ and ɛ are sufficiently close together. We also consider an inverse property, namely that all non-approximate equilibria are far from some true equilibrium, and give an efficient algorithm for games satisfying that condition.

  15. Design Elements and Feasibility of an Organized Multiplayer Mobile Active Videogame for Primary School-Aged Children.

    PubMed

    McKenzie, Sophie; Bangay, Shaun; Barnett, Lisa M; Ridgers, Nicola D; Salmon, Jo

    2014-12-01

    This article describes the design, development, and implementation feasibility of a purpose-built mobile active videogame (M-AVG) named "Pirate Adventure," which was designed for primary school-aged children to engage in physical activity (PA) and fundamental movement skills (FMS), such as hopping, sidestepping, jumping, or running, in an afterschool setting. The design of "Pirate Adventure" was the result of a collaboration between games designers and health researchers. "Pirate Adventure" was designed and developed using Android(®) (Google, Mountain View, CA) phone sensors to respond to player actions within a playground environment. Using an interactive game framework, players solve clues and complete PA and FMS challenges via sensing the physical world through marked-out key game locations. Fourteen primary school-aged children participated in the feasibility evaluation, which took place in four afternoon sessions. The game was evaluated using Android phone telemetry data and a post-gameplay survey for children on their opinions and enjoyment of the game. The "Pirate Adventure" game design facilitated an enjoyable treasure hunt game (average of 11 minutes of activity per game) with narrative elements supporting children's engagement with movement activities. The majority of children (n=9/13) reported that they would like to play the game again. Combining real world and virtual world content through "Pirate Adventure" was moderately successful, with multiple gameplay sessions occurring. Further implementation feasibility testing, under more controlled conditions, needs to be conducted to assert the benefits of using a M-AVG for children's PA and FMS.

  16. Cognitive Model of Trust Dynamics Predicts Human Behavior within and between Two Games of Strategic Interaction with Computerized Confederate Agents

    PubMed Central

    Collins, Michael G.; Juvina, Ion; Gluck, Kevin A.

    2016-01-01

    When playing games of strategic interaction, such as iterated Prisoner's Dilemma and iterated Chicken Game, people exhibit specific within-game learning (e.g., learning a game's optimal outcome) as well as transfer of learning between games (e.g., a game's optimal outcome occurring at a higher proportion when played after another game). The reciprocal trust players develop during the first game is thought to mediate transfer of learning effects. Recently, a computational cognitive model using a novel trust mechanism has been shown to account for human behavior in both games, including the transfer between games. We present the results of a study in which we evaluate the model's a priori predictions of human learning and transfer in 16 different conditions. The model's predictive validity is compared against five model variants that lacked a trust mechanism. The results suggest that a trust mechanism is necessary to explain human behavior across multiple conditions, even when a human plays against a non-human agent. The addition of a trust mechanism to the other learning mechanisms within the cognitive architecture, such as sequence learning, instance-based learning, and utility learning, leads to better prediction of the empirical data. It is argued that computational cognitive modeling is a useful tool for studying trust development, calibration, and repair. PMID:26903892

  17. Collaborative learning model inquiring based on digital game

    NASA Astrophysics Data System (ADS)

    Yuan, Jiugen; Xing, Ruonan

    2012-04-01

    With the development of computer education software, digital educational game has become an important part in our life, entertainment and education. Therefore how to make full use of digital game's teaching functions and educate through entertainment has become the focus of current research. The thesis make a connection between educational game and collaborative learning, the current popular teaching model, and concludes digital game-based collaborative learning model combined with teaching practice.

  18. Fashion, Cooperation, and Social Interactions

    PubMed Central

    Cao, Zhigang; Gao, Haoyu; Qu, Xinglong; Yang, Mingmin; Yang, Xiaoguang

    2013-01-01

    Fashion plays such a crucial rule in the evolution of culture and society that it is regarded as a second nature to the human being. Also, its impact on economy is quite nontrivial. On what is fashionable, interestingly, there are two viewpoints that are both extremely widespread but almost opposite: conformists think that what is popular is fashionable, while rebels believe that being different is the essence. Fashion color is fashionable in the first sense, and Lady Gaga in the second. We investigate a model where the population consists of the afore-mentioned two groups of people that are located on social networks (a spatial cellular automata network and small-world networks). This model captures two fundamental kinds of social interactions (coordination and anti-coordination) simultaneously, and also has its own interest to game theory: it is a hybrid model of pure competition and pure cooperation. This is true because when a conformist meets a rebel, they play the zero sum matching pennies game, which is pure competition. When two conformists (rebels) meet, they play the (anti-) coordination game, which is pure cooperation. Simulation shows that simple social interactions greatly promote cooperation: in most cases people can reach an extraordinarily high level of cooperation, through a selfish, myopic, naive, and local interacting dynamic (the best response dynamic). We find that degree of synchronization also plays a critical role, but mostly on the negative side. Four indices, namely cooperation degree, average satisfaction degree, equilibrium ratio and complete ratio, are defined and applied to measure people’s cooperation levels from various angles. Phase transition, as well as emergence of many interesting geographic patterns in the cellular automata network, is also observed. PMID:23382799

  19. A review of game-theoretic models of road user behaviour.

    PubMed

    Elvik, Rune

    2014-01-01

    This paper reviews game-theoretic models that have been developed to explain road user behaviour in situations where road users interact with each other. The paper includes the following game-theoretic models: 1.A general model of the interaction between road users and their possible reaction to measures improving safety (behavioural adaptation).2.Choice of vehicle size as a Prisoners’ dilemma game.3.Speed choice as a co-ordination game.4.Speed compliance as a game between drivers and the police.5.Merging into traffic from an acceleration lane as a mixed-strategy game.6.Choice of level of attention in following situations as an evolutionary game.7.Choice of departure time to avoid congestion as variant of a Prisoners’ dilemma game.8.Interaction between cyclists crossing the road and car drivers.9.Dipping headlights at night well ahead of the point when glare becomes noticeable.10.Choice of evasive action in a situation when cars are on collision course. The models reviewed are different in many respects, but a common feature of the models is that they can explain how informal norms of behaviour can develop among road users and be sustained even if these informal norms violate the formal regulations of the traffic code. Game-theoretic models are not applicable to every conceivable interaction between road users or to situations in which road users choose behaviour without interacting with other road users. Nevertheless, it is likely that game-theoretic models can be applied more widely than they have been until now. Copyright © 2013 Elsevier Ltd. All rights reserved.

  20. Combinatorial structures to modeling simple games and applications

    NASA Astrophysics Data System (ADS)

    Molinero, Xavier

    2017-09-01

    We connect three different topics: combinatorial structures, game theory and chemistry. In particular, we establish the bases to represent some simple games, defined as influence games, and molecules, defined from atoms, by using combinatorial structures. First, we characterize simple games as influence games using influence graphs. It let us to modeling simple games as combinatorial structures (from the viewpoint of structures or graphs). Second, we formally define molecules as combinations of atoms. It let us to modeling molecules as combinatorial structures (from the viewpoint of combinations). It is open to generate such combinatorial structures using some specific techniques as genetic algorithms, (meta-)heuristics algorithms and parallel programming, among others.

  1. Fuzzy logic and A* algorithm implementation on goat foraging games

    NASA Astrophysics Data System (ADS)

    Harsani, P.; Mulyana, I.; Zakaria, D.

    2018-03-01

    Goat foraging is one of the games that apply the search techniques within the scope of artificial intelligence. This game involves several actors including players and enemies. The method used in this research is fuzzy logic and Algorithm A*. Fuzzy logic is used to determine enemy behaviour. The A* algorithm is used to search for the shortest path. There are two input variables: the distance between the player and the enemy and the anger level of the goat. The output variable that has been defined is the enemy behaviour. The A* algorithm is used to determine the closest path between the player and the enemy and define the enemy's escape path to avoid the player. There are 4 types of enemies namely farmers, planters, farmers and sellers of plants. Players are goats that aims to find a meal that is a plant. In this game goats aim to spend grass in the garden in the form of a maze while avoiding the enemy. The game provides an application of artificial intelligence and is made in four difficulty levels.

  2. Punishment in a complementarity game

    NASA Astrophysics Data System (ADS)

    Li, W.; Cai, X.; Wang, Q. A.

    2006-05-01

    We study the effects arisen from the punishment in an evolutionary complementarity game. Each round one member of population “buyers” deals with a randomly chosen member of population “sellers”. When the buyer's offer is greater than the seller's, a deal is done and both players are rewarded by gaining some points. Otherwise the transaction is not successful and both will lose certain points as punishment. Our simulations indicate that the resulting equilibrium of the game with punishment embedded is remarkably time-delayed compared to the counterpart of the non-punishment game. However, the median fee and the success rate of deals at the equilibrium remain nearly unchanged in various cases of games with different degrees of punishment, whether severe or not. Symmetry, between the two populations, and the equilibrium value can still be maintained when the members of both of them are punished fairly in any failed transaction. If they are done in a different manner, namely, the members of one population are subject to very severe punishment whereas their opponents receive less or no punishment at all, the latter in most cases will be better off.

  3. Video game playing increases food intake in adolescents: a randomized crossover study.

    PubMed

    Chaput, Jean-Philippe; Visby, Trine; Nyby, Signe; Klingenberg, Lars; Gregersen, Nikolaj T; Tremblay, Angelo; Astrup, Arne; Sjödin, Anders

    2011-06-01

    Video game playing has been linked to obesity in many observational studies. However, the influence of this sedentary activity on food intake is unknown. The objective was to examine the acute effects of sedentary video game play on various components of energy balance. With the use of a randomized crossover design, 22 healthy, normal-weight, male adolescents (mean ± SD age: 16.7 ± 1.1 y) completed two 1-h experimental conditions, namely video game play and rest in a sitting position, followed by an ad libitum lunch. The endpoints were spontaneous food intake, energy expenditure, stress markers, appetite sensations, and profiles of appetite-related hormones. Heart rate, systolic and diastolic blood pressures, sympathetic tone, and mental workload were significantly higher during the video game play condition than during the resting condition (P < 0.05). Although energy expenditure was significantly higher during video game play than during rest (mean increase over resting: 89 kJ; P < 0.01), ad libitum energy intake after video game play exceeded that measured after rest by 335 kJ (P < 0.05). A daily energy surplus of 682 kJ (163 kcal) over resting (P < 0.01) was observed in the video game play condition. The increase in food intake associated with video game play was observed without increased sensations of hunger and was not compensated for during the rest of the day. Finally, the profiles of glucose, insulin, cortisol, and ghrelin did not suggest an up-regulation of appetite during the video game play condition. A single session of video game play in healthy male adolescents is associated with an increased food intake, regardless of appetite sensations. The trial was registered at clinicaltrials.gov as NCT01013246.

  4. Toward a Propensity-Oriented Player Typology in Educational Mobile Games

    ERIC Educational Resources Information Center

    Gholizadeh, Mehran; Taghiyareh, Fattaneh; Alvandkoohi, Saeed

    2018-01-01

    The pivotal role of identifying types of players is inevitable in the game contexts, and educational games are not an exception. This article aims to present a model of player-game interaction in the mobile game-based learning setting regarding the behavioral propensity. This model comprises five different features inherited from the player…

  5. Traffic Games: Modeling Freeway Traffic with Game Theory

    PubMed Central

    Cortés-Berrueco, Luis E.; Gershenson, Carlos; Stephens, Christopher R.

    2016-01-01

    We apply game theory to a vehicular traffic model to study the effect of driver strategies on traffic flow. The resulting model inherits the realistic dynamics achieved by a two-lane traffic model and aims to incorporate phenomena caused by driver-driver interactions. To achieve this goal, a game-theoretic description of driver interaction was developed. This game-theoretic formalization allows one to model different lane-changing behaviors and to keep track of mobility performance. We simulate the evolution of cooperation, traffic flow, and mobility performance for different modeled behaviors. The analysis of these results indicates a mobility optimization process achieved by drivers’ interactions. PMID:27855176

  6. Traffic Games: Modeling Freeway Traffic with Game Theory.

    PubMed

    Cortés-Berrueco, Luis E; Gershenson, Carlos; Stephens, Christopher R

    2016-01-01

    We apply game theory to a vehicular traffic model to study the effect of driver strategies on traffic flow. The resulting model inherits the realistic dynamics achieved by a two-lane traffic model and aims to incorporate phenomena caused by driver-driver interactions. To achieve this goal, a game-theoretic description of driver interaction was developed. This game-theoretic formalization allows one to model different lane-changing behaviors and to keep track of mobility performance. We simulate the evolution of cooperation, traffic flow, and mobility performance for different modeled behaviors. The analysis of these results indicates a mobility optimization process achieved by drivers' interactions.

  7. A cognitive approach to game usability and design: mental model development in novice real-time strategy gamers.

    PubMed

    Graham, John; Zheng, Liya; Gonzalez, Cleotilde

    2006-06-01

    We developed a technique to observe and characterize a novice real-time-strategy (RTS) player's mental model as it shifts with experience. We then tested this technique using an off-the-shelf RTS game, EA Games Generals. Norman defined mental models as, "an internal representation of a target system that provides predictive and explanatory power to the operator." In the case of RTS games, the operator is the player and the target system is expressed by the relationships within the game. We studied five novice participants in laboratory-controlled conditions playing a RTS game. They played Command and Conquer Generals for 2 h per day over the course of 5 days. A mental model analysis was generated using player dissimilarity-ratings of the game's artificial intelligence (AI) agents analyzed using multidimensional scaling (MDS) statistical methods. We hypothesized that novices would begin with an impoverished model based on the visible physical characteristics of the game system. As they gained experience and insight, their mental models would shift and accommodate the functional characteristics of the AI agents. We found that all five of the novice participants began with the predicted physical-based mental model. However, while their models did qualitatively shift with experience, they did not necessarily change to the predicted functional-based model. This research presents an opportunity for the design of games that are guided by shifts in a player's mental model as opposed to the typical progression through successive performance levels.

  8. Skill Transfer and Virtual Training for IND Response Decision-Making: Models for Government-Industry Collaboration for the Development of Game-Based Training Tools

    DTIC Science & Technology

    2016-05-05

    Training for IND Response Decision-Making: Models for Government–Industry Collaboration for the Development of Game -Based Training Tools R.M. Seater...Skill Transfer and Virtual Training for IND Response Decision-Making: Models for Government–Industry Collaboration for the Development of Game -Based...unlimited. This page intentionally left blank. iii EXECUTIVE SUMMARY Game -based training tools, sometimes called “serious games ,” are becoming

  9. Design Heuristics for Authentic Simulation-Based Learning Games

    ERIC Educational Resources Information Center

    Ney, Muriel; Gonçalves, Celso; Balacheff, Nicolas

    2014-01-01

    Simulation games are games for learning based on a reference in the real world. We propose a model for authenticity in this context as a result of a compromise among learning, playing and realism. In the health game used to apply this model, students interact with characters in the game through phone messages, mail messages, SMS and video.…

  10. A Computer-Assisted Learning Model Based on the Digital Game Exponential Reward System

    ERIC Educational Resources Information Center

    Moon, Man-Ki; Jahng, Surng-Gahb; Kim, Tae-Yong

    2011-01-01

    The aim of this research was to construct a motivational model which would stimulate voluntary and proactive learning using digital game methods offering players more freedom and control. The theoretical framework of this research lays the foundation for a pedagogical learning model based on digital games. We analyzed the game reward system, which…

  11. The game of active search for extra-terrestrial intelligence: breaking the `Great Silence'

    NASA Astrophysics Data System (ADS)

    de Vladar, Harold P.

    2013-01-01

    The search for extra-terrestrial intelligence (SETI) has been performed principally as a one-way survey, listening of radio frequencies across the Milky Way and other galaxies. However, scientists have engaged in an active messaging only rarely. This suggests the simple rationale that if other civilizations exist and take a similar approach to ours, namely listening but not broadcasting, the result is a silent universe. A simple game theoretical model, the prisoner's dilemma, explains this situation: each player (civilization) can passively search (defect), or actively search and broadcast (cooperate). In order to maximize the payoff (or, equivalently, minimize the risks) the best strategy is not to broadcast. In fact, the active search has been opposed on the basis that it might be dangerous to expose ourselves. However, most of these ideas have not been based on objective arguments, and ignore accounting of the possible gains and losses. Thus, the question stands: should we perform an active search? I develop a game-theoretical framework where civilizations can be of different types, and explicitly apply it to a situation where societies are either interested in establishing a two-way communication or belligerent and in urge to exploit ours. The framework gives a quantitative solution (a mixed-strategy), which is how frequent we should perform the active SETI. This frequency is roughly proportional to the inverse of the risk, and can be extremely small. However, given the immense amount of stars being scanned, it supports active SETI. The model is compared with simulations, and the possible actions are evaluated through the San Marino scale, measuring the risks of messaging.

  12. Language Play in Y2K: Morphology Brought to You by Pokemon.

    ERIC Educational Resources Information Center

    Nilsen, Alleen Pace; Nilsen, Don L. F.

    2000-01-01

    Suggests that teachers can take advantage of children's interest in the Pokemon game to teach worthwhile lessons about how words are developed. Shows how, by analyzing Pokemon names, kids can learn the linguistic concept of morphology. (SR)

  13. Evolutionary programming for goal-driven dynamic planning

    NASA Astrophysics Data System (ADS)

    Vaccaro, James M.; Guest, Clark C.; Ross, David O.

    2002-03-01

    Many complex artificial intelligence (IA) problems are goal- driven in nature and the opportunity exists to realize the benefits of a goal-oriented solution. In many cases, such as in command and control, a goal-oriented approach may be the only option. One of many appropriate applications for such an approach is War Gaming. War Gaming is an important tool for command and control because it provides a set of alternative courses of actions so that military leaders can contemplate their next move in the battlefield. For instance, when making decisions that save lives, it is necessary to completely understand the consequences of a given order. A goal-oriented approach provides a slowly evolving tractably reasoned solution that inherently follows one of the principles of war: namely concentration on the objective. Future decision-making will depend not only on the battlefield, but also on a virtual world where military leaders can wage wars and determine their options by playing computer war games much like the real world. The problem with these games is that the built-in AI does not learn nor adapt and many times cheats, because the intelligent player has access to all the information, while the user has access to limited information provided on a display. These games are written for the purpose of entertainment and actions are calculated a priori and off-line, and are made prior or during their development. With these games getting more sophisticated in structure and less domain specific in scope, there needs to be a more general intelligent player that can adapt and learn in case the battlefield situations or the rules of engagement change. One such war game that might be considered is Risk. Risk incorporates the principles of war, is a top-down scalable model, and provides a good application for testing a variety of goal- oriented AI approaches. By integrating a goal-oriented hybrid approach, one can develop a program that plays the Risk game effectively and move one step closer to solving more difficult real-world AI problems. Using a hybrid approach that includes adaptation via evolutionary computation for the intelligent planning of a Risk player's turn provides better dynamic intelligent planning than more uniform approaches.

  14. U.S. Patent Pending, Information Security Analysis Using Game Theory and Simulation, U.S. Patent Application No.: 14/097,840

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Abercrombie, Robert K; Schlicher, Bob G

    Vulnerability in security of an information system is quantitatively predicted. The information system may receive malicious actions against its security and may receive corrective actions for restoring the security. A game oriented agent based model is constructed in a simulator application. The game ABM model represents security activity in the information system. The game ABM model has two opposing participants including an attacker and a defender, probabilistic game rules and allowable game states. A specified number of simulations are run and a probabilistic number of the plurality of allowable game states are reached in each simulation run. The probability ofmore » reaching a specified game state is unknown prior to running each simulation. Data generated during the game states is collected to determine a probability of one or more aspects of security in the information system.« less

  15. Accession Gaming Model (AGAM).

    DTIC Science & Technology

    1980-08-01

    k D-A009 160 NAVY PERSONNEL RESEARCH AND DEVELOPMENT CENTER SAN 0--ETC F/6 5/9 ACCESSION GAMING MODEL (AGAM).(U) UA 80 A WHISNAN, Y YEN, M...RECIPIENT’SCATALOG NUMBER NPRDC-TR_8 - vA - c I _ _ _ _ _ _ _ *:TITLE (and Suabitle) S. TYPE OF REPORT& PERIOD COVERED /ACCESSION GAMING MODEL (AG AM) ’C Final FY79 S...billet, trained personnel, and untrained personnel requirements, and the development of an Accession Gaming Model (AGAM), an optimization model that

  16. A Game Theoretic Model of Thermonuclear Cyberwar

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Soper, Braden C.

    In this paper we propose a formal game theoretic model of thermonuclear cyberwar based on ideas found in [1] and [2]. Our intention is that such a game will act as a first step toward building more complete formal models of Cross-Domain Deterrence (CDD). We believe the proposed thermonuclear cyberwar game is an ideal place to start on such an endeavor because the game can be fashioned in a way that is closely related to the classical models of nuclear deterrence [4–6], but with obvious modifications that will help to elucidate the complexities introduced by a second domain. We startmore » with the classical bimatrix nuclear deterrence game based on the game of chicken, but introduce uncertainty via a left-of-launch cyber capability that one or both players may possess.« less

  17. The role of noise in the spatial public goods game

    NASA Astrophysics Data System (ADS)

    Javarone, Marco Alberto; Battiston, Federico

    2016-07-01

    In this work we aim to analyze the role of noise in the spatial public goods game, one of the most famous games in evolutionary game theory. The dynamics of this game is affected by a number of parameters and processes, namely the topology of interactions among the agents, the synergy factor, and the strategy revision phase. The latter is a process that allows agents to change their strategy. Notably, rational agents tend to imitate richer neighbors, in order to increase the probability to maximize their payoff. By implementing a stochastic revision process, it is possible to control the level of noise in the system, so that even irrational updates may occur. In particular, in this work we study the effect of noise on the macroscopic behavior of a finite structured population playing the public goods game. We consider both the case of a homogeneous population, where the noise in the system is controlled by tuning a parameter representing the level of stochasticity in the strategy revision phase, and a heterogeneous population composed of a variable proportion of rational and irrational agents. In both cases numerical investigations show that the public goods game has a very rich behavior which strongly depends on the amount of noise in the system and on the value of the synergy factor. To conclude, our study sheds a new light on the relations between the microscopic dynamics of the public goods game and its macroscopic behavior, strengthening the link between the field of evolutionary game theory and statistical physics.

  18. Combining Modeling and Gaming for Predictive Analytics

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Riensche, Roderick M.; Whitney, Paul D.

    2012-08-22

    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 describemore » 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.« less

  19. Game design in virtual reality systems for stroke rehabilitation.

    PubMed

    Goude, Daniel; Björk, Staffan; Rydmark, Martin

    2007-01-01

    We propose a model for the structured design of games for post-stroke rehabilitation. The model is based on experiences with game development for a haptic and stereo vision immersive workbench intended for daily use in stroke patients' homes. A central component of this rehabilitation system is a library of games that are simultaneously entertaining for the patient and beneficial for rehabilitation [1], and where each game is designed for specific training tasks through the use of the model.

  20. The challenge of audience reception: a developmental model for educational game engagement.

    PubMed

    Sherry, John L

    2013-01-01

    According to educational gaming advocates, the engaging nature of games encourages sustained game play and enhanced attention to learning outcomes among players. Because children's and adolescents' play time varies by game genre, engagement with a game likely reflects the match between the genre and the player's preferences and needs. Youth learn which games are likely to promote satisfying psychological needs and yield positive experiences, which then informs their engagement with the games. A model is presented for research and development of educational games based on uses and gratifications theory from communication science, as well as developmental science and cognitive science findings. Copyright © 2013 Wiley Periodicals, Inc., A Wiley Company.

  1. Establishing an Educational Game Development Model: From the Experience of Teaching Search Engine Optimization

    ERIC Educational Resources Information Center

    Lui, Richard W. C.; Au, Cheuk Hang

    2018-01-01

    This article describes how different literatures have suggested the positive role of educational games in students' learning, but it can be hard to find an existing game for student learning. Some lecturers may try to develop a game for their courses, but there were not many effective models for educational board game development. The authors have…

  2. Using Formal Game Design Methods to Embed Learning Outcomes into Game Mechanics and Avoid Emergent Behaviour

    ERIC Educational Resources Information Center

    Grey, Simon; Grey, David; Gordon, Neil; Purdy, Jon

    2017-01-01

    This paper offers an approach to designing game-based learning experiences inspired by the Mechanics-Dynamics-Aesthetics (MDA) model (Hunicke et al., 2004) and the elemental tetrad model (Schell, 2008) for game design. A case for game based learning as an active and social learning experience is presented including arguments from both teachers and…

  3. Extended Parrondo's game and Brownian ratchets: strong and weak Parrondo effect.

    PubMed

    Wu, Degang; Szeto, Kwok Yip

    2014-02-01

    Inspired by the flashing ratchet, Parrondo's game presents an apparently paradoxical situation. Parrondo's game consists of two individual games, game A and game B. Game A is a slightly losing coin-tossing game. Game B has two coins, with an integer parameter M. If the current cumulative capital (in discrete unit) is a multiple of M, an unfavorable coin p(b) is used, otherwise a favorable p(g) coin is used. Paradoxically, a combination of game A and game B could lead to a winning game, which is the Parrondo effect. We extend the original Parrondo's game to include the possibility of M being either M(1) or M(2). Also, we distinguish between strong Parrondo effect, i.e., two losing games combine to form a winning game, and weak Parrondo effect, i.e., two games combine to form a better-performing game. We find that when M(2) is not a multiple of M(1), the combination of B(M(1)) and B(M(2)) has strong and weak Parrondo effect for some subsets in the parameter space (p(b),p(g)), while there is neither strong nor weak effect when M(2) is a multiple of M(1). Furthermore, when M(2) is not a multiple of M(1), a stochastic mixture of game A may cancel the strong and weak Parrondo effect. Following a discretization scheme in the literature of Parrondo's game, we establish a link between our extended Parrondo's game with the analysis of discrete Brownian ratchet. We find a relation between the Parrondo effect of our extended model to the macroscopic bias in a discrete ratchet. The slope of a ratchet potential can be mapped to the fair game condition in the extended model, so that under some conditions, the macroscopic bias in a discrete ratchet can provide a good predictor for the game performance of the extended model. On the other hand, our extended model suggests a design of a ratchet in which the potential is a mixture of two periodic potentials.

  4. Dilemma strength as a framework for advancing evolutionary game theory. Reply to comments on "Universal scaling for the dilemma strength in evolutionary games"

    NASA Astrophysics Data System (ADS)

    Wang, Zhen; Kokubo, Satoshi; Jusup, Marko; Tanimoto, Jun

    2015-09-01

    While comprehensive reviews of the literature, by gathering in one place most of the relevant information, undoubtedly steer the development of every scientific field, we found that the comments in response to a review article can be as informative as the review itself, if not more. Namely, reading through the comments on the ideas expressed in Ref. [1], we could identify a number of pressing problems for evolutionary game theory, indicating just how much space there still is for major advances and breakthroughs. In an attempt to bring a sense of order to a multitude of opinions, we roughly classified the comments into three categories, i.e. those concerned with: (i) the universality of scaling in heterogeneous topologies, including empirical dynamic networks [2-8], (ii) the universality of scaling for more general game setups, such as the inclusion of multiple strategies and external features [4,9-11], and (iii) experimental confirmations of the theoretical developments [2,12,13].

  5. The Magic Bullet: A Tool for Assessing and Evaluating Learning Potential in Games

    ERIC Educational Resources Information Center

    Becker, Katrin

    2011-01-01

    This paper outlines a simple and effective model that can be used to evaluate and design educational digital games. It also facilitates the formulation of strategies for using existing games in learning contexts. The model categorizes game goals and learning objectives into one or more of four possible categories. An overview of the model is…

  6. Solving bi-level optimization problems in engineering design using kriging models

    NASA Astrophysics Data System (ADS)

    Xia, Yi; Liu, Xiaojie; Du, Gang

    2018-05-01

    Stackelberg game-theoretic approaches are applied extensively in engineering design to handle distributed collaboration decisions. Bi-level genetic algorithms (BLGAs) and response surfaces have been used to solve the corresponding bi-level programming models. However, the computational costs for BLGAs often increase rapidly with the complexity of lower-level programs, and optimal solution functions sometimes cannot be approximated by response surfaces. This article proposes a new method, namely the optimal solution function approximation by kriging model (OSFAKM), in which kriging models are used to approximate the optimal solution functions. A detailed example demonstrates that OSFAKM can obtain better solutions than BLGAs and response surface-based methods, and at the same time reduce the workload of computation remarkably. Five benchmark problems and a case study of the optimal design of a thin-walled pressure vessel are also presented to illustrate the feasibility and potential of the proposed method for bi-level optimization in engineering design.

  7. Cognitive Aspects of Power in a Two-Level Game

    NASA Astrophysics Data System (ADS)

    Juvina, Ion; Lebiere, Christian; Martin, Jolie; Gonzalez, Cleotilde

    The Intergroup Prisoner's Dilemma with Intragroup Power Dynamics (IPD^2) is a new game paradigm for studying human behavior in conflict situations. IPD^2 adds the concept of intragroup power to an intergroup version of the standard Iterated Prisoner's Dilemma game. We conducted an exploratory laboratory study in which individual human participants played the game against computer strategies of various complexities. We also developed a cognitive model of human decision making in this game. The model was run in place of the human participant under the same conditions as in the laboratory study. Results from the human study and the model simulations are presented and discussed, emphasizing the value of including intragroup power in game theoretic models of conflict.

  8. The MAGIC (Manually Assisted Gaming of Integrated Combat) Model,

    DTIC Science & Technology

    1982-05-01

    IP -6 7 6 7 Zo - A O - ?G O 6 7 9 N L mhhhhh1h8I 1-I THE MAGIC (MANUALLY ASSISTED GAMING OF INTEGRATED COMBAT) MODEL Milton G. Weiner May 1982 L io...Corporation Santa Monica, California 90406 - - ~-. - - -i 77 THE MAGIC (MANUALLY ASSISTED GAMING OF INTEGRATED COMBAT) MODEL Milton G. Weiner May 1982 THE... MAGIC (MANUALLY ASSISTED GAMING OF INTEGRATED COMBAT) MODEL Milton G. Weiner The Rand Corporation, Santa Monica, California The MAGIC model isn’Vt

  9. Next-Generation Image and Sound Processing Strategies: Exploiting the Biological Model

    DTIC Science & Technology

    2007-05-01

    several video game clips which were recorded while observers interactively played the games. The feature vectors may be derived from either: the...phase, we use a different video game clip to test the model. Frames from the test clip are passed in parallel to a bottom-up saliency model, as well as... video games (Figure 6). We found that the TD model alone predicts where humans look about twice as well as does the BU model alone; in addition, a

  10. Detailed Project Report and Environmental Impact Statement, Limestone Creek Manlius, New York

    DTIC Science & Technology

    1990-01-01

    Installations. Idano Fish and Game Department. January. Gleason, Henry A . and Arthur Cronquist , 1963. Manual of Vascular Plants of Northeastern UnitWd States...antiu§;, New York. S PERFORMING ORG. REPORT NUMBER 7. AUTNOR( a ) S. CONTRACT OR GRANT NUMBERI.) . ANIZkITN NAME AND’ AD ESS 0. PROGRAM ELEMENT...12. REPOP7I"OE 13 NUMBEF.2 J PAGES: Ř MONITORING AGENCY NAME A ADDRESSif diferent from Conr,1lint Oilrt) 15 SECURITY CLASS (of this repot

  11. An Evolving Asymmetric Game for Modeling Interdictor-Smuggler Problems

    DTIC Science & Technology

    2016-06-01

    ASYMMETRIC GAME FOR MODELING INTERDICTOR-SMUGGLER PROBLEMS by Richard J. Allain June 2016 Thesis Advisor: David L. Alderson Second Reader: W...DATES COVERED Master’s thesis 4. TITLE AND SUBTITLE AN EVOLVING ASYMMETRIC GAME FOR MODELING INTERDICTOR- SMUGGLER PROBLEMS 5. FUNDING NUMBERS 6...using incomplete feedback and allowing two-sided adaptive play. Combining these aspects in an evolving game , we use optimization, simulation, and

  12. Fusing visual and behavioral cues for modeling user experience in games.

    PubMed

    Shaker, Noor; Asteriadis, Stylianos; Yannakakis, Georgios N; Karpouzis, Kostas

    2013-12-01

    Estimating affective and cognitive states in conditions of rich human-computer interaction, such as in games, is a field of growing academic and commercial interest. Entertainment and serious games can benefit from recent advances in the field as, having access to predictors of the current state of the player (or learner) can provide useful information for feeding adaptation mechanisms that aim to maximize engagement or learning effects. In this paper, we introduce a large data corpus derived from 58 participants that play the popular Super Mario Bros platform game and attempt to create accurate models of player experience for this game genre. Within the view of the current research, features extracted both from player gameplay behavior and game levels, and player visual characteristics have been used as potential indicators of reported affect expressed as pairwise preferences between different game sessions. Using neuroevolutionary preference learning and automatic feature selection, highly accurate models of reported engagement, frustration, and challenge are constructed (model accuracies reach 91%, 92%, and 88% for engagement, frustration, and challenge, respectively). As a step further, the derived player experience models can be used to personalize the game level to desired levels of engagement, frustration, and challenge as game content is mapped to player experience through the behavioral and expressivity patterns of each player.

  13. Asymmetric Evolutionary Games.

    PubMed

    McAvoy, Alex; Hauert, Christoph

    2015-08-01

    Evolutionary game theory is a powerful framework for studying evolution in populations of interacting individuals. A common assumption in evolutionary game theory is that interactions are symmetric, which means that the players are distinguished by only their strategies. In nature, however, the microscopic interactions between players are nearly always asymmetric due to environmental effects, differing baseline characteristics, and other possible sources of heterogeneity. To model these phenomena, we introduce into evolutionary game theory two broad classes of asymmetric interactions: ecological and genotypic. Ecological asymmetry results from variation in the environments of the players, while genotypic asymmetry is a consequence of the players having differing baseline genotypes. We develop a theory of these forms of asymmetry for games in structured populations and use the classical social dilemmas, the Prisoner's Dilemma and the Snowdrift Game, for illustrations. Interestingly, asymmetric games reveal essential differences between models of genetic evolution based on reproduction and models of cultural evolution based on imitation that are not apparent in symmetric games.

  14. Modeling adaptation of wetland plants under changing environments

    NASA Astrophysics Data System (ADS)

    Muneepeerakul, R.; Muneepeerakul, C. P.

    2010-12-01

    An evolutionary-game-theoretic approach is used to study the changes in traits of wetland plants in response to environmental changes, e.g., altered patterns of rainfall and nutrients. Here, a wetland is considered as a complex adaptive system where plants can adapt their strategies and influence one another. The system is subject to stochastic rainfall, which controls the dynamics of water level, soil moisture, and alternation between aerobic and anaerobic conditions in soil. Based on our previous work, a plant unit is characterized by three traits, namely biomass nitrogen content, specific leaf area, and allocation to rhizome. These traits control the basic functions of plants such as assimilation, respiration, and nutrient uptake, while affecting their environment through litter chemistry, root oxygenation, and thus soil microbial dynamics. The outcome of this evolutionary game, i.e., the best-performing plant traits against the backdrop of these interactions and feedbacks, is analyzed and its implications on important roles of wetlands in supporting our sustainability such as carbon sequestration in biosphere, nutrient cycling, and repository of biodiversity are discussed.

  15. ENED-GEM: A Conceptual Framework Model for Psychological Enjoyment Factors and Learning Mechanisms in Educational Games about the Environment.

    PubMed

    Fjællingsdal, Kristoffer S; Klöckner, Christian A

    2017-01-01

    Based on a thorough review of psychological literature, this article seeks to develop a model of game enjoyment and environmental learning (ENvironmental EDucational Game Enjoyment Model, ENED-GEM) and delineate psychological processes that might facilitate learning and inspire behavioral change from educational games about the environment. A critically acclaimed digital educational game about environmental issues (Fate of the World by Red Redemption/Soothsayer Games) was used as a case study. Two hundred forty-nine reviews of the game from the popular gaming and reviewing platform known as Steam were analyzed by means of a thematic content analysis in order to identify key player enjoyment factors believed to be relevant to the process of learning from games, as well as to gain an understanding of positive and negative impressions about the game's general content. The end results of the thematic analysis were measured up to the suggested ENED-GEM framework. Initial results generally support the main elements of the ENED-GEM, and future research into the importance of these individual core factors is outlined.

  16. 2002 Defense Modeling and Simulation Office (DMSO) Laboratory for Human Behavior Model Interchange Standards

    DTIC Science & Technology

    2003-07-01

    standard release with the publicly available "mod" interface allows us to avoid purchasing a game engine license (approximate cost $350,000) from Epic...depletion is accurately simulated for ammunition * Both contain target detection, target identification, target selection, and collision avoidance and...into other game genres such as Real-Time Strategy (RTS) games and Massively Multiplayer Online Role- Playing Games ( MMORPG ). Unfortunately these game

  17. Analysis of User Interaction with a Brain-Computer Interface Based on Steady-State Visually Evoked Potentials: Case Study of a Game

    PubMed Central

    de Carvalho, Sarah Negreiros; Costa, Thiago Bulhões da Silva; Attux, Romis; Hornung, Heiko Horst; Arantes, Dalton Soares

    2018-01-01

    This paper presents a systematic analysis of a game controlled by a Brain-Computer Interface (BCI) based on Steady-State Visually Evoked Potentials (SSVEP). The objective is to understand BCI systems from the Human-Computer Interface (HCI) point of view, by observing how the users interact with the game and evaluating how the interface elements influence the system performance. The interactions of 30 volunteers with our computer game, named “Get Coins,” through a BCI based on SSVEP, have generated a database of brain signals and the corresponding responses to a questionnaire about various perceptual parameters, such as visual stimulation, acoustic feedback, background music, visual contrast, and visual fatigue. Each one of the volunteers played one match using the keyboard and four matches using the BCI, for comparison. In all matches using the BCI, the volunteers achieved the goals of the game. Eight of them achieved a perfect score in at least one of the four matches, showing the feasibility of the direct communication between the brain and the computer. Despite this successful experiment, adaptations and improvements should be implemented to make this innovative technology accessible to the end user. PMID:29849549

  18. Analysis of User Interaction with a Brain-Computer Interface Based on Steady-State Visually Evoked Potentials: Case Study of a Game.

    PubMed

    Leite, Harlei Miguel de Arruda; de Carvalho, Sarah Negreiros; Costa, Thiago Bulhões da Silva; Attux, Romis; Hornung, Heiko Horst; Arantes, Dalton Soares

    2018-01-01

    This paper presents a systematic analysis of a game controlled by a Brain-Computer Interface (BCI) based on Steady-State Visually Evoked Potentials (SSVEP). The objective is to understand BCI systems from the Human-Computer Interface (HCI) point of view, by observing how the users interact with the game and evaluating how the interface elements influence the system performance. The interactions of 30 volunteers with our computer game, named "Get Coins," through a BCI based on SSVEP, have generated a database of brain signals and the corresponding responses to a questionnaire about various perceptual parameters, such as visual stimulation, acoustic feedback, background music, visual contrast, and visual fatigue. Each one of the volunteers played one match using the keyboard and four matches using the BCI, for comparison. In all matches using the BCI, the volunteers achieved the goals of the game. Eight of them achieved a perfect score in at least one of the four matches, showing the feasibility of the direct communication between the brain and the computer. Despite this successful experiment, adaptations and improvements should be implemented to make this innovative technology accessible to the end user.

  19. Correcting names of bacteria deposited in National Microbial Repositories: an analysed sequence data necessary for taxonomic re-categorization of misclassified bacteria-ONE example, genus Lysinibacillus.

    PubMed

    Rekadwad, Bhagwan N; Gonzalez, Juan M

    2017-08-01

    A report on 16S rRNA gene sequence re-analysis and digitalization is presented using Lysinibacillus species (one example) deposited in National Microbial Repositories in India. Lysinibacillus species 16S rRNA gene sequences were digitalized to provide quick response (QR) codes, Chaose Game Representation (CGR) and Frequency of Chaose Game Representation (FCGR). GC percentage, phylogenetic analysis, and principal component analysis (PCA) are tools used for the differentiation and reclassification of the strains under investigation. The seven reasons supporting the statements made by us as misclassified Lysinibacillus species deposited in National Microbial Depositories are given in this paper. Based on seven reasons, bacteria deposited in National Microbial Repositories such as Lysinibacillus and many other needs reanalyses for their exact identity. Leaves of identity with type strains of related species shows difference 2 to 8 % suggesting that reclassification is needed to correctly assign species names to the analyzed Lysinibacillus strains available in National Microbial Repositories.

  20. Some dynamics of signaling games.

    PubMed

    Huttegger, Simon; Skyrms, Brian; Tarrès, Pierre; Wagner, Elliott

    2014-07-22

    Information transfer is a basic feature of life that includes signaling within and between organisms. Owing to its interactive nature, signaling can be investigated by using game theory. Game theoretic models of signaling have a long tradition in biology, economics, and philosophy. For a long time the analyses of these games has mostly relied on using static equilibrium concepts such as Pareto optimal Nash equilibria or evolutionarily stable strategies. More recently signaling games of various types have been investigated with the help of game dynamics, which includes dynamical models of evolution and individual learning. A dynamical analysis leads to more nuanced conclusions as to the outcomes of signaling interactions. Here we explore different kinds of signaling games that range from interactions without conflicts of interest between the players to interactions where their interests are seriously misaligned. We consider these games within the context of evolutionary dynamics (both infinite and finite population models) and learning dynamics (reinforcement learning). Some results are specific features of a particular dynamical model, whereas others turn out to be quite robust across different models. This suggests that there are certain qualitative aspects that are common to many real-world signaling interactions.

  1. Some dynamics of signaling games

    PubMed Central

    Huttegger, Simon; Skyrms, Brian; Tarrès, Pierre; Wagner, Elliott

    2014-01-01

    Information transfer is a basic feature of life that includes signaling within and between organisms. Owing to its interactive nature, signaling can be investigated by using game theory. Game theoretic models of signaling have a long tradition in biology, economics, and philosophy. For a long time the analyses of these games has mostly relied on using static equilibrium concepts such as Pareto optimal Nash equilibria or evolutionarily stable strategies. More recently signaling games of various types have been investigated with the help of game dynamics, which includes dynamical models of evolution and individual learning. A dynamical analysis leads to more nuanced conclusions as to the outcomes of signaling interactions. Here we explore different kinds of signaling games that range from interactions without conflicts of interest between the players to interactions where their interests are seriously misaligned. We consider these games within the context of evolutionary dynamics (both infinite and finite population models) and learning dynamics (reinforcement learning). Some results are specific features of a particular dynamical model, whereas others turn out to be quite robust across different models. This suggests that there are certain qualitative aspects that are common to many real-world signaling interactions. PMID:25024209

  2. Perceived game realism: a test of three alternative models.

    PubMed

    Ribbens, Wannes

    2013-01-01

    Perceived realism is considered a key concept in explaining the mental processing of media messages and the societal impact of media. Despite its importance, little is known about its conceptualization and dimensional structure, especially with regard to digital games. The aim of this study was to test a six-factor model of perceived game realism comprised of simulational realism, freedom of choice, perceptual pervasiveness, social realism, authenticity, and character involvement and to assess it against an alternative single- and five-factor model. Data were collected from 380 male digital game users who judged the realism of the first-person shooter Half-Life 2 based upon their previous experience with the game. Confirmatory factor analysis was applied to investigate which model fits the data best. The results support the six-factor model over the single- and five-factor solutions. The study contributes to our knowledge of perceived game realism by further developing its conceptualization and measurement.

  3. War-gaming application for future space systems acquisition part 1: program and technical baseline war-gaming modeling and simulation approaches

    NASA Astrophysics Data System (ADS)

    Nguyen, Tien M.; Guillen, Andy T.

    2017-05-01

    This paper describes static Bayesian game models with "Pure" and "Mixed" games for the development of an optimum Program and Technical Baseline (PTB) solution for affordable acquisition of future space systems. The paper discusses System Engineering (SE) frameworks and analytical and simulation modeling approaches for developing the optimum PTB solutions from both the government and contractor perspectives.

  4. Examining human behavior in video games: The development of a computational model to measure aggression.

    PubMed

    Lamb, Richard; Annetta, Leonard; Hoston, Douglas; Shapiro, Marina; Matthews, Benjamin

    2018-06-01

    Video games with violent content have raised considerable concern in popular media and within academia. Recently, there has been considerable attention regarding the claim of the relationship between aggression and video game play. The authors of this study propose the use of a new class of tools developed via computational models to allow examination of the question of whether there is a relationship between violent video games and aggression. The purpose of this study is to computationally model and compare the General Aggression Model with the Diathesis Mode of Aggression related to the play of violent content in video games. A secondary purpose is to provide a method of measuring and examining individual aggression arising from video game play. Total participants examined for this study are N = 1065. This study occurs in three phases. Phase 1 is the development and quantification of the profile combination of traits via latent class profile analysis. Phase 2 is the training of the artificial neural network. Phase 3 is the comparison of each model as a computational model with and without the presence of video game violence. Results suggest that a combination of environmental factors and genetic predispositions trigger aggression related to video games.

  5. A Platform Independent Game Technology Model for Model Driven Serious Games Development

    ERIC Educational Resources Information Center

    Tang, Stephen; Hanneghan, Martin; Carter, Christopher

    2013-01-01

    Game-based learning (GBL) combines pedagogy and interactive entertainment to create a virtual learning environment in an effort to motivate and regain the interest of a new generation of "digital native" learners. However, this approach is impeded by the limited availability of suitable "serious" games and high-level design…

  6. Teaching Tip: Using Rapid Game Prototyping for Exploring Requirements Discovery and Modeling

    ERIC Educational Resources Information Center

    Dalal, Nikunj

    2012-01-01

    We describe the use of rapid game prototyping as a pedagogic technique to experientially explore and learn requirements discovery, modeling, and specification in systems analysis and design courses. Students have a natural interest in gaming that transcends age, gender, and background. Rapid digital game creation is used to build computer games…

  7. Intermediate School Game Curriculum. A Balance of the Traditional and the Contemporary.

    ERIC Educational Resources Information Center

    Gabbard, Carl; Miller, Glen

    1987-01-01

    This article describes the traditional game curriculum and presents strategies for a model that incorporates selected contemporary applications. Discussed are conventional games, low organization games, and cooperative and creative games. (MT)

  8. Testability of evolutionary game dynamics based on experimental economics data

    NASA Astrophysics Data System (ADS)

    Wang, Yijia; Chen, Xiaojie; Wang, Zhijian

    2017-11-01

    Understanding the dynamic processes of a real game system requires an appropriate dynamics model, and rigorously testing a dynamics model is nontrivial. In our methodological research, we develop an approach to testing the validity of game dynamics models that considers the dynamic patterns of angular momentum and speed as measurement variables. Using Rock-Paper-Scissors (RPS) games as an example, we illustrate the geometric patterns in the experiment data. We then derive the related theoretical patterns from a series of typical dynamics models. By testing the goodness-of-fit between the experimental and theoretical patterns, we show that the validity of these models can be evaluated quantitatively. Our approach establishes a link between dynamics models and experimental systems, which is, to the best of our knowledge, the most effective and rigorous strategy for ascertaining the testability of evolutionary game dynamics models.

  9. Cyber Selection Test Research Effort for U.S. Army New Accessions

    DTIC Science & Technology

    2017-10-12

    assessment game 3. Develop an operational version of the STA game which incorporates assessments from phase 1 and (through game -play) examines...3 more STA abilities •5 STA behaviors 4. Validate the system thinking assessment game in an operational setting C O M PL ET ED PL AN N ED Research...Information Identifies Elements of Systems Models Relationships Understands System Dynamics Evaluates & Revises Model Applies Understanding to Problem STA Game

  10. Opponent Classification in Poker

    NASA Astrophysics Data System (ADS)

    Ahmad, Muhammad Aurangzeb; Elidrisi, Mohamed

    Modeling games has a long history in the Artificial Intelligence community. Most of the games that have been considered solved in AI are perfect information games. Imperfect information games like Poker and Bridge represent a domain where there is a great deal of uncertainty involved and additional challenges with respect to modeling the behavior of the opponent etc. Techniques developed for playing imperfect games also have many real world applications like repeated online auctions, human computer interaction, opponent modeling for military applications etc. In this paper we explore different techniques for playing poker, the core of these techniques is opponent modeling via classifying the behavior of opponent according to classes provided by domain experts. We utilize windows of full observation in the game to classify the opponent. In Poker, the behavior of an opponent is classified into four standard poker-playing styles based on a subjective function.

  11. Fingerstroke time estimates for touchscreen-based mobile gaming interaction.

    PubMed

    Lee, Ahreum; Song, Kiburm; Ryu, Hokyoung Blake; Kim, Jieun; Kwon, Gyuhyun

    2015-12-01

    The growing popularity of gaming applications and ever-faster mobile carrier networks have called attention to an intriguing issue that is closely related to command input performance. A challenging mirroring game service, which simultaneously provides game service to both PC and mobile phone users, allows them to play games against each other with very different control interfaces. Thus, for efficient mobile game design, it is essential to apply a new predictive model for measuring how potential touch input compares to the PC interfaces. The present study empirically tests the keystroke-level model (KLM) for predicting the time performance of basic interaction controls on the touch-sensitive smartphone interface (i.e., tapping, pointing, dragging, and flicking). A modified KLM, tentatively called the fingerstroke-level model (FLM), is proposed using time estimates on regression models. Copyright © 2015 Elsevier B.V. All rights reserved.

  12. A bargaining game analysis of international climate negotiations

    NASA Astrophysics Data System (ADS)

    Smead, Rory; Sandler, Ronald L.; Forber, Patrick; Basl, John

    2014-06-01

    Climate negotiations under the United Nations Framework Convention on Climate Change have so far failed to achieve a robust international agreement to reduce greenhouse gas emissions. Game theory has been used to investigate possible climate negotiation solutions and strategies for accomplishing them. Negotiations have been primarily modelled as public goods games such as the Prisoner's Dilemma, though coordination games or games of conflict have also been used. Many of these models have solutions, in the form of equilibria, corresponding to possible positive outcomes--that is, agreements with the requisite emissions reduction commitments. Other work on large-scale social dilemmas suggests that it should be possible to resolve the climate problem. It therefore seems that equilibrium selection may be a barrier to successful negotiations. Here we use an N-player bargaining game in an agent-based model with learning dynamics to examine the past failures of and future prospects for a robust international climate agreement. The model suggests reasons why the desirable solutions identified in previous game-theoretic models have not yet been accomplished in practice and what mechanisms might be used to achieve these solutions.

  13. Physical Activity Levels and Motivational Responses of Boys and Girls: A Comparison of Direct Instruction and Tactical Games Models of Games Teaching in Physical Education

    ERIC Educational Resources Information Center

    Smith, Lindsey; Harvey, Stephen; Savory, Louise; Fairclough, Stuart; Kozub, Stephen; Kerr, Catherine

    2015-01-01

    The purpose of this study was to independently determine the levels of moderate-to-vigorous physical activity (MVPA) and self-determined motivation of both boys and girls as they participated in prolonged units of invasion games (i.e. 6-12 lessons) through two pedagogical models: direct instruction and the tactical games model (TGM). It was…

  14. The Use of Computer Games as an Educational Tool: Identification of Appropriate Game Types and Game Elements.

    ERIC Educational Resources Information Center

    Amory, Alan; Naicker, Kevin; Vincent, Jacky; Adams, Claudia

    1999-01-01

    Describes research with college students that investigated commercial game types and game elements to determine what would be suitable for education. Students rated logic, memory, visualization, and problem solving as important game elements that are used to develop a model that links pedagogical issues with game elements. (Author/LRW)

  15. Using Games Invention with Elementary Children--Teaching for Understanding: Tactical Approaches to Teaching Games.

    ERIC Educational Resources Information Center

    Curtner-Smith, Matthew D.

    1996-01-01

    Explains how teachers of students in grades four through six can use the Teaching Games for Understanding Approach and incorporate games invention into the physical education curriculum. A three-step model is proposed: selection and modification of games; teaching games with an understanding approach; and student invention of games. Summaries of…

  16. New Adventures in Screencasting

    ERIC Educational Resources Information Center

    Flynn, Stephen X.

    2013-01-01

    There are universal elements to great videos and games that drive large audiences: beautiful cinematography and graphics, engaging and purposeful screenplays and storylines, unforgettable soundtracks, and a brand name that makes viewers and players want to return for more. Libraries can, and should, employ these elements in their own videos to…

  17. Sensible and Crazy Numbers

    ERIC Educational Resources Information Center

    Russo, James

    2017-01-01

    Using a game-based context and concentrating explicitly on language, students in the early years are able to make sense about place value amid the vagaries of the English language in naming numbers. This conceptual approach to understanding place value allows students to further develop number strategies beyond counting by ones.

  18. Promotion of cooperation induced by a self-questioning update rule in the spatial traveler's dilemma game

    NASA Astrophysics Data System (ADS)

    Miao, Qing; Wang, Juan; Hu, Meng-long; Zhang, Fan; Zhang, Qiu-shi; Xia, Cheng-yi

    2014-01-01

    In sociology and economics, evolutionary game theory has provided a powerful framework to illustrate the social dilemma's problems, and many evolutionary game models are presented, such as prisoner's dilemma game, snowdrift game, public goods game, and so on. In this paper, however, we focus on another typical pair-wise game model: Traveler's Dilemma Game (TDG), which has been deeply investigated in economics, but less attention has been paid to this topic within the physics community. We mainly discuss the influence of strategy update rules on the evolution of cooperation in the spatial TDG, and in detail explore the role of a novel self-questioning or self-learning update mechanism in the evolution of cooperation of the TDG model on the square lattice. In our self-questioning rule, each player does not imitate the strategy state of his or her nearest neighbors and simply plays the traveler's dilemma games twice with nearest neighbors: one is to calculate the actual payoff in the current game round; the other is to perform a virtual game which is used to obtain an intangible payoff if he or she adopts another random strategy. Then, the focal player decides to keep the current strategy or to change into that virtual strategy according to the Fermi-like dynamics. A great number of Monte Carlo simulations indicate that our self-questioning rule is a low information game decision-making mechanism which can greatly promote the evolution of cooperation for some specific conditions in the spatial TDG model. Furthermore, this novel rule can also be applied into the prisoner's dilemma game, and likewise the behavior of cooperation can be largely enhanced. Our results are of high importance to analyze and understand the emergence of cooperation within many real social and economical systems.

  19. Properties of interaction networks underlying the minority game.

    PubMed

    Caridi, Inés

    2014-11-01

    The minority game is a well-known agent-based model with no explicit interaction among its agents. However, it is known that they interact through the global magnitudes of the model and through their strategies. In this work we have attempted to formalize the implicit interactions among minority game agents as if they were links on a complex network. We have defined the link between two agents by quantifying the similarity between them. This link definition is based on the information of the instance of the game (the set of strategies assigned to each agent at the beginning) without any dynamic information on the game and brings about a static, unweighed and undirected network. We have analyzed the structure of the resulting network for different parameters, such as the number of agents (N) and the agent's capacity to process information (m), always taking into account games with two strategies per agent. In the region of crowd effects of the model, the resulting networks structure is a small-world network, whereas in the region where the behavior of the minority game is the same as in a game of random decisions, networks become a random network of Erdos-Renyi. The transition between these two types of networks is slow, without any peculiar feature of the network in the region of the coordination among agents. Finally, we have studied the resulting static networks for the full strategy minority game model, a maximal instance of the minority game in which all possible agents take part in the game. We have explicitly calculated the degree distribution of the full strategy minority game network and, on the basis of this analytical result, we have estimated the degree distribution of the minority game network, which is in accordance with computational results.

  20. Speedminton: Using the Tactical Games Model in Secondary Physical Education

    ERIC Educational Resources Information Center

    Oh, Hyun-Ju; Bullard, Susan; Hovatter, Rhonda

    2011-01-01

    Teaching and learning of sport and sports-related games dominates the curriculum in most secondary physical education programs in America. For many secondary school students, playing games can be exciting and lead to a lifetime of participation in sport-related activities. Using the Tactical Games Model (TGM) (Mitchell et al., 2006) to teach the…

  1. Playing with Process: Video Game Choice as a Model of Behavior

    ERIC Educational Resources Information Center

    Waelchli, Paul

    2010-01-01

    Popular culture experience in video games creates avenues to practice information literacy skills and model research in a real-world setting. Video games create a unique popular culture experience where players can invest dozens of hours on one game, create characters to identify with, organize skill sets and plot points, collaborate with people…

  2. Energy Systems Integration News - October 2016 | Energy Systems Integration

    Science.gov Websites

    SuperModels Game," a sophisticated game model developed by the National Association of Regulatory Utility maintain reliability, affordability, and utility company competitiveness. Those not invited to the game

  3. ENED-GEM: A Conceptual Framework Model for Psychological Enjoyment Factors and Learning Mechanisms in Educational Games about the Environment

    PubMed Central

    Fjællingsdal, Kristoffer S.; Klöckner, Christian A.

    2017-01-01

    Based on a thorough review of psychological literature, this article seeks to develop a model of game enjoyment and environmental learning (ENvironmental EDucational Game Enjoyment Model, ENED-GEM) and delineate psychological processes that might facilitate learning and inspire behavioral change from educational games about the environment. A critically acclaimed digital educational game about environmental issues (Fate of the World by Red Redemption/Soothsayer Games) was used as a case study. Two hundred forty-nine reviews of the game from the popular gaming and reviewing platform known as Steam were analyzed by means of a thematic content analysis in order to identify key player enjoyment factors believed to be relevant to the process of learning from games, as well as to gain an understanding of positive and negative impressions about the game’s general content. The end results of the thematic analysis were measured up to the suggested ENED-GEM framework. Initial results generally support the main elements of the ENED-GEM, and future research into the importance of these individual core factors is outlined. PMID:28701988

  4. Asymmetric Evolutionary Games

    PubMed Central

    McAvoy, Alex; Hauert, Christoph

    2015-01-01

    Evolutionary game theory is a powerful framework for studying evolution in populations of interacting individuals. A common assumption in evolutionary game theory is that interactions are symmetric, which means that the players are distinguished by only their strategies. In nature, however, the microscopic interactions between players are nearly always asymmetric due to environmental effects, differing baseline characteristics, and other possible sources of heterogeneity. To model these phenomena, we introduce into evolutionary game theory two broad classes of asymmetric interactions: ecological and genotypic. Ecological asymmetry results from variation in the environments of the players, while genotypic asymmetry is a consequence of the players having differing baseline genotypes. We develop a theory of these forms of asymmetry for games in structured populations and use the classical social dilemmas, the Prisoner’s Dilemma and the Snowdrift Game, for illustrations. Interestingly, asymmetric games reveal essential differences between models of genetic evolution based on reproduction and models of cultural evolution based on imitation that are not apparent in symmetric games. PMID:26308326

  5. Simulating Serious Games: A Discrete-Time Computational Model Based on Cognitive Flow Theory

    ERIC Educational Resources Information Center

    Westera, Wim

    2018-01-01

    This paper presents a computational model for simulating how people learn from serious games. While avoiding the combinatorial explosion of a games micro-states, the model offers a meso-level pathfinding approach, which is guided by cognitive flow theory and various concepts from learning sciences. It extends a basic, existing model by exposing…

  6. Analyzing Interaction Patterns to Verify a Simulation/Game Model

    ERIC Educational Resources Information Center

    Myers, Rodney Dean

    2012-01-01

    In order for simulations and games to be effective for learning, instructional designers must verify that the underlying computational models being used have an appropriate degree of fidelity to the conceptual models of their real-world counterparts. A simulation/game that provides incorrect feedback is likely to promote misunderstanding and…

  7. Dynamic Bayesian Network Modeling of Game Based Diagnostic Assessments. CRESST Report 837

    ERIC Educational Resources Information Center

    Levy, Roy

    2014-01-01

    Digital games offer an appealing environment for assessing student proficiencies, including skills and misconceptions in a diagnostic setting. This paper proposes a dynamic Bayesian network modeling approach for observations of student performance from an educational video game. A Bayesian approach to model construction, calibration, and use in…

  8. Serious Games for Health: The Potential of Metadata.

    PubMed

    Göbel, Stefan; Maddison, Ralph

    2017-02-01

    Numerous serious games and health games exist, either as commercial products (typically with a focus on entertaining a broad user group) or smaller games and game prototypes, often resulting from research projects (typically tailored to a smaller user group with a specific health characteristic). A major drawback of existing health games is that they are not very well described and attributed with (machine-readable, quantitative, and qualitative) metadata such as the characterizing goal of the game, the target user group, or expected health effects well proven in scientific studies. This makes it difficult or even impossible for end users to find and select the most appropriate game for a specific situation (e.g., health needs). Therefore, the aim of this article was to motivate the need and potential/benefit of metadata for the description and retrieval of health games and to describe a descriptive model for the qualitative description of games for health. It was not the aim of the article to describe a stable, running system (portal) for health games. This will be addressed in future work. Building on previous work toward a metadata format for serious games, a descriptive model for the formal description of games for health is introduced. For the conceptualization of this model, classification schemata of different existing health game repositories are considered. The classification schema consists of three levels: a core set of mandatory descriptive fields relevant for all games for health application areas, a detailed level with more comprehensive, optional information about the games, and so-called extension as level three with specific descriptive elements relevant for dedicated health games application areas, for example, cardio training. A metadata format provides a technical framework to describe, find, and select appropriate health games matching the needs of the end user. Future steps to improve, apply, and promote the metadata format in the health games market are discussed.

  9. Self-Organization of Vocabularies under Different Interaction Orders.

    PubMed

    Vera, Javier

    2017-01-01

    Traditionally, the formation of vocabularies has been studied by agent-based models (primarily, the naming game) in which random pairs of agents negotiate word-meaning associations at each discrete time step. This article proposes a first approximation to a novel question: To what extent is the negotiation of word-meaning associations influenced by the order in which agents interact? Automata networks provide the adequate mathematical framework to explore this question. Computer simulations suggest that on two-dimensional lattices the typical features of the formation of word-meaning associations are recovered under random schemes that update small fractions of the population at the same time; by contrast, if larger subsets of the population are updated, a periodic behavior may appear.

  10. Self-concept in fairness and rule establishment during a competitive game: a computational approach

    PubMed Central

    Lee, Sang Ho; Kim, Sung-Phil; Cho, Yang Seok

    2015-01-01

    People consider fairness as well as their own interest when making decisions in economic games. The present study proposes a model that encompasses the self-concept determined by one's own kindness as a factor of fairness. To observe behavioral patterns that reflect self-concept and fairness, a chicken game experiment was conducted. Behavioral data demonstrates four distinct patterns; “switching,” “mutual rush,” “mutual avoidance,” and “unfair” patterns. Model estimation of chicken game data shows that a model with self-concept predicts those behaviors better than previous models of fairness, suggesting that self-concept indeed affects human behavior in competitive economic games. Moreover, a non-stationary parameter analysis revealed the process of reaching consensus between the players in a game. When the models were fitted to a continuous time window, the parameters of the players in a pair with “switching” and “mutual avoidance” patterns became similar as the game proceeded, suggesting that the players gradually formed a shared rule during the game. In contrast, the difference of parameters between the players in the “unfair” and “mutual rush” patterns did not become stable. The outcomes of the present study showed that people are likely to change their strategy until they reach a mutually beneficial status. PMID:26441707

  11. Goal-based dictator game

    NASA Astrophysics Data System (ADS)

    Zaibidi, Nerda Zura; Ibrahim, Adyda; Abidin, Norhaslinda Zainal

    2014-12-01

    A considerable number of studies have been conducted to study fairness issues using two-player game. Dictator Game is one of the two-player games that receive much attention. In this paper, we develop an evolutionary approach to the Dictator Game by using Goal programming to build a model of human decision-making for cooperation. The model is formulated based on the theories of cognitive neuroscience that is capable in capturing a more realistic fairness concerns between players in the games. We show that fairness will evolve by taking into account players' aspirations and preferences explicitly in terms of profit and fairness concerns. The model is then simulated to investigate any possible effective strategy for people in economics to deal with fairness coalition. Parallels are drawn between the approach and concepts of human decision making from the field of cognitive neuroscience and psychology. The proposed model is also able to help decision makers to plan or enhance the effective strategies for business purposes.

  12. The Challenge of Audience Reception: A Developmental Model for Educational Game Engagement

    ERIC Educational Resources Information Center

    Sherry, John L.

    2013-01-01

    According to educational gaming advocates, the engaging nature of games encourages sustained game play and enhanced attention to learning outcomes among players. Because children's and adolescents' play time varies by game genre, engagement with a game likely reflects the match between the genre and the player's preferences and needs. Youth learn…

  13. Modeling intelligent agent beliefs in a card game scenario

    NASA Astrophysics Data System (ADS)

    Gołuński, Marcel; Tomanek, Roman; WÄ siewicz, Piotr

    In this paper we explore the problem of intelligent agent beliefs. We model agent beliefs using multimodal logics of belief, KD45(m) system implemented as a directed graph depicting Kripke semantics, precisely. We present a card game engine application which allows multiple agents to connect to a given game session and play the card game. As an example simplified version of popular Saboteur card game is used. Implementation was done in Java language using following libraries and applications: Apache Mina, LWJGL.

  14. Game and Information Theory Analysis of Electronic Counter Measures in Pursuit-Evasion Games

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Griffin, Christopher H

    Two-player Pursuit-Evasion games in the literature typically either assume both players have perfect knowledge of the opponent s positions or use primitive sensing models. This unrealistically skews the problem in favor of the pursuer who need only maintain a faster velocity at all turning radii. In real life, an evader usually escapes when the pursuer no longer knows the evader s position. In our previous work, we modeled pursuit-evasion without perfect information as a two-player bi-matrix game by using a realistic sensor model and information theory to compute game theoretic payoff matrices. That game has a saddle point when themore » evader uses strategies that exploit sensor limitations, while the pursuer relies on strategies that ignore the sensing limitations. In this paper, we consider for the first time the effect of many types of electronic counter measures (ECM) on pursuit evasion games. The evader s decision to initiate its ECM is modeled as a function of the distance between the players. Simulations show how to find optimal strategies for ECM use when initial conditions are known. We also discuss the effectiveness of different ECM technologies in pursuit-evasion games.« less

  15. Game theory and plant ecology.

    PubMed

    McNickle, Gordon G; Dybzinski, Ray

    2013-04-01

    The fixed and plastic traits possessed by a plant, which may be collectively thought of as its strategy, are commonly modelled as density-independent adaptations to its environment. However, plant strategies may also represent density- or frequency-dependent adaptations to the strategies used by neighbours. Game theory provides the tools to characterise such density- and frequency-dependent interactions. Here, we review the contributions of game theory to plant ecology. After briefly reviewing game theory from the perspective of plant ecology, we divide our review into three sections. First, game theoretical models of allocation to shoots and roots often predict investment in those organs beyond what would be optimal in the absence of competition. Second, game theoretical models of enemy defence suggest that an individual's investment in defence is not only a means of reducing its own tissue damage but also a means of deflecting enemies onto competitors. Finally, game theoretical models of trade with mutualistic partners suggest that the optimal trade may reflect competition for access to mutualistic partners among plants. In short, our review provides an accessible entrance to game theory that will help plant ecologists enrich their research with its worldview and existing predictions. © 2013 Blackwell Publishing Ltd/CNRS.

  16. The Importance of Self-Esteem to Children and Young People Separated from Their Families.

    ERIC Educational Resources Information Center

    Roberts, John

    1993-01-01

    Offers several definitions of self-esteem and describes some techniques for adults to use to help develop children's and adolescents' self-esteem. These techniques include addressing children by name, using movement games, appropriately praising children, setting clear limits, acknowledging children's feelings, using specific criticism, and…

  17. CyberHunt.

    ERIC Educational Resources Information Center

    Truby, Dana

    2001-01-01

    Using a soccer cyberhunt, elementary school students can learn all about the game of soccer while practicing computer skills. The cyberhunt teaches about: the history of soccer; soccer's name in other countries; number of players on the field; women's World Cup soccer; soccer rules; soccer legend, Pele; soccer moves; and the soccer ball. A…

  18. 75 FR 71711 - National Institute on Drug Abuse; Notice of Closed Meetings

    Federal Register 2010, 2011, 2012, 2013, 2014

    2010-11-24

    ... unwarranted invasion of personal privacy. Name of Committee: National Institute on Drug Abuse Special Emphasis... Institute on Drug Abuse, NIH, DHHS, Room 220, MSC 8401, 6101 Executive Boulevard, Bethesda, MD 20892-8401... Institute on Drug Abuse Special Emphasis Panel Video Game Targeting Relapse Prevention in Youth with...

  19. Return to Play

    ERIC Educational Resources Information Center

    Mangan, Marianne

    2013-01-01

    Call it physical activity, call it games, or call it play. Whatever its name, it's a place we all need to return to. In the physical education, recreation, and dance professions, we need to redesign programs to address the need for and want of play that is inherent in all of us.

  20. Elemental Food for Thought

    ERIC Educational Resources Information Center

    Cady, Susan

    2005-01-01

    One of the first tasks students learn in chemistry is to pronounce and spell the names of elements and learn their corresponding chemical symbols. Repetitive oral recitation is commonly used to learn this information, but games and puzzles can make this task creative, variable, and fun. Elemental Food for Thought is a puzzlelike activity that…

  1. Are Your Students Really Participating?

    ERIC Educational Resources Information Center

    Welch, Meghan McCarthy; Dooley, Caitlin McMunn

    2013-01-01

    Students 8 and younger have access to screens everywhere--on smartphones, tablets, handheld games, and laptops, to name just a few places. How do you know if students are using these tools effectively? Are the students participating in digital environments in ways that encourage critical thinking, active engagement, and contribution, or are they…

  2. Categorization of Digital Games in English Language Learning Studies: Introducing the SSI Model

    ERIC Educational Resources Information Center

    Sundqvist, Pia

    2013-01-01

    The main aim of the present paper is to introduce a model for digital game categorization suitable for use in English language learning studies: the Scale of Social Interaction (SSI) Model (original idea published as Sundqvist, 2013). The SSI Model proposes a classification of commercial off-the-shelf (COTS) digital games into three categories:…

  3. Pathological game use in adults with and without Autism Spectrum Disorder

    PubMed Central

    Engelhardt, Christopher R.

    2017-01-01

    This study tested whether adults with autism spectrum disorder (ASD) are at higher risk for pathological game use than typically developing (TD) adults. Participants included 119 adults with and without ASD. Participants completed measures assessing daily hours of video game use, percent of free time spent playing video games, and symptoms of pathological game use. The results indicated that adults with ASD endorsed more symptoms of video game pathology than did TD adults. This relationship was strong, enjoying 300,000-to-1 odds in Bayesian model comparison. Results also showed that adults with ASD spent more daily hours playing video games and spent a higher percent of their free time playing video games than did TD adults. Even after adjustment for these differences in daily video game hours and proportion of free time spent on games, model comparisons found evidence for a difference in game pathology scores associated with ASD status. Additionally, escapism motives for playing video games was associated with game pathology scores in both ASD and TD adults, replicating and extending a previous report. In conclusion, the risk for pathological game use appears larger in adults with ASD compared with TD adults. These findings point to pathological game use as a potentially important focus of clinical attention in adults with ASD. PMID:28663933

  4. Pathological game use in adults with and without Autism Spectrum Disorder.

    PubMed

    Engelhardt, Christopher R; Mazurek, Micah O; Hilgard, Joseph

    2017-01-01

    This study tested whether adults with autism spectrum disorder (ASD) are at higher risk for pathological game use than typically developing (TD) adults. Participants included 119 adults with and without ASD. Participants completed measures assessing daily hours of video game use, percent of free time spent playing video games, and symptoms of pathological game use. The results indicated that adults with ASD endorsed more symptoms of video game pathology than did TD adults. This relationship was strong, enjoying 300,000-to-1 odds in Bayesian model comparison. Results also showed that adults with ASD spent more daily hours playing video games and spent a higher percent of their free time playing video games than did TD adults. Even after adjustment for these differences in daily video game hours and proportion of free time spent on games, model comparisons found evidence for a difference in game pathology scores associated with ASD status. Additionally, escapism motives for playing video games was associated with game pathology scores in both ASD and TD adults, replicating and extending a previous report. In conclusion, the risk for pathological game use appears larger in adults with ASD compared with TD adults. These findings point to pathological game use as a potentially important focus of clinical attention in adults with ASD.

  5. Skill Transfer and Virtual Training for IND Response Decision-Making: Models for Government-Industry Collaboration for the Development of Game-Based Training Tools

    DTIC Science & Technology

    2016-04-01

    IND Response Decision-Making: Models for Government–Industry Collaboration for the Development of Game -Based Training Tools R.M. Seater C.E. Rose...Models for Government–Industry Collaboration for the Development of Game -Based Training Tools C.E. Rose A.S. Norige Group 44 R.M. Seater K.C...Report 1208 Lexington Massachusetts This page intentionally left blank. iii EXECUTIVE SUMMARY Game -based training tools, sometimes called “serious

  6. The Use of Analytic Decision Game (ADG) Methods for Test and Evaluation of Hard and Soft Data Fusion Systems and Education of a New Generation of Data Fusion Analysts

    DTIC Science & Technology

    2012-10-01

    education of a new generation of data fusion analysts Jacob L. Graham College of Information Sciences & Technology Pennsylvania State University...University Park, PA, U.S.A. jgraham@ist.psu.edu David L. Hall College of Information Sciences & Technology Pennsylvania State University...ELEMENT NUMBER 6. AUTHOR(S) 5d. PROJECT NUMBER 5e. TASK NUMBER 5f. WORK UNIT NUMBER 7. PERFORMING ORGANIZATION NAME(S) AND ADDRESS(ES) College

  7. Game Theory for Wireless Sensor Networks: A Survey

    PubMed Central

    Shi, Hai-Yan; Wang, Wan-Liang; Kwok, Ngai-Ming; Chen, Sheng-Yong

    2012-01-01

    Game theory (GT) is a mathematical method that describes the phenomenon of conflict and cooperation between intelligent rational decision-makers. In particular, the theory has been proven very useful in the design of wireless sensor networks (WSNs). This article surveys the recent developments and findings of GT, its applications in WSNs, and provides the community a general view of this vibrant research area. We first introduce the typical formulation of GT in the WSN application domain. The roles of GT are described that include routing protocol design, topology control, power control and energy saving, packet forwarding, data collection, spectrum allocation, bandwidth allocation, quality of service control, coverage optimization, WSN security, and other sensor management tasks. Then, three variations of game theory are described, namely, the cooperative, non-cooperative, and repeated schemes. Finally, existing problems and future trends are identified for researchers and engineers in the field. PMID:23012533

  8. Designing an Educational Game with Ten Steps to Complex Learning

    ERIC Educational Resources Information Center

    Enfield, Jacob

    2012-01-01

    Few instructional design (ID) models exist which are specific for developing educational games. Moreover, those extant ID models have not been rigorously evaluated. No ID models were found which focus on educational games with complex learning objectives. "Ten Steps to Complex Learning" (TSCL) is based on the four component instructional…

  9. Game of Life Music

    NASA Astrophysics Data System (ADS)

    Miranda, Eduardo R.; Kirke, Alexis

    At the time when the first author was post-graduate student, in the evenings he used to entertain himself with the equipment in the electronic music studio at the University of York until dawn. It must have been around three o'clock in the morning of a rather cold winter night in the late 1980s, when he connected his Atari 1040ST computer to a synthesizer to test the first prototype of a system, which he was developing for his thesis. The system, named CAMUS (short for Cellular Automata Music), implemented a method that he invented to render music from the behaviour of the Game of Life (GoL) cellular automata (CA).

  10. Cost Allocation of Multiagency Water Resource Projects: Game Theoretic Approaches and Case Study

    NASA Astrophysics Data System (ADS)

    Lejano, Raul P.; Davos, Climis A.

    1995-05-01

    Water resource projects are often jointly carried out by a number of communities and agencies. Participation in a joint project depends on how costs are allocated among the participants and how cost shares compare with the cost of independent projects. Cooperative N-person game theory offers approaches which yield cost allocations that satisfy rationality conditions favoring participation. A new solution concept, the normalized nucleolus, is discussed and applied to a water reuse project in southern California. Results obtained with the normalized nucleolus are compared with those derived with more traditional solution concepts, namely, the nucleolus and the Shapley value.

  11. Dynamics of internal models in game players

    NASA Astrophysics Data System (ADS)

    Taiji, Makoto; Ikegami, Takashi

    1999-10-01

    A new approach for the study of social games and communications is proposed. Games are simulated between cognitive players who build the opponent’s internal model and decide their next strategy from predictions based on the model. In this paper, internal models are constructed by the recurrent neural network (RNN), and the iterated prisoner’s dilemma game is performed. The RNN allows us to express the internal model in a geometrical shape. The complicated transients of actions are observed before the stable mutually defecting equilibrium is reached. During the transients, the model shape also becomes complicated and often experiences chaotic changes. These new chaotic dynamics of internal models reflect the dynamical and high-dimensional rugged landscape of the internal model space.

  12. Connes' embedding problem and winning strategies for quantum XOR games

    NASA Astrophysics Data System (ADS)

    Harris, Samuel J.

    2017-12-01

    We consider quantum XOR games, defined in the work of Regev and Vidick [ACM Trans. Comput. Theory 7, 43 (2015)], from the perspective of unitary correlations defined in the work of Harris and Paulsen [Integr. Equations Oper. Theory 89, 125 (2017)]. We show that the winning bias of a quantum XOR game in the tensor product model (respectively, the commuting model) is equal to the norm of its associated linear functional on the unitary correlation set from the appropriate model. We show that Connes' embedding problem has a positive answer if and only if every quantum XOR game has entanglement bias equal to the commuting bias. In particular, the embedding problem is equivalent to determining whether every quantum XOR game G with a winning strategy in the commuting model also has a winning strategy in the approximate finite-dimensional model.

  13. [Testing a Model to Predict Problem Gambling in Speculative Game Users].

    PubMed

    Park, Hyangjin; Kim, Suk Sun

    2018-04-01

    The purpose of the study was to develop and test a model for predicting problem gambling in speculative game users based on Blaszczynski and Nower's pathways model of problem and pathological gambling. The participants were 262 speculative game users recruited from seven speculative gambling places located in Seoul, Gangwon, and Gyeonggi, Korea. They completed a structured self-report questionnaire comprising measures of problem gambling, negative emotions, attentional impulsivity, motor impulsivity, non-planning impulsivity, gambler's fallacy, and gambling self-efficacy. Structural Equation Modeling was used to test the hypothesized model and to examine the direct and indirect effects on problem gambling in speculative game users using SPSS 22.0 and AMOS 20.0 programs. The hypothetical research model provided a reasonable fit to the data. Negative emotions, motor impulsivity, gambler's fallacy, and gambling self-efficacy had direct effects on problem gambling in speculative game users, while indirect effects were reported for negative emotions, motor impulsivity, and gambler's fallacy. These predictors explained 75.2% problem gambling in speculative game users. The findings suggest that developing intervention programs to reduce negative emotions, motor impulsivity, and gambler's fallacy, and to increase gambling self-efficacy in speculative game users are needed to prevent their problem gambling. © 2018 Korean Society of Nursing Science.

  14. Violent video games and delinquent behavior in adolescents: A risk factor perspective.

    PubMed

    Exelmans, Liese; Custers, Kathleen; Van den Bulck, Jan

    2015-05-01

    Over the years, criminological research has identified a number of risk factors that contribute to the development of aggressive and delinquent behavior. Although studies have identified media violence in general and violent video gaming in particular as significant predictors of aggressive behavior, exposure to violent video games has been largely omitted from the risk factor literature on delinquent behavior. This cross-sectional study therefore investigates the relationship between violent video game play and adolescents' delinquent behavior using a risk factor approach. An online survey was completed by 3,372 Flemish adolescents, aged 12-18 years old. Data were analyzed by means of negative binomial regression modelling. Results indicated a significant contribution of violent video games in delinquent behavior over and beyond multiple known risk variables (peer delinquency, sensation seeking, prior victimization, and alienation). Moreover, the final model that incorporated the gaming genres proved to be significantly better than the model without the gaming genres. Results provided support for a cumulative and multiplicative risk model for delinquent behavior. Aggr. Behav. 41:267-279, 2015. © 2015 Wiley Periodicals, Inc. © 2015 Wiley Periodicals, Inc.

  15. A hybrid fuzzy logic/constraint satisfaction problem approach to automatic decision making in simulation game models.

    PubMed

    Braathen, Sverre; Sendstad, Ole Jakob

    2004-08-01

    Possible techniques for representing automatic decision-making behavior approximating human experts in complex simulation model experiments are of interest. Here, fuzzy logic (FL) and constraint satisfaction problem (CSP) methods are applied in a hybrid design of automatic decision making in simulation game models. The decision processes of a military headquarters are used as a model for the FL/CSP decision agents choice of variables and rulebases. The hybrid decision agent design is applied in two different types of simulation games to test the general applicability of the design. The first application is a two-sided zero-sum sequential resource allocation game with imperfect information interpreted as an air campaign game. The second example is a network flow stochastic board game designed to capture important aspects of land manoeuvre operations. The proposed design is shown to perform well also in this complex game with a very large (billionsize) action set. Training of the automatic FL/CSP decision agents against selected performance measures is also shown and results are presented together with directions for future research.

  16. The coevolution of partner switching and strategy updating in non-excludable public goods game

    NASA Astrophysics Data System (ADS)

    Li, Yixiao; Shen, Bin

    2013-10-01

    Spatial public goods game is a popular metaphor to model the dilemma of collective cooperation on graphs, yet the non-excludable property of public goods has seldom been considered in previous models. Based upon a coevolutionary model where agents play public goods games and adjust their partnerships, the present model incorporates the non-excludable property of public goods: agents are able to adjust their participation in the games hosted by others, whereas they cannot exclude others from their own games. In the coevolution, a directed and dynamical network which represents partnerships among autonomous agents is evolved. We find that non-excludable property counteracts the positive effect of partner switching, i.e., the equilibrium level of cooperation is lower than that in the situation of excludable public goods game. Therefore, we study the effect of individual punishment that cooperative agents pay a personal cost to decrease benefits of those defective neighbors who participate in their hosted games. It is found that the cooperation level in the whole population is heightened in the presence of such a costly behavior.

  17. General three-state model with biased population replacement: Analytical solution and application to language dynamics

    NASA Astrophysics Data System (ADS)

    Colaiori, Francesca; Castellano, Claudio; Cuskley, Christine F.; Loreto, Vittorio; Pugliese, Martina; Tria, Francesca

    2015-01-01

    Empirical evidence shows that the rate of irregular usage of English verbs exhibits discontinuity as a function of their frequency: the most frequent verbs tend to be totally irregular. We aim to qualitatively understand the origin of this feature by studying simple agent-based models of language dynamics, where each agent adopts an inflectional state for a verb and may change it upon interaction with other agents. At the same time, agents are replaced at some rate by new agents adopting the regular form. In models with only two inflectional states (regular and irregular), we observe that either all verbs regularize irrespective of their frequency, or a continuous transition occurs between a low-frequency state, where the lemma becomes fully regular, and a high-frequency one, where both forms coexist. Introducing a third (mixed) state, wherein agents may use either form, we find that a third, qualitatively different behavior may emerge, namely, a discontinuous transition in frequency. We introduce and solve analytically a very general class of three-state models that allows us to fully understand these behaviors in a unified framework. Realistic sets of interaction rules, including the well-known naming game (NG) model, result in a discontinuous transition, in agreement with recent empirical findings. We also point out that the distinction between speaker and hearer in the interaction has no effect on the collective behavior. The results for the general three-state model, although discussed in terms of language dynamics, are widely applicable.

  18. Workshop on Planning and Learning in Multi- Agent Environments

    DTIC Science & Technology

    2014-12-31

    needed for translating the physical aspects of an interaction (see Section 3.1) into the numeric utility values needed for game -theoretic...calculations. Furthermore, the game -theoretic techniques themselves will require significant enhancements. Game -theoretic solution concepts (e.g., Nash...robotics. Real-time strategy games may provide useful data for research on predictive models of ad- versaries, modeling long-term and short-term plans

  19. Integrating Serious Games in the Educational Experience of Students with Intellectual Disabilities: Towards a Playful and Integrative Model

    ERIC Educational Resources Information Center

    Saridaki, Maria; Mourlas, Constantinos

    2013-01-01

    The purpose of this paper is to present a series of observations made by researchers and educators on the integration of serious games in the educational experience of users with intellectual disabilities (ID). Data were gathered from four different studies and different games were used, in order to identify a successful model of games based…

  20. Autogenerator-based modelling framework for development of strategic games simulations: rational pigs game extended.

    PubMed

    Fabac, Robert; Radošević, Danijel; Magdalenić, Ivan

    2014-01-01

    When considering strategic games from the conceptual perspective that focuses on the questions of participants' decision-making rationality, the very issues of modelling and simulation are rarely discussed. The well-known Rational Pigs matrix game has been relatively intensively analyzed in terms of reassessment of the logic of two players involved in asymmetric situations as gluttons that differ significantly by their attributes. This paper presents a successful attempt of using autogenerator for creating the framework of the game, including the predefined scenarios and corresponding payoffs. Autogenerator offers flexibility concerning the specification of game parameters, which consist of variations in the number of simultaneous players and their features and game objects and their attributes as well as some general game characteristics. In the proposed approach the model of autogenerator was upgraded so as to enable program specification updates. For the purpose of treatment of more complex strategic scenarios, we created the Rational Pigs Game Extended (RPGE), in which the introduction of a third glutton entails significant structural changes. In addition, due to the existence of particular attributes of the new player, "the tramp," one equilibrium point from the original game is destabilized which has an influence on the decision-making of rational players.

  1. Autogenerator-Based Modelling Framework for Development of Strategic Games Simulations: Rational Pigs Game Extended

    PubMed Central

    Magdalenić, Ivan

    2014-01-01

    When considering strategic games from the conceptual perspective that focuses on the questions of participants' decision-making rationality, the very issues of modelling and simulation are rarely discussed. The well-known Rational Pigs matrix game has been relatively intensively analyzed in terms of reassessment of the logic of two players involved in asymmetric situations as gluttons that differ significantly by their attributes. This paper presents a successful attempt of using autogenerator for creating the framework of the game, including the predefined scenarios and corresponding payoffs. Autogenerator offers flexibility concerning the specification of game parameters, which consist of variations in the number of simultaneous players and their features and game objects and their attributes as well as some general game characteristics. In the proposed approach the model of autogenerator was upgraded so as to enable program specification updates. For the purpose of treatment of more complex strategic scenarios, we created the Rational Pigs Game Extended (RPGE), in which the introduction of a third glutton entails significant structural changes. In addition, due to the existence of particular attributes of the new player, “the tramp,” one equilibrium point from the original game is destabilized which has an influence on the decision-making of rational players. PMID:25254228

  2. Validation of a Seven-Factor Structure for the Motives for Playing Drinking Games Measure.

    PubMed

    Zamboanga, Byron L; Audley, Shannon; Olthuis, Janine V; Blumenthal, Heidemarie; Tomaso, Cara C; Bui, Ngoc; Borsari, Brian

    2017-04-01

    Playing drinking games can be characterized as a high-risk drinking activity because games are typically designed to promote heavy alcohol consumption. While research suggests that young adults are motivated to play drinking games for a variety of reasons (e.g., for thrills/fun, for the competition), the Motives for Playing Drinking Games measure has received limited empirical attention. We examined the psychometric properties of this measure with a confirmation sample of young adults recruited from Amazon's MTurk ( N = 1,809, ages 18-25 years, 47% men; 41% not currently enrolled in college) and a validation sample of college students ( N = 671; ages 18-23 years; 26% men). Contrary to the 8-factor model obtained by Johnson and Sheets in a study published in 2004, examination of the factor structure with our confirmation sample yielded a revised 7-factor model that was invariant across race/ethnicity and college student status. This model was also validated with the college student sample. In the confirmation sample, enhancement/thrills and sexual pursuit motives for playing drinking games were positively associated with gaming frequency/consumption and negative gaming consequences. Furthermore, conformity motives for playing drinking games were positively associated with negative gaming consequences, while competition motives were positively associated with gaming frequency. These findings have significant implications for research and prevention/intervention efforts.

  3. Learning in a game-based virtual environment: a comparative evaluation in higher education

    NASA Astrophysics Data System (ADS)

    Mayer, Igor; Warmelink, Harald; Bekebrede, Geertje

    2013-03-01

    The authors define the requirements and a conceptual model for comparative evaluation research of simulation games and serious games (SGs) in a learning context. A first operationalisation of the model was used to comparatively evaluate a suite of 14 SGs on varying topics played between 2004 and 2009 in 13 institutes of higher education in the Netherlands. The questions in this research were: what is the perceived learning effectiveness of the games and what factors explain it? How can we comparatively evaluate games for learning? Data were gathered through pre- and post-game questionnaires among 1000 students, leading to 500 useful datasets and 230 complete datasets for analysis (factor analysis, scaling, t-test and correlation analysis) to give an explorative, structural model. The findings are discussed and a number of propositions for further research are formulated. The conclusion of the analysis is that the students' motivation and attitudes towards game-based learning before the game, their actual enjoyment, their efforts during the game and the quality of the facilitator/teacher are most strongly correlated with their learning satisfaction. The degree to which the experiences during the game were translated back into the underlying theories significantly determines the students' learning satisfaction. The quality of the virtual game environment did not matter so much. The authors reflect upon the general methodology used and offer suggestions for further research and development.

  4. Real payoffs and virtual trading in agent based market models

    NASA Astrophysics Data System (ADS)

    Ferreira, Fernando F.; Marsili, Matteo

    2005-01-01

    The -Game was recently introduced as an extension of the Minority Game. In this paper we compare this model with the well know Minority Game and the Majority Game models. Due to the inter-temporal nature of the market payoff, we introduce a two step transaction with single and mixed group of interacting traders. When the population is composed of two different group of -traders, they show an anti-imitative behavior. However, when they interact with minority or majority players the $-population imitates the usual behavior of these players. Finally we discuss how these models contribute to clarify the market mechanism.

  5. The Mediating Effect of Gaming Motivation Between Psychiatric Symptoms and Problematic Online Gaming: An Online Survey

    PubMed Central

    Király, Orsolya; Urbán, Róbert; Griffiths, Mark D; Ágoston, Csilla; Nagygyörgy, Katalin; Kökönyei, Gyöngyi

    2015-01-01

    Background The rapid expansion of online video gaming as a leisure time activity has led to the appearance of problematic online gaming (POG). According to the literature, POG is associated with different psychiatric symptoms (eg, depression, anxiety) and with specific gaming motives (ie, escape, achievement). Based on studies of alcohol use that suggest a mediator role of drinking motives between distal influences (eg, trauma symptoms) and drinking problems, this study examined the assumption that there is an indirect link between psychiatric distress and POG via the mediation of gaming motives. Furthermore, it was also assumed that there was a moderator effect of gender and game type preference based on the important role gender plays in POG and the structural differences between different game types. Objective This study had two aims. The first aim was to test the mediating role of online gaming motives between psychiatric symptoms and problematic use of online games. The second aim was to test the moderator effect of gender and game type preference in this mediation model. Methods An online survey was conducted on a sample of online gamers (N=3186; age: mean 21.1, SD 5.9 years; male: 2859/3186, 89.74%). The Brief Symptom Inventory (BSI), the Motives for Online Gaming Questionnaire (MOGQ), and the Problematic Online Gaming Questionnaire (POGQ) were administered to assess general psychiatric distress, online gaming motives, and problematic online game use, respectively. Structural regression analyses within structural equation modeling were used to test the proposed mediation models and multigroup analyses were used to test gender and game type differences to determine possible moderating effects. Results The mediation models fitted the data adequately. The Global Severity Index (GSI) of the BSI indicated that the level of psychiatric distress had a significant positive direct effect (standardized effect=.35, P<.001) and a significant indirect (mediating) effect on POG (standardized effect=.194, P<.001) via 2 gaming motives: escape (standardized effect=.139, P<.001) and competition (standardized effect=.046, P<.001). The comparison of the 2 main gamer types showed no significant differences in the model. However, when comparing male and female players it was found that women had (1) slightly higher escape scores (on a 5-point Likert scale: mean 2.28, SD 1.14) than men (mean 1.87, SD 0.97) and (2) a stronger association between the escape motive and problematic online gaming (standardized effect size=.64, P<.001) than men (standardized effect size=.20, P=.001). Conclusions The results suggest that psychiatric distress is both directly and indirectly (via escape and competition motives) negatively associated with POG. Therefore, the exploration of psychiatric symptoms and gaming motives of POG can be helpful in the preparation of prevention and treatment programs. PMID:25855558

  6. The mediating effect of gaming motivation between psychiatric symptoms and problematic online gaming: an online survey.

    PubMed

    Király, Orsolya; Urbán, Róbert; Griffiths, Mark D; Ágoston, Csilla; Nagygyörgy, Katalin; Kökönyei, Gyöngyi; Demetrovics, Zsolt

    2015-04-07

    The rapid expansion of online video gaming as a leisure time activity has led to the appearance of problematic online gaming (POG). According to the literature, POG is associated with different psychiatric symptoms (eg, depression, anxiety) and with specific gaming motives (ie, escape, achievement). Based on studies of alcohol use that suggest a mediator role of drinking motives between distal influences (eg, trauma symptoms) and drinking problems, this study examined the assumption that there is an indirect link between psychiatric distress and POG via the mediation of gaming motives. Furthermore, it was also assumed that there was a moderator effect of gender and game type preference based on the important role gender plays in POG and the structural differences between different game types. This study had two aims. The first aim was to test the mediating role of online gaming motives between psychiatric symptoms and problematic use of online games. The second aim was to test the moderator effect of gender and game type preference in this mediation model. An online survey was conducted on a sample of online gamers (N=3186; age: mean 21.1, SD 5.9 years; male: 2859/3186, 89.74%). The Brief Symptom Inventory (BSI), the Motives for Online Gaming Questionnaire (MOGQ), and the Problematic Online Gaming Questionnaire (POGQ) were administered to assess general psychiatric distress, online gaming motives, and problematic online game use, respectively. Structural regression analyses within structural equation modeling were used to test the proposed mediation models and multigroup analyses were used to test gender and game type differences to determine possible moderating effects. The mediation models fitted the data adequately. The Global Severity Index (GSI) of the BSI indicated that the level of psychiatric distress had a significant positive direct effect (standardized effect=.35, P<.001) and a significant indirect (mediating) effect on POG (standardized effect=.194, P<.001) via 2 gaming motives: escape (standardized effect=.139, P<.001) and competition (standardized effect=.046, P<.001). The comparison of the 2 main gamer types showed no significant differences in the model. However, when comparing male and female players it was found that women had (1) slightly higher escape scores (on a 5-point Likert scale: mean 2.28, SD 1.14) than men (mean 1.87, SD 0.97) and (2) a stronger association between the escape motive and problematic online gaming (standardized effect size=.64, P<.001) than men (standardized effect size=.20, P=.001). The results suggest that psychiatric distress is both directly and indirectly (via escape and competition motives) negatively associated with POG. Therefore, the exploration of psychiatric symptoms and gaming motives of POG can be helpful in the preparation of prevention and treatment programs.

  7. Situational Effects on the Usage Intention of Mobile Games

    NASA Astrophysics Data System (ADS)

    Liang, Ting-Peng; Yeh, Yi-Hsuan

    As value-added services on mobile devices are developing rapidly, text messaging, multi-media messaging, music, video, games, GPS navigation, RFID, and mobile TV are all accessible from a single device. Mobile games that combine mobile communication with computer games are an emerging industry. The purpose of this research is to explore what situation factors may affect the intention to play mobile game. We propose a research model to fit the nature of mobile games and conducted an online survey to examine the effect of situational factors. The model integrates constructs in TAM and TRA. The findings are as follows. First, Subjective norm affects a user’s intention in using mobile games when a user has no other task. Second, perceived playfulness affects a user’s intention to use mobile games when the user has another task.

  8. Game Theory Meets Wireless Sensor Networks Security Requirements and Threats Mitigation: A Survey.

    PubMed

    Abdalzaher, Mohamed S; Seddik, Karim; Elsabrouty, Maha; Muta, Osamu; Furukawa, Hiroshi; Abdel-Rahman, Adel

    2016-06-29

    We present a study of using game theory for protecting wireless sensor networks (WSNs) from selfish behavior or malicious nodes. Due to scalability, low complexity and disseminated nature of WSNs, malicious attacks can be modeled effectively using game theory. In this study, we survey the different game-theoretic defense strategies for WSNs. We present a taxonomy of the game theory approaches based on the nature of the attack, whether it is caused by an external attacker or it is the result of an internal node acting selfishly or maliciously. We also present a general trust model using game theory for decision making. We, finally, identify the significant role of evolutionary games for WSNs security against intelligent attacks; then, we list several prospect applications of game theory to enhance the data trustworthiness and node cooperation in different WSNs.

  9. Use of a Survival Analysis Technique in Understanding Game Performance in Instructional Games. CRESST Report 812

    ERIC Educational Resources Information Center

    Kim, Jinok; Chung, Gregory K. W. K.

    2012-01-01

    In this study we compared the effects of two math game designs on math and game performance, using discrete-time survival analysis (DTSA) to model players' risk of not advancing to the next level in the game. 137 students were randomly assigned to two game conditions. The game covered the concept of a unit and the addition of like-sized fractional…

  10. Preference and strategy in proposer's prosocial giving in the ultimatum game.

    PubMed

    Inaba, Misato; Inoue, Yumi; Akutsu, Satoshi; Takahashi, Nobuyuki; Yamagishi, Toshio

    2018-01-01

    The accumulation of findings that most responders in the ultimatum game reject unfair offers provides evidence that humans are driven by social preferences such as preferences for fairness and prosociality. On the other hand, if and how the proposer's behavior is affected by social preferences remains unelucidated. We addressed this question for the first time by manipulating the knowledge that the proposer had about the responder's belief concerning the intentionality of the proposer. In a new game called the "ultimatum game with ambiguous intentions of the proposer (UGAMB)," we made the intentionality of the proposer ambiguous to the recipient. We expected and found that the proposer would make more unfair offers in this new game than in the standard ultimatum game. This expectation can be derived from either the preference-based model or the strategy model of the proposer's giving decision. The additional finding that more unfair giving in the UGAMB was not mediated by the proposer's expectation that the recipient would be more willing to accept unfair offers provided support for the preference-based model. Using a psychological measure of cognitive control, the preference-based model received additional support through a conceptual replication of the previous finding that cognitive control of intuitive drive for prosociality in the dictator game, rather than mind reading in the ultimatum game, is responsible for the difference in giving between the two games.

  11. Modelling the costs of natural hazards in games

    NASA Astrophysics Data System (ADS)

    Bostenaru-Dan, M.

    2012-04-01

    We will present the application of (socio-)economic models coming from games theory to urban planning and to large scale architectural tasks, the most frequent one presented being that of the church. The importance of games will be seen as a continuation of the role played by toys for the development of skills of the architects. While toys dealt with the development of 3D viewing and more realistic "building" focusing, for example, on details, games use stylized construction management models with "symbols" for resources, being it in a board game or in a computer supported social environment. 22 October 1997 to 31 May 1998 the Canadian Centre of Architecture hosted the exhibition "Toy Town". Apart of architecture toys, a field where principles of city building apply are architecture games. City building games are a subgenre of construction and management games, the best know of each is SimCity. In its initial version of 1989 SimCity included disaster scenarios including the 1906 San Francisco earthquake, but also flooding, fire etc. During the further development only the fire remained as well implemented as the initial scenarios. It was a way to look at the role of disasters in urban planning, not only as way for a new begin, but also as mitigation and earthquake management. It is to be noted that disasters represented in SimCity 2000 are converted to such which develop in surface, such as fire and flood. Earthquake damage which occures at random buildings is not modelled. Also, the fight against the consequences of the disaster, fire and flood are done in a realtime first hand action game, not as construction management game. However, there are costs associated to mitigating the disaster, such as the costs for fire fighters. Today such city building games evolved to 3D applications, the semantic enrichment of which involves the economic model. The digital 3D model will be compared with the "hard copy" 3D model which architecture toys represent. Models for SimCity are looked for today, including a development at the University of Torino called SimTorino, which simulates the development of the city in the next 20 years. The connection to another games genre as video games, the board games, will be investigated, since there are games on construction and reconstruction of a cathedral and its tower and a bridge in an urban environment of the middle ages based on the two novels of Ken Follett, "Pillars of the Earth" and "World Without End" and also more recent games, such as "Urban Sprawl" or the Romanian game "Habitat", dealing with the man-made hazard of demolition. A review of these games will be provided based on first hand playing experience. In games like "World without End" or "Pillars of the Earth", just like in the recently popular games of Zynga on social networks, construction management is done through providing "building" an item out of stylised materials, such as "stone", "sand" or more specific ones as "nail". Such approach could be used also for retrofitting buildings for earthquakes, in the series of "upgrade", not just for extension as it is currently in games, and this is what our research is about. "World without End" includes a natural disaster not so analysed today but which was judged by the author as the worst of manhood: the Black Death. The Black Death has effects and costs as well, not only modelled through action cards, but also on the built environment, by buildings remaining empty. On the other hand, games such as "Habitat" rely on role playing, which has been recently recognised as a way to bring games theory to decision making through the so-called contribution of drama, a way to solve conflicts through balancing instead of weighting, and thus related to Analytic Hierarchy Process. The presentation aims to also give hints on how to design a game for the problem of earthquake retrofit, translating the aims of the actors in such a process into role playing. Games are also employed in teaching of urban planning, as in the regional planning curricula at the Karlsruhe Institute of Technology, including a role playing game based on the Green Revolution Game, which builds the basis for getting data for further project study. This one included natural hazards such as drought, and their costs. They also play a role in building public space, as in case of "Habitat", which was designed to activate the civil society in café. City investigation games may not take only the shape of computer or board games, they may be played in a wider city environment. From activation of public spaces in frame of cultural capitals in Austria, there are models of urban "races" to find landmarks, such as Klosterrallye in Karlsruhe, Germany, also included as a step at another geographic scale in the "Green CCA" game developed at the Canadian Centre for Architecture. Simpler games include the use of software such as Flash/Director to identify quiz like aspects related to architecture features, as employed by the Reseau Art Nouveau but also to disasters such as the San Francisco earthquake. We will present how to program such a game.

  12. Transfer of conflict and cooperation from experienced games to new games: a connectionist model of learning

    PubMed Central

    Spiliopoulos, Leonidas

    2015-01-01

    The question of whether, and if so how, learning can be transfered from previously experienced games to novel games has recently attracted the attention of the experimental game theory literature. Existing research presumes that learning operates over actions, beliefs or decision rules. This study instead uses a connectionist approach that learns a direct mapping from game payoffs to a probability distribution over own actions. Learning is operationalized as a backpropagation rule that adjusts the weights of feedforward neural networks in the direction of increasing the probability of an agent playing a myopic best response to the last game played. One advantage of this approach is that it expands the scope of the model to any possible n × n normal-form game allowing for a comprehensive model of transfer of learning. Agents are exposed to games drawn from one of seven classes of games with significantly different strategic characteristics and then forced to play games from previously unseen classes. I find significant transfer of learning, i.e., behavior that is path-dependent, or conditional on the previously seen games. Cooperation is more pronounced in new games when agents are previously exposed to games where the incentive to cooperate is stronger than the incentive to compete, i.e., when individual incentives are aligned. Prior exposure to Prisoner's dilemma, zero-sum and discoordination games led to a significant decrease in realized payoffs for all the game classes under investigation. A distinction is made between superficial and deep transfer of learning both—the former is driven by superficial payoff similarities between games, the latter by differences in the incentive structures or strategic implications of the games. I examine whether agents learn to play the Nash equilibria of games, how they select amongst multiple equilibria, and whether they transfer Nash equilibrium behavior to unseen games. Sufficient exposure to a strategically heterogeneous set of games is found to be a necessary condition for deep learning (and transfer) across game classes. Paradoxically, superficial transfer of learning is shown to lead to better outcomes than deep transfer for a wide range of game classes. The simulation results corroborate important experimental findings with human subjects, and make several novel predictions that can be tested experimentally. PMID:25873855

  13. Sport Education as a Curriculum Approach to Student Learning of Invasion Games: Effects on Game Performance and Game Involvement

    PubMed Central

    Farias, Cláudio; Valério, Carla; Mesquita, Isabel

    2018-01-01

    The teaching and learning of games and sport-based activities has historically been the dominant form of the physical education curricula. With an interest in providing to students meaningful and culturally situated sporting experiences, Sport Education is probably the most implemented and researched pedagogical model worldwide. However, although there is considerable evidence that the model as a curriculum approach can benefit the development of social goals and healthy sport behaviors, not a single study as to date examined students’ game-play development beyond participation in single and isolated teaching units. Therefore, the purpose of this study was to examine students’ development of Game Performance and Game Involvement during participation in three consecutive Sport Education seasons of invasion games. The participants were an experienced physical education teacher and one seventh-grade class totaling 26 students (10 girls and 16 boys). Using the Game Performance Assessment Instrument (Oslin et al., 1998), pre-test to post-tests measures of students’ Game Performance and Game Involvement were collected during their participation in basketball (20 lessons), handball (16 lessons), and football (18 lessons) units. Inter-group differences and pre-test to post-test improvements within each season were analyzed through 2 (time) x group (sport) repeated measures ANOVA tests. There were found significant pre-test to post-test improvements in Game Performance and Game Involvement in the second (handball) and third (football) seasons, but not in the first season (basketball). Students’ Game Performance and Involvement scores of handball and football were significantly higher than their scores while playing basketball. The opportunity for an extended engagement in game-play activities and prolonged membership of students in the same teams throughout three consecutive seasons of Sport Education were key to the outcomes found. The specific configurations of the game forms played by students either inhibited or enabled their game-play development. Key points The effect of time fostered by the extended participation of students in consecutive seasons of the model was paramount to promote effective gains in Game Performance and Game Involvement. Specific modifications imposed on the game, such as asymmetric attack-defense game configurations had a positive effect on the development of the learning outcomes. The persistent membership that was extended across sequential units of invasion games helped players build more sophisticated game-play routines and problem-solving. PMID:29535578

  14. Zero-Sum Matrix Game with Payoffs of Dempster-Shafer Belief Structures and Its Applications on Sensors

    PubMed Central

    Deng, Xinyang; Jiang, Wen; Zhang, Jiandong

    2017-01-01

    The zero-sum matrix game is one of the most classic game models, and it is widely used in many scientific and engineering fields. In the real world, due to the complexity of the decision-making environment, sometimes the payoffs received by players may be inexact or uncertain, which requires that the model of matrix games has the ability to represent and deal with imprecise payoffs. To meet such a requirement, this paper develops a zero-sum matrix game model with Dempster–Shafer belief structure payoffs, which effectively represents the ambiguity involved in payoffs of a game. Then, a decomposition method is proposed to calculate the value of such a game, which is also expressed with belief structures. Moreover, for the possible computation-intensive issue in the proposed decomposition method, as an alternative solution, a Monte Carlo simulation approach is presented, as well. Finally, the proposed zero-sum matrix games with payoffs of Dempster–Shafer belief structures is illustratively applied to the sensor selection and intrusion detection of sensor networks, which shows its effectiveness and application process. PMID:28430156

  15. Modeling Multiple Human-Automation Distributed Systems using Network-form Games

    NASA Technical Reports Server (NTRS)

    Brat, Guillaume

    2012-01-01

    The paper describes at a high-level the network-form game framework (based on Bayes net and game theory), which can be used to model and analyze safety issues in large, distributed, mixed human-automation systems such as NextGen.

  16. A Model for Ubiquitous Serious Games Development Focused on Problem Based Learning

    ERIC Educational Resources Information Center

    Dorneles, Sandro Oliveira; da Costa, Cristiano André; Rigo, Sandro José

    2015-01-01

    The possibility of using serious games with problem-based learning opens up huge opportunities to connect the experiences of daily life of students with learning. In this context, this article presents a model for serious and ubiquitous games development, focusing on problem based learning methodology. The model allows teachers to create games…

  17. Mapping the Demand for Serious Games in Postgraduate Medical Education Using the Entrustable Professional Activities Framework.

    PubMed

    Graafland, Maurits; Ten Cate, Olle; van Seventer, Jan-Pieter; Schraagen, Jan Maarten C; Schijven, Marlies P

    2015-10-01

    Serious games are potentially powerful tools for residency training and increasingly attract attention from medical educators. At present, serious games have little evidence-based relations with competency-based medical education, which may impede their incorporation into residency training programs. The aim of this study was to identify highly valued entrustable professional activities (EPAs) to support designers in the development of new, serious games built on a valid needs-assessment. All 149 licensed medical specialists from seven specialties in one academic hospital participated in seven different Delphi expert panels. They filled out a two-round Delphi survey, aimed at identifying the most valuable EPAs in their respective curricula. Specialists were asked to name the most highly valued EPA in their area in the first Delphi round. In the second round, the generated responses were presented and ranked according to priority by the medical specialists. Sixty-two EPAs were identified as valuable training subjects throughout five specialties. Eleven EPAs--"management of trauma patient," "chest tube placement," "laparoscopic cholecystectomy," "assessment of vital signs," "airway management," "induction of general anesthesia," "assessment of suicidal patient," "psychiatric assessment," "gastroscopy," "colonoscopy," and "resuscitation of emergency patients"--were consistently given a high score. The future medical specialist is an active learner, comfortable with digital techniques and learning strategies such as serious gaming. In order to maximize the impact and acceptance of new serious games, it is vital to select the most relevant training subjects. Although some serious games have already targeted top-priority EPAs, plenty of opportunities remain.

  18. Perfect commuting-operator strategies for linear system games

    NASA Astrophysics Data System (ADS)

    Cleve, Richard; Liu, Li; Slofstra, William

    2017-01-01

    Linear system games are a generalization of Mermin's magic square game introduced by Cleve and Mittal. They show that perfect strategies for linear system games in the tensor-product model of entanglement correspond to finite-dimensional operator solutions of a certain set of non-commutative equations. We investigate linear system games in the commuting-operator model of entanglement, where Alice and Bob's measurement operators act on a joint Hilbert space, and Alice's operators must commute with Bob's operators. We show that perfect strategies in this model correspond to possibly infinite-dimensional operator solutions of the non-commutative equations. The proof is based around a finitely presented group associated with the linear system which arises from the non-commutative equations.

  19. Modelling human problem solving with data from an online game.

    PubMed

    Rach, Tim; Kirsch, Alexandra

    2016-11-01

    Since the beginning of cognitive science, researchers have tried to understand human strategies in order to develop efficient and adequate computational methods. In the domain of problem solving, the travelling salesperson problem has been used for the investigation and modelling of human solutions. We propose to extend this effort with an online game, in which instances of the travelling salesperson problem have to be solved in the context of a game experience. We report on our effort to design and run such a game, present the data contained in the resulting openly available data set and provide an outlook on the use of games in general for cognitive science research. In addition, we present three geometrical models mapping the starting point preferences in the problems presented in the game as the result of an evaluation of the data set.

  20. Recommendations for Model Driven Paradigms for Integrated Approaches to Cyber Defense

    DTIC Science & Technology

    2017-03-06

    analogy (e.g., Susceptible, Infected, Recovered [SIR]) • Abstract wargaming: game -theoretic model of cyber conflict without modeling the underlying...malware. 3.7 Abstract Wargaming Here, a game -theoretic process is modeled with moves and effects inspired by cyber conflict but without modeling the...underlying processes of cyber attack and defense. Examples in literature include the following: • Cho J-H, Gao J. Cyber war game in temporal networks

  1. "The Academic Game" as a Frame Game.

    ERIC Educational Resources Information Center

    Bredemeier, Mary E.; And Others

    1981-01-01

    Describes a frame game which focuses on problems of sex, status, and organizational development. "The Academic Game" is a specific model of a generic game that has differential consequences for men and women, and is easily adaptable to other organizational settings, including public administration and industry. Six references are listed.…

  2. Antagonistic and Bargaining Games in Optimal Marketing Decisions

    ERIC Educational Resources Information Center

    Lipovetsky, S.

    2007-01-01

    Game theory approaches to find optimal marketing decisions are considered. Antagonistic games with and without complete information, and non-antagonistic games techniques are applied to paired comparison, ranking, or rating data for a firm and its competitors in the market. Mix strategy, equilibrium in bi-matrix games, bargaining models with…

  3. Teaching Game Sense in Soccer

    ERIC Educational Resources Information Center

    Pill, Shane

    2012-01-01

    "Game sense" is a sport-specific iteration of the teaching games for understanding model, designed to balance physical development of motor skill and fitness with the development of game understanding. Game sense can foster a shared vision for sport learning that bridges school physical education and community sport. This article explains how to…

  4. An Authoring Tool for Educational Adventure Games: Concept, Game Models and Authoring Processes

    ERIC Educational Resources Information Center

    Mehm, Florian; Göbel, Stefan; Steinmetz, Ralf

    2013-01-01

    The genre of educational adventure games is a common and successful choice in game-based learning. The games combine captivating narratives that motivate players to continue playing with game mechanics that are conductive to learning: the gameplay is slow-paced, allowing players to learn at their own pace, and focused on puzzles that can be…

  5. Integration and Deployment of Educational Games in e-Learning Environments: The Learning Object Model Meets Educational Gaming

    ERIC Educational Resources Information Center

    Torrente, Javier; Moreno-Ger, Pablo; Martinez-Ortiz, Ivan; Fernandez-Manjon, Baltasar

    2009-01-01

    Game-based learning is becoming popular in the academic discussion of Learning Technologies. However, even though the educational potential of games has been thoroughly discussed in the literature, the integration of the games into educational processes and how to efficiently deliver the games to the students are still open questions. This paper…

  6. Promotion of cooperation induced by heterogeneity of both investment and payoff allocation in spatial public goods game

    NASA Astrophysics Data System (ADS)

    Fan, Ruguo; Zhang, Yingqing; Luo, Ming; Zhang, Hongjuan

    2017-01-01

    Heterogeneity has attracted mounting attention across multiple disciplines and is confirmed to be a greater promoter of cooperation. It is often the case that the heterogeneity always exists in investment and payoff allocation concurrently instead of separately. In addition, the factors that affect heterogeneous investment and payoff allocation are various. Inspired by this, this paper extends the previous models by incorporating heterogeneous investment and payoff allocation into the typical PGG model to further investigate the incentive mechanisms of cooperative behavior. In order to better understand the model, three different feedback mechanisms, namely the wealth-preference mechanism, the social-self-preference mechanism, and the mixed-preference mechanism, are addressed. The former two mechanisms correspond to the case of single factor and the latter corresponds to the case of double factors. The numerical simulations indicate that feedback mechanism by bridging the connections between the investment and the payoff allocation can reduce the free-rider problem. Furthermore, it is found that the cooperative frequency and average payoff perform better in the case of the mixed-preference mechanism where players will not only take previous payoff feedback as well as current investment but also their social status into their game decision-making process. In addition, full cooperation and profitability over all players can be promoted by means of increasing r or reducing α. At last, compared with another two classic networks, the extent of cooperation is promoted under the structures of the BA scale free networks.

  7. Stochastic Game Analysis and Latency Awareness for Self-Adaptation

    DTIC Science & Technology

    2014-01-01

    this paper, we introduce a formal analysis technique based on model checking of stochastic multiplayer games (SMGs) that enables us to quantify the...Additional Key Words and Phrases: Proactive adaptation, Stochastic multiplayer games , Latency 1. INTRODUCTION When planning how to adapt, self-adaptive...contribution of this paper is twofold: (1) A novel analysis technique based on model checking of stochastic multiplayer games (SMGs) that enables us to

  8. The Impact of a Hybrid Sport Education-Invasion Games Competence Model Soccer Unit on Students' Decision Making, Skill Execution and Overall Game Performance

    ERIC Educational Resources Information Center

    Mesquita, Isabel; Farias, Claudio; Hastie, Peter

    2012-01-01

    The purpose of this study was to examine the impact of a hybrid Sport Education-Invasion Games Competence Model (SE-IGCM) unit application on students' improvements in decision making, skill execution and overall game performance, during a soccer season. Twenty-six fifth-grade students from a Portuguese public elementary school participated in a…

  9. Adaptive Topographies and Equilibrium Selection in an Evolutionary Game

    PubMed Central

    Osinga, Hinke M.; Marshall, James A. R.

    2015-01-01

    It has long been known in the field of population genetics that adaptive topographies, in which population equilibria maximise mean population fitness for a trait regardless of its genetic bases, do not exist. Whether one chooses to model selection acting on a single locus or multiple loci does matter. In evolutionary game theory, analysis of a simple and general game involving distinct roles for the two players has shown that whether strategies are modelled using a single ‘locus’ or one ‘locus’ for each role, the stable population equilibria are unchanged and correspond to the fitness-maximising evolutionary stable strategies of the game. This is curious given the aforementioned population genetical results on the importance of the genetic bases of traits. Here we present a dynamical systems analysis of the game with roles detailing how, while the stable equilibria in this game are unchanged by the number of ‘loci’ modelled, equilibrium selection may differ under the two modelling approaches. PMID:25706762

  10. Research on Bifurcation and Chaos in a Dynamic Mixed Game System with Oligopolies Under Carbon Emission Constraint

    NASA Astrophysics Data System (ADS)

    Ma, Junhai; Yang, Wenhui; Lou, Wandong

    This paper establishes an oligopolistic game model under the carbon emission reduction constraint and investigates its complex characteristics like bifurcation and chaos. Two oligopolistic manufacturers comprise three mixed game models, aiming to explore the variation in the status of operating system as per the upgrading of benchmark reward-penalty mechanism. Firstly, we set up these basic models that are respectively distinguished with carbon emission quantity and study these models using different game methods. Then, we concentrate on one typical game model to further study the dynamic complexity of variations in the system status, through 2D bifurcation diagrams and 4D parameter adjustment features based on the bounded rationality scheme for price, and the adaptive scheme for carbon emission. The results show that the carbon emission constraint has significant influence on the status variation of two-oligopolistic game operating systems no matter whether it is stable or chaotic. Besides, the new carbon emission regulation meets government supervision target and achieves the goal of being environment friendly by motivating the system to operate with lower carbon emission.

  11. Games of life and death: antibiotic resistance and production through the lens of evolutionary game theory.

    PubMed

    Conlin, Peter L; Chandler, Josephine R; Kerr, Benjamin

    2014-10-01

    In this review, we demonstrate how game theory can be a useful first step in modeling and understanding interactions among bacteria that produce and resist antibiotics. We introduce the basic features of evolutionary game theory and explore model microbial systems that correspond to some classical games. Each game discussed defines a different category of social interaction with different resulting population dynamics (exclusion, coexistence, bistability, cycling). We then explore how the framework can be extended to incorporate some of the complexity of natural microbial communities. Overall, the game theoretical perspective helps to guide our expectations about the evolution of some forms of antibiotic resistance and production because it makes clear the precise nature of social interaction in this context. Copyright © 2014 Elsevier Ltd. All rights reserved.

  12. Game Theory Meets Wireless Sensor Networks Security Requirements and Threats Mitigation: A Survey

    PubMed Central

    Abdalzaher, Mohamed S.; Seddik, Karim; Elsabrouty, Maha; Muta, Osamu; Furukawa, Hiroshi; Abdel-Rahman, Adel

    2016-01-01

    We present a study of using game theory for protecting wireless sensor networks (WSNs) from selfish behavior or malicious nodes. Due to scalability, low complexity and disseminated nature of WSNs, malicious attacks can be modeled effectively using game theory. In this study, we survey the different game-theoretic defense strategies for WSNs. We present a taxonomy of the game theory approaches based on the nature of the attack, whether it is caused by an external attacker or it is the result of an internal node acting selfishly or maliciously. We also present a general trust model using game theory for decision making. We, finally, identify the significant role of evolutionary games for WSNs security against intelligent attacks; then, we list several prospect applications of game theory to enhance the data trustworthiness and node cooperation in different WSNs. PMID:27367700

  13. Optimally designing games for behavioural research

    PubMed Central

    Rafferty, Anna N.; Zaharia, Matei; Griffiths, Thomas L.

    2014-01-01

    Computer games can be motivating and engaging experiences that facilitate learning, leading to their increasing use in education and behavioural experiments. For these applications, it is often important to make inferences about the knowledge and cognitive processes of players based on their behaviour. However, designing games that provide useful behavioural data are a difficult task that typically requires significant trial and error. We address this issue by creating a new formal framework that extends optimal experiment design, used in statistics, to apply to game design. In this framework, we use Markov decision processes to model players' actions within a game, and then make inferences about the parameters of a cognitive model from these actions. Using a variety of concept learning games, we show that in practice, this method can predict which games will result in better estimates of the parameters of interest. The best games require only half as many players to attain the same level of precision. PMID:25002821

  14. War-gaming application for future space systems acquisition: MATLAB implementation of war-gaming acquisition models and simulation results

    NASA Astrophysics Data System (ADS)

    Vienhage, Paul; Barcomb, Heather; Marshall, Karel; Black, William A.; Coons, Amanda; Tran, Hien T.; Nguyen, Tien M.; Guillen, Andy T.; Yoh, James; Kizer, Justin; Rogers, Blake A.

    2017-05-01

    The paper describes the MATLAB (MathWorks) programs that were developed during the REU workshop1 to implement The Aerospace Corporation developed Unified Game-based Acquisition Framework and Advanced Game - based Mathematical Framework (UGAF-AGMF) and its associated War-Gaming Engine (WGE) models. Each game can be played from the perspectives of the Department of Defense Acquisition Authority (DAA) or of an individual contractor (KTR). The programs also implement Aerospace's optimum "Program and Technical Baseline (PTB) and associated acquisition" strategy that combines low Total Ownership Cost (TOC) with innovative designs while still meeting warfighter needs. The paper also describes the Bayesian Acquisition War-Gaming approach using Monte Carlo simulations, a numerical analysis technique to account for uncertainty in decision making, which simulate the PTB development and acquisition processes and will detail the procedure of the implementation and the interactions between the games.

  15. A Developmental Learning Approach of Mobile Manipulator via Playing

    PubMed Central

    Wu, Ruiqi; Zhou, Changle; Chao, Fei; Zhu, Zuyuan; Lin, Chih-Min; Yang, Longzhi

    2017-01-01

    Inspired by infant development theories, a robotic developmental model combined with game elements is proposed in this paper. This model does not require the definition of specific developmental goals for the robot, but the developmental goals are implied in the goals of a series of game tasks. The games are characterized into a sequence of game modes based on the complexity of the game tasks from simple to complex, and the task complexity is determined by the applications of developmental constraints. Given a current mode, the robot switches to play in a more complicated game mode when it cannot find any new salient stimuli in the current mode. By doing so, the robot gradually achieves it developmental goals by playing different modes of games. In the experiment, the game was instantiated into a mobile robot with the playing task of picking up toys, and the game is designed with a simple game mode and a complex game mode. A developmental algorithm, “Lift-Constraint, Act and Saturate,” is employed to drive the mobile robot move from the simple mode to the complex one. The experimental results show that the mobile manipulator is able to successfully learn the mobile grasping ability after playing simple and complex games, which is promising in developing robotic abilities to solve complex tasks using games. PMID:29046632

  16. Effect of Teaching Races for Understanding in Youth Sailing on Performance, Knowledge, and Adherence

    ERIC Educational Resources Information Center

    Morales-Belando, María Trinidad; Arias-Estero, José L.

    2017-01-01

    Purpose: The purpose of this study was to know whether an intervention using an adaptation of the teaching games for understanding approach (named teaching races for understanding [TRfU]) led participants to improve skill execution, decision making, race performance, race involvement, race knowledge, enjoyment, intention to continue practicing…

  17. Alphabet Avenue: Wordplay in the Fast Lane.

    ERIC Educational Resources Information Center

    Morice, Dave

    This collection of palindromes, pangrams, acrostics, word squares and word ladders, visual and numerical puzzles, silly names, and much more is designed to delight, surprise, and challenge both the novice and the expert player of word games. It uses the metaphor of a busy, cosmopolitan city to showcase three facets of words: forms of letters,…

  18. A Magic Carpet Trip to Learning Geography.

    ERIC Educational Resources Information Center

    Kapp, Billie M.

    1991-01-01

    Presents a series of hands-on activities for teaching about continents and oceans. Includes projects on (1) why earth is the blue planet; (2) continent names, shapes, and locations; and (3) continental drift. Discusses use of poetry, music games, mathematics, and science to interest students. Suggests ending with using maps in following directions…

  19. Lingua inglese nella scuola materna (English in Preschool).

    ERIC Educational Resources Information Center

    Splendori, Adriana; Banzato, Donata

    1988-01-01

    Describes an English language course for four- and five-year-old Italian children in a preschool in Padua, Italy. Twice weekly, during 40-minute periods, children participate in games and activities designed to teach them names of objects in the classroom, colors, numbers, animals, family members, clothing, food, body parts, and possessives. (CFM)

  20. Algunos Animales de Latino America = Some Animals of Latin America.

    ERIC Educational Resources Information Center

    Thompson, Kathryn F. B.

    Developed by the Latin American Culture Studies Project for educators of elementary level children, these materials are designed to teach students the Spanish and English names of animals found in Latin America. The lesson includes coloring sheets, duplicating masters, fact sheets, the card game Maymayguashi, and directions for preparation. (DB)

  1. Teamwork: The Name of the Game in Recruitment.

    ERIC Educational Resources Information Center

    Bennett, Linda L.

    This manual offers hints, guidelines, and suggestions for reaching prospective students for vocational training. Its main premise centers around alerting, encouraging, and assisting the student. A team effort is promoted; each staff member must be a part of the whole recruitment team. A section on advance planning focuses on analysis of the school…

  2. Teacher's Guide to Word Games.

    ERIC Educational Resources Information Center

    Bennett, Ruth, Ed.; And Others

    Various worksheets to teach basic Hupa language--simple phrases and the vocabulary for animal names and family relationships--are presented in this guide. The introduction notes that materials have been used successfully with students in grades 4 through 8 and that the Hupa language is being taught within the context of traditional Hupa culture.…

  3. Parental Behaviors in a Memory Relevant Setting: How Parents "Teach" Children to Remember.

    ERIC Educational Resources Information Center

    Justice, Elaine M.; Coley, Denise D.

    The behavior of mothers interacting with their preschoolers in a memory-relevant situation was examined. Ten 3-year-olds and their mothers were videotaped playing a game requiring memory for the location of hidden pictures. Frequency of nine categories of parental behavior was scored: naming, verbal orienting, physical orienting, physical…

  4. Flotilla-Sailing Is the Name of the Game.

    ERIC Educational Resources Information Center

    Koops, Klaas; Verlaan, Theo

    Friesland College (FC) in the province of Friesland, the Netherlands, provides students with an array of vocational education, including full-time senior secondary vocational education in 3- or 4-year programs; 2-year programs of full-time short courses; and an apprenticeship system, in which students learn a trade at a company while attending the…

  5. 25 CFR 542.11 - What are the minimum internal control standards for pari-mutuel wagering?

    Code of Federal Regulations, 2013 CFR

    2013-04-01

    ... percentage of the handle. (b) Computer applications. For any computer applications utilized, alternate.... In case of computer failure between the pari-mutuel book and the hub, no tickets shall be manually... writer/cashier shall sign on and the computer shall document gaming operation name (or identification...

  6. 25 CFR 542.11 - What are the minimum internal control standards for pari-mutuel wagering?

    Code of Federal Regulations, 2012 CFR

    2012-04-01

    ... percentage of the handle. (b) Computer applications. For any computer applications utilized, alternate.... In case of computer failure between the pari-mutuel book and the hub, no tickets shall be manually... writer/cashier shall sign on and the computer shall document gaming operation name (or identification...

  7. 25 CFR 542.11 - What are the minimum internal control standards for pari-mutuel wagering?

    Code of Federal Regulations, 2014 CFR

    2014-04-01

    ... percentage of the handle. (b) Computer applications. For any computer applications utilized, alternate.... In case of computer failure between the pari-mutuel book and the hub, no tickets shall be manually... writer/cashier shall sign on and the computer shall document gaming operation name (or identification...

  8. The Name Game: What Shall We Call Ourselves?. Guest Writer

    ERIC Educational Resources Information Center

    Franklin, Renee E.

    2009-01-01

    In this article, the author describes her efforts to collect perspectives about the topic of most appropriate job title for school library administrators. The author presents the results of a pilot study (with 31 respondents) and a national study (with 213 respondents) conducted to answer two research questions: (1) "What do future school…

  9. 78 FR 32690 - Certain Gaming and Entertainment Consoles, Related Software, and Components Thereof; Notice of...

    Federal Register 2010, 2011, 2012, 2013, 2014

    2013-05-31

    ..., Washington (``Microsoft'') as the sole respondent. The notice of investigation also named the Office of... determination (``RID'') issued by the presiding administrative law judge (``ALJ'') on March 22, 2013. The... remaining patent as modified by the RID. FOR FURTHER INFORMATION CONTACT: Panyin A. Hughes, Office of the...

  10. Assessment Based on Serious Gaming Interactive Questions (SGIQ)

    ERIC Educational Resources Information Center

    Šimic, G.; Jevremovic, A.; Kostic, Z.; Ðordevic, D.

    2015-01-01

    The case study presented in this paper describes the pedagogical aspects and collected experience in using e-learning tool named IPA-PBL. Improving assessments in the preparation for AMET's (Air Medical Evacuation and Transport) complex task of transfer of injured or sick patients from the place of accident to the hospital or between hospitals…

  11. New Term, New Vision?

    ERIC Educational Resources Information Center

    Ravenhall, Mark

    2011-01-01

    During the affluent noughties it was sometimes said of government that it had "more visions than Mystic Meg and more pilots than British Airways". In 2011, the pilots, the pathfinders, the new initiatives are largely gone--implementation is the name of the game--but the visions remain. The latest one, as it affects adult learners, is in…

  12. Bringing Good Things to Life

    ERIC Educational Resources Information Center

    Morrison, Ira L.

    2017-01-01

    This article describes the expansion of the main campus of the Sacred Heart University (SHU) (Connecticut), with the recent purchase of 66-acres of space (former G.E. headquarters site). SHU named this new space their West Campus and it will used to house their School of Computing, (computer engineering, computer gaming and cybersecurity) and new…

  13. 25 CFR 542.11 - What are the minimum internal control standards for pari-mutuel wagering?

    Code of Federal Regulations, 2011 CFR

    2011-04-01

    ...; (ii) Gaming operation name (or identification number) and station number; (iii) Race track, race number, horse identification or event identification, as applicable; (iv) Type of bet(s), each bet amount... wagering on race events while on duty, including during break periods. (g) Computer reports standards. (1...

  14. An Instructional Model for the Use of Simulation Games in the Classroom.

    ERIC Educational Resources Information Center

    Kidder, Steven J.; And Others

    The use of simulation games in the classroom has greatly increased over the past decade. However, little attention has been given to the need for a set of programs -- an instructional model -- that will enable teachers to use these games in a consistent and effective manner. This paper describes such an instructional model and provides a classroom…

  15. Tactical Games Model and Its Effects on Student Physical Activity and Gameplay Performance in Secondary Physical Education

    ERIC Educational Resources Information Center

    Hodges, Michael; Wicke, Jason; Flores-Marti, Ismael

    2018-01-01

    Many have examined game-based instructional models, though few have examined the effects of the Tactical Games Model (TGM) on secondary-aged students. Therefore, this study examined the effects TGM has on secondary students' physical activity (PA) and gameplay performance (GPP) in three secondary schools. Physical education teachers (N = 3) were…

  16. Taking Educational Games Seriously: Using the RETAIN Model to Design Endogenous Fantasy into Standalone Educational Games

    ERIC Educational Resources Information Center

    Gunter, Glenda A.; Kenny, Robert F.; Vick, Erik H.

    2008-01-01

    We are witnessing a mad rush to pour educational content into games in an ad hoc manner in hopes that player/learners are motivated simply because the content is housed inside a game. A failure to base educational game design on well-established learning and instructional theories increases the risk of the game failing to meet its intended…

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

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Goldman, A J

    1984-12-01

    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; andmore » (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.« less

  18. Argoball: A Dynamic-Rules Game for Teaching Striking-and-Fielding Game Tactics

    ERIC Educational Resources Information Center

    Todorovich, John R.; Fox, James P.; Ryan, Stuart; Todorovich, Sarah W.

    2008-01-01

    Physical educators using the teaching games for understanding (TGFU) approach employ modified game forms to teach children skills and tactics. Inspired by Danish Longball, "Argoball" is a dynamic-rules game that teachers interested in the TGFU model use to help their students develop effective skills and tactics to better participate in…

  19. Creating Effective Educational Computer Games for Undergraduate Classroom Learning: A Conceptual Model

    ERIC Educational Resources Information Center

    Rapeepisarn, Kowit; Wong, Kok Wai; Fung, Chun Che; Khine, Myint Swe

    2008-01-01

    When designing Educational Computer Games, designers usually consider target age, interactivity, interface and other related issues. They rarely explore the genres which should employ into one type of educational game. Recently, some digital game-based researchers made attempt to combine game genre with learning theory. Different researchers use…

  20. We Are the Game Changers: An Open Gaming Literacy Programme

    ERIC Educational Resources Information Center

    Arnab, Sylvester; Morini, Luca; Green, Kate; Masters, Alex; Bellamy-Woods, Tyrone

    2017-01-01

    This paper discusses the first iteration of Game Changers Programme hosted by Coventry University's Disruptive Media Learning Lab (DMLL), an open game design initiative. The Programme had the goal of facilitating new models of teaching and learning, new practices in cross-faculty learning/ collaboration to make game design and development more…

  1. Digital Games, Design, and Learning: A Systematic Review and Meta-Analysis

    ERIC Educational Resources Information Center

    Clark, Douglas B.; Tanner-Smith, Emily E.; Killingsworth, Stephen S.

    2016-01-01

    In this meta-analysis, we systematically reviewed research on digital games and learning for K-16 students. We synthesized comparisons of game versus nongame conditions (i.e., media comparisons) and comparisons of augmented games versus standard game designs (i.e., value-added comparisons). We used random-effects meta-regression models with robust…

  2. An evolutionary game model for behavioral gambit of loyalists: Global awareness and risk-aversion

    NASA Astrophysics Data System (ADS)

    Alfinito, E.; Barra, A.; Beccaria, M.; Fachechi, A.; Macorini, G.

    2018-02-01

    We study the phase diagram of a minority game where three classes of agents are present. Two types of agents play a risk-loving game that we model by the standard Snowdrift Game. The behaviour of the third type of agents is coded by indifference with respect to the game at all: their dynamics is designed to account for risk-aversion as an innovative behavioral gambit. From this point of view, the choice of this solitary strategy is enhanced when innovation starts, while is depressed when it becomes the majority option. This implies that the payoff matrix of the game becomes dependent on the global awareness of the agents measured by the relevance of the population of the indifferent players. The resulting dynamics is nontrivial with different kinds of phase transition depending on a few model parameters. The phase diagram is studied on regular as well as complex networks.

  3. Resilient control of cyber-physical systems against intelligent attacker: a hierarchal stackelberg game approach

    NASA Astrophysics Data System (ADS)

    Yuan, Yuan; Sun, Fuchun; Liu, Huaping

    2016-07-01

    This paper is concerned with the resilient control under denial-of-service attack launched by the intelligent attacker. The resilient control system is modelled as a multi-stage hierarchical game with a corresponding hierarchy of decisions made at cyber and physical layer, respectively. Specifically, the interaction in the cyber layer between different security agents is modelled as a static infinite Stackelberg game, while in the underlying physical layer the full-information H∞ minimax control with package drops is modelled as a different Stackelberg game. Both games are solved sequentially, which is consistent with the actual situations. Finally, the proposed method is applied to the load frequency control of the power system, which demonstrates its effectiveness.

  4. Preference and strategy in proposer’s prosocial giving in the ultimatum game

    PubMed Central

    Inaba, Misato; Inoue, Yumi; Akutsu, Satoshi; Takahashi, Nobuyuki

    2018-01-01

    The accumulation of findings that most responders in the ultimatum game reject unfair offers provides evidence that humans are driven by social preferences such as preferences for fairness and prosociality. On the other hand, if and how the proposer’s behavior is affected by social preferences remains unelucidated. We addressed this question for the first time by manipulating the knowledge that the proposer had about the responder’s belief concerning the intentionality of the proposer. In a new game called the “ultimatum game with ambiguous intentions of the proposer (UGAMB),” we made the intentionality of the proposer ambiguous to the recipient. We expected and found that the proposer would make more unfair offers in this new game than in the standard ultimatum game. This expectation can be derived from either the preference-based model or the strategy model of the proposer’s giving decision. The additional finding that more unfair giving in the UGAMB was not mediated by the proposer’s expectation that the recipient would be more willing to accept unfair offers provided support for the preference-based model. Using a psychological measure of cognitive control, the preference-based model received additional support through a conceptual replication of the previous finding that cognitive control of intuitive drive for prosociality in the dictator game, rather than mind reading in the ultimatum game, is responsible for the difference in giving between the two games. PMID:29505587

  5. Business Models for Successfully Maintaining Games for Health.

    PubMed

    Baranowski, Moderator Tom; Isaac, Participants Fikry; Ashford, Chris; Goldman, Ron; Lenihan, David J; Poole, Brent; Buday, Richard; van Rijswijk, Jurriaan

    2013-04-01

    Videogames for health provide innovative, exciting, and possibly highly effective new media for helping players change their behaviors or otherwise benefit their health. Getting the right videogames into the hands of players who can benefit most in a way that pays for the continued innovation and creation of such games is a current challenge. Entertainment videogame companies, which create games primarily to enhance players' enjoyment, have used the general business marketplace (e.g., online stores, walk-in stores, app stores) to deliver their products directly to consumers and earn enough capital to invest in making new products. No one believes, however, that enough kids or adults would use the general business marketplace to purchase games for health in sufficient volume to provide the down payment for the innovation and creation of new games for health. A successful business model is critical to the financial future of games for health. We asked members of our Editorial Board who are in health-related companies (Fikry Isaac, MD, MPH), in several game development companies (Chris Ashford, Ron Goldman, David J. Lenihan, Brent Poole, and Richard Buday, FAIA), and the head of the Games for Health Europe Foundation (Jurriaan van Rijswijk, MSc) to address questions in a roundtable about the current and possible future business models for games for health.

  6. Brain fMRI study of crave induced by cue pictures in online game addicts (male adolescents).

    PubMed

    Sun, Yueji; Ying, Huang; Seetohul, Ravi M; Xuemei, Wang; Ya, Zheng; Qian, Li; Guoqing, Xu; Ye, Sun

    2012-08-01

    To study crave-related cerebral regions induced by game figure cues in online game addicts. fMRI brain imaging was done when the subjects were shown picture cues of the WoW (World of Warcraft, Version: 4.1.014250) game. 10 male addicts of WoW were selected as addicts' group, and 10 other healthy male non-addicts who were matched by age, were used as non-game addicts' group. All volunteers participated in fMRI paradigms. WoW associated cue pictures and neutral pictures were shown. We examined functional cerebral regions activated by the pictures with 3.0 T Philips MRI. The imaging signals' database was analyzed by SPM5. The correlation between game craving scores and different image results were assessed. When the game addicts watch the pictures, some brain areas show increased signal activity namely: dorsolateral prefrontal cortex, bilateral temporal cortex, cerebellum, right inferior parietal lobule, right cuneus, right hippocampus, parahippocampal gyrus, left caudate nucleus. But in these same brain regions we did not observe remarkable activities in the control group. Differential image signal densities of the addict group were subtracted from the health control group, results of which were expressed in the bilateral dorsolateral prefrontal cortex, anterior cingulate cortex, inferior parietal lobe and inferior temporal gyrus, cerebellum, right insular and the right angular gyrus. The increased imaging signal densities were significant and positively correlated with the craving scale scores in the bilateral prefrontal cortex, anterior cingulate cortex and right inferior parietal lobe. Craving of online game addicts was successfully induced by game cue pictures. Crave related brain areas are: dorsolateral prefrontal cortex, anterior cingulate cortex, and right inferior parietal lobe. The brain regions are overlapped with cognitive and emotion related processing brain areas. Copyright © 2012 Elsevier B.V. All rights reserved.

  7. A Participants' DSS for a Management Game with a DSS Generator.

    ERIC Educational Resources Information Center

    Yeo, Gee Kin; Nah, Fui Hoon

    1992-01-01

    Describes the design of a decision support system (DSS) for a management game called MAGNUS (Management Game for National University of Singapore). Built-in models for performance analysis and decision making are explained; database query and model building are described; and future work is discussed. (11 references) (LRW)

  8. Modelling Human Emotions for Tactical Decision-Making Games

    ERIC Educational Resources Information Center

    Visschedijk, Gillian C.; Lazonder, Ard W.; van der Hulst, Anja; Vink, Nathalie; Leemkuil, Henny

    2013-01-01

    The training of tactical decision making increasingly occurs through serious computer games. A challenging aspect of designing such games is the modelling of human emotions. Two studies were performed to investigate the relation between fidelity and human emotion recognition in virtual human characters. Study 1 compared five versions of a virtual…

  9. A Game-Theoretic Model of Grounding for Referential Communication Tasks

    ERIC Educational Resources Information Center

    Thompson, William

    2009-01-01

    Conversational grounding theory proposes that language use is a form of rational joint action, by which dialog participants systematically and collaboratively add to their common ground of shared knowledge and beliefs. Following recent work applying "game theory" to pragmatics, this thesis develops a game-theoretic model of grounding that…

  10. Game theory in epigenetic reprogramming. Comment on: ;Epigenetic game theory: How to compute the epigenetic control of maternal-to-zygotic transition; by Qian Wang et al.

    NASA Astrophysics Data System (ADS)

    Hsu, Fei-Man; Chen, Pao-Yang

    2017-03-01

    Von Neumann and Morgenstern published the Theory of Games and Economic Behavior in 1944, describing game theory as a model in which intelligent rational decision-makers manage to find their best strategies in conflict, cooperative or other mutualistic relationships to acquire the greatest benefit [1]. This model was subsequently incorporated in ecology to simulate the ;fitness; of a species during natural selection, designated evolutionary game theory (EGT) [2]. Wang et al. proposed ;epiGame;, taking paternal and maternal genomes as ;intelligent; players that compete, cooperate or both during embryogenesis to maximize the fitness of the embryo [3]. They further extended game theory to an individual or single cell environment. During early zygote development, DNA methylation is reprogrammed such that the paternal genome is demethylated before the maternal genome. After the reset, the blastocyst is re-methylated during embryogenesis. At that time, the paternal and maternal genomes have a conflict of interest related to the expression of their own genes. The proposed epiGame models such interactive regulation between the parental genomes to reach a balance for embryo development (equation (2)).

  11. An Institutional Mechanism for Assortment in an Ecology of Games

    PubMed Central

    Smaldino, Paul E.; Lubell, Mark

    2011-01-01

    Recent research has revived Long's “ecology of games” model to analyze how social actors cooperate in the context of multiple political and social games. However, there is still a paucity of theoretical work that considers the mechanisms by which large-scale cooperation can be promoted in a dynamic institutional landscape, in which actors can join new games and leave old ones. This paper develops an agent-based model of an ecology of games where agents participate in multiple public goods games. In addition to contribution decisions, the agents can leave and join different games, and these processes are de-coupled. We show that the payoff for cooperation is greater than for defection when limits to the number of actors per game (“capacity constraints”) structure the population in ways that allow cooperators to cluster, independent of any complex individual-level mechanisms such as reputation or punishment. Our model suggests that capacity constraints are one effective mechanism for producing positive assortment and increasing cooperation in an ecology of games. The results suggest an important trade-off between the inclusiveness of policy processes and cooperation: Fully inclusive policy processes reduce the chances of cooperation. PMID:21850249

  12. Interval-valued intuitionistic fuzzy matrix games based on Archimedean t-conorm and t-norm

    NASA Astrophysics Data System (ADS)

    Xia, Meimei

    2018-04-01

    Fuzzy game theory has been applied in many decision-making problems. The matrix game with interval-valued intuitionistic fuzzy numbers (IVIFNs) is investigated based on Archimedean t-conorm and t-norm. The existing matrix games with IVIFNs are all based on Algebraic t-conorm and t-norm, which are special cases of Archimedean t-conorm and t-norm. In this paper, the intuitionistic fuzzy aggregation operators based on Archimedean t-conorm and t-norm are employed to aggregate the payoffs of players. To derive the solution of the matrix game with IVIFNs, several mathematical programming models are developed based on Archimedean t-conorm and t-norm. The proposed models can be transformed into a pair of primal-dual linear programming models, based on which, the solution of the matrix game with IVIFNs is obtained. It is proved that the theorems being valid in the exiting matrix game with IVIFNs are still true when the general aggregation operator is used in the proposed matrix game with IVIFNs. The proposed method is an extension of the existing ones and can provide more choices for players. An example is given to illustrate the validity and the applicability of the proposed method.

  13. Video Game Acceptance: A Meta-Analysis of the Extended Technology Acceptance Model.

    PubMed

    Wang, Xiaohui; Goh, Dion Hoe-Lian

    2017-11-01

    The current study systematically reviews and summarizes the existing literature of game acceptance, identifies the core determinants, and evaluates the strength of the relationships in the extended technology acceptance model. Moreover, this study segments video games into two categories: hedonic and utilitarian and examines player acceptance of these two types separately. Through a meta-analysis of 50 articles, we find that perceived ease of use (PEOU), perceived usefulness (PU), and perceived enjoyment (PE) significantly associate with attitude and behavioral intention. PE is the dominant predictor of hedonic game acceptance, while PEOU and PU are the main determinants of utilitarian game acceptance. Furthermore, we find that respondent type and game platform are significant moderators. Findings of this study provide critical insights into the phenomenon of game acceptance and suggest directions for future research.

  14. Longer you play, the more hostile you feel: examination of first person shooter video games and aggression during video game play.

    PubMed

    Barlett, Christopher P; Harris, Richard J; Baldassaro, Ross

    2007-01-01

    This study investigated the effects of video game play on aggression. Using the General Aggression Model, as applied to video games by Anderson and Bushman, [2002] this study measured physiological arousal, state hostility, and how aggressively participants would respond to three hypothetical scenarios. In addition, this study measured each of these variables multiple times to gauge how aggression would change with increased video game play. Results showed a significant increase from baseline in hostility and aggression (based on two of the three story stems), which is consistent with the General Aggression Model. This study adds to the existing literature on video games and aggression by showing that increased play of a violent first person shooter video game can significantly increase aggression from baseline. 2007 Wiley-Liss, Inc.

  15. Modeling Environmental Impacts on Cognitive Performance for Artificially Intelligent Entities

    DTIC Science & Technology

    2017-06-01

    of the agent behavior model is presented in a military-relevant virtual game environment. We then outline a quantitative approach to test the agent...relevant virtual game environment. We then outline a quantitative approach to test the agent behavior model within the virtual environment. Results show...x Game View of Hot Environment Condition Displaying Total “f” Cost for Each Searched Waypoint Node

  16. The Match Game: A Discovery of the Laboratory Equipment Used in General Chemistry

    NASA Astrophysics Data System (ADS)

    Greengold, Stacey L.

    2005-04-01

    A common reason for many students’ prejudgment that they will dislike high school chemistry is the anxiety they feel with regard to laboratory activities. Contributing to this fear are unfamiliar words and odd-looking lab equipment that they do not know how to use. A game that is simple to prepare and execute is described in this article. The “Match Game” allows students to learn the names and uses of common laboratory equipment that they will encounter during their year in high school chemistry. After the activity, a student-based discussion is led by the teacher, which includes the proper and safe usage of all equipment presented.

  17. What Leads to Player's Enjoyment and Achievement in a Mobile Learning Game?

    ERIC Educational Resources Information Center

    Touati, Achraf; Baek, Youngkyun

    2018-01-01

    This study investigated students' perceptions of competence and enjoyment of a mobile game within the context of mobile game-based learning. The proposed model showed that perceived competence and game attitude were the main predictors of enjoyment, while no direct relationship was found between perceived competence and gaming achievement. The…

  18. A Tactical-Game Approach and Enhancement of Metacognitive Behaviour in Elementary School Students

    ERIC Educational Resources Information Center

    Chatzipanteli, Athanasia; Digelidis, N.; Karatzoglidis, C.; Dean, R.

    2016-01-01

    Background: "Teaching games for understanding" (TGfU) is a tactical-game approach to teaching, in which participants are learning via the processes intrinsic to the games themselves. Purpose: The aim of the study was to examine the effectiveness of a tactical-game model in promoting metacognitive behaviour in elementary-school students.…

  19. Play It Again, Sam! Adapting Common Games into Multimedia Models Used for Student Reviews.

    ERIC Educational Resources Information Center

    Metcalf, Karen K.; Barlow, Amy; Hudson, Lisa; Jones, Elizabeth; Lyons, Dennis; Piersall, James; Munfus, Laureen

    1998-01-01

    Provides guidelines on how to adapt common games such as checkers, tic tac toe, obstacle courses, and memory joggers into interactive games in multimedia courseware. Emphasizes creating generic games that can be recycled and used for multiple topics to save development time and keep costs low. Discusses topic themes, game structure, and…

  20. Conceptual model for the design of a serious video game promoting self-management among youth with type 1 diabetes

    USDA-ARS?s Scientific Manuscript database

    Video games are a popular form of entertainment. Serious video games for health attempt to use entertainment to promote health behavior change. When designed within a framework informed by behavioral science and supported by commercial game-design principles, serious video games for health have the ...

  1. Cooperative Trust Games

    DTIC Science & Technology

    2013-01-01

    the more widely recognized competitive (non-cooperative) game theory. Cooperative game theory focuses on what groups of self-interested agents can...provides immediate justification for using non-cooperative game theory as the basis for modeling the purely competitive agents. 2.4. Superadditive...the competitive and altruistic contributions of the subset team. Definition: Given a payoff function ( ) in a subset team game , the total marginal

  2. Internet gaming disorder: Inadequate diagnostic criteria wrapped in a constraining conceptual model.

    PubMed

    Starcevic, Vladan

    2017-06-01

    Background and aims The paper "Chaos and confusion in DSM-5 diagnosis of Internet Gaming Disorder: Issues, concerns, and recommendations for clarity in the field" by Kuss, Griffiths, and Pontes (in press) critically examines the DSM-5 diagnostic criteria for Internet gaming disorder (IGD) and addresses the issue of whether IGD should be reconceptualized as gaming disorder, regardless of whether video games are played online or offline. This commentary provides additional critical perspectives on the concept of IGD. Methods The focus of this commentary is on the addiction model on which the concept of IGD is based, the nature of the DSM-5 criteria for IGD, and the inclusion of withdrawal symptoms and tolerance as the diagnostic criteria for IGD. Results The addiction framework on which the DSM-5 concept of IGD is based is not without problems and represents only one of multiple theoretical approaches to problematic gaming. The polythetic, non-hierarchical DSM-5 diagnostic criteria for IGD make the concept of IGD unacceptably heterogeneous. There is no support for maintaining withdrawal symptoms and tolerance as the diagnostic criteria for IGD without their substantial revision. Conclusions The addiction model of IGD is constraining and does not contribute to a better understanding of the various patterns of problematic gaming. The corresponding diagnostic criteria need a thorough overhaul, which should be based on a model of problematic gaming that can accommodate its disparate aspects.

  3. Information Security Analysis Using Game Theory and Simulation

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Schlicher, Bob G; Abercrombie, Robert K

    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 aremore » 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.« less

  4. ID201202961, DOE S-124,539, Information Security Analysis Using Game Theory and Simulation

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Abercrombie, Robert K; Schlicher, Bob G

    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 aremore » 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.« less

  5. Using a voice to put a name to a face: the psycholinguistics of proper name comprehension.

    PubMed

    Barr, Dale J; Jackson, Laura; Phillips, Isobel

    2014-02-01

    We propose that hearing a proper name (e.g., Kevin) in a particular voice serves as a compound memory cue that directly activates representations of a mutually known target person, often permitting reference resolution without any complex computation of shared knowledge. In a referential communication study, pairs of friends played a communication game, in which we monitored the eyes of one friend (the addressee) while he or she sought to identify the target person, in a set of four photos, on the basis of a name spoken aloud. When the name was spoken by a friend, addressees rapidly identified the target person, and this facilitation was independent of whether the friend was articulating a message he or she had designed versus one from a third party with whom the target person was not shared. Our findings suggest that the comprehension system takes advantage of regularities in the environment to minimize effortful computation about who knows what.

  6. A Seminar in Mathematical Model-Building.

    ERIC Educational Resources Information Center

    Smith, David A.

    1979-01-01

    A course in mathematical model-building is described. Suggested modeling projects include: urban problems, biology and ecology, economics, psychology, games and gaming, cosmology, medicine, history, computer science, energy, and music. (MK)

  7. Critical Behavior of Spatial Evolutionary Game with Altruistic to Spiteful Preferences on Two-Dimensional Lattices

    NASA Astrophysics Data System (ADS)

    Yang, Bo; Li, Xiao-Teng; Chen, Wei; Liu, Jian; Chen, Xiao-Song

    2016-10-01

    Self-questioning mechanism which is similar to single spin-flip of Ising model in statistical physics is introduced into spatial evolutionary game model. We propose a game model with altruistic to spiteful preferences via weighted sums of own and opponent's payoffs. This game model can be transformed into Ising model with an external field. Both interaction between spins and the external field are determined by the elements of payoff matrix and the preference parameter. In the case of perfect rationality at zero social temperature, this game model has three different phases which are entirely cooperative phase, entirely non-cooperative phase and mixed phase. In the investigations of the game model with Monte Carlo simulation, two paths of payoff and preference parameters are taken. In one path, the system undergoes a discontinuous transition from cooperative phase to non-cooperative phase with the change of preference parameter. In another path, two continuous transitions appear one after another when system changes from cooperative phase to non-cooperative phase with the prefenrence parameter. The critical exponents v, β, and γ of two continuous phase transitions are estimated by the finite-size scaling analysis. Both continuous phase transitions have the same critical exponents and they belong to the same universality class as the two-dimensional Ising model. Supported by the National Natural Science Foundation of China under Grant Nos. 11121403 and 11504384

  8. Agreement dynamics on interaction networks with diverse topologies

    NASA Astrophysics Data System (ADS)

    Barrat, Alain; Baronchelli, Andrea; Dall'Asta, Luca; Loreto, Vittorio

    2007-06-01

    We review the behavior of a recently introduced model of agreement dynamics, called the "Naming Game." This model describes the self-organized emergence of linguistic conventions and the establishment of simple communication systems in a population of agents with pairwise local interactions. The mechanisms of convergence towards agreement strongly depend on the network of possible interactions between the agents. In particular, the mean-field case in which all agents communicate with all the others is not efficient, since a large temporary memory is requested for the agents. On the other hand, regular lattice topologies lead to a fast local convergence but to a slow global dynamics similar to coarsening phenomena. The embedding of the agents in a small-world network represents an interesting tradeoff: a local consensus is easily reached, while the long-range links allow to bypass coarsening-like convergence. We also consider alternative adaptive strategies which can lead to faster global convergence.

  9. Defending Against Advanced Persistent Threats Using Game-Theory.

    PubMed

    Rass, Stefan; König, Sandra; Schauer, Stefan

    2017-01-01

    Advanced persistent threats (APT) combine a variety of different attack forms ranging from social engineering to technical exploits. The diversity and usual stealthiness of APT turns them into a central problem of contemporary practical system security, since information on attacks, the current system status or the attacker's incentives is often vague, uncertain and in many cases even unavailable. Game theory is a natural approach to model the conflict between the attacker and the defender, and this work investigates a generalized class of matrix games as a risk mitigation tool for an advanced persistent threat (APT) defense. Unlike standard game and decision theory, our model is tailored to capture and handle the full uncertainty that is immanent to APTs, such as disagreement among qualitative expert risk assessments, unknown adversarial incentives and uncertainty about the current system state (in terms of how deeply the attacker may have penetrated into the system's protective shells already). Practically, game-theoretic APT models can be derived straightforwardly from topological vulnerability analysis, together with risk assessments as they are done in common risk management standards like the ISO 31000 family. Theoretically, these models come with different properties than classical game theoretic models, whose technical solution presented in this work may be of independent interest.

  10. Exploiting Textured 3D Models for Developing Serious Games

    NASA Astrophysics Data System (ADS)

    Kontogianni, G.; Georgopoulos, A.

    2015-08-01

    Digital technologies have affected significantly many fields of computer graphics such as Games and especially the field of the Serious Games. These games are usually used for educational proposes in many fields such as Health Care, Military applications, Education, Government etc. Especially Digital Cultural Heritage is a scientific area that Serious Games are applied and lately many applications appear in the related literature. Realistic 3D textured models which have been produced using different photogrammetric methods could be a useful tool for the creation of Serious Game applications in order to make the final result more realistic and close to the reality. The basic goal of this paper is how 3D textured models which are produced by photogrammetric methods can be useful for developing a more realistic environment of a Serious Game. The application of this project aims at the creation of an educational game for the Ancient Agora of Athens. The 3D models used vary not only as far as their production methods (i.e. Time of Flight laser scanner, Structure from Motion, Virtual historical reconstruction etc.) is concerned, but also as far as their era as some of them illustrated according to their existing situation and some others according to how these monuments looked like in the past. The Unity 3D® game developing environment was used for creating this application, in which all these models were inserted in the same file format. For the application two diachronic virtual tours of the Athenian Agora were produced. The first one illustrates the Agora as it is today and the second one at the 2nd century A.D. Finally the future perspective for the evolution of this game is presented which includes the addition of some questions that the user will be able to answer. Finally an evaluation is scheduled to be performed at the end of the project.

  11. Digital game based learning: A new method in teaching and learning mathematics

    NASA Astrophysics Data System (ADS)

    Hussain, Sayed Yusoff bin Syed; Hoe, Tan Wee; Idris, Muhammad Zaffwan bin

    2017-05-01

    Digital game-based learning (DGBL) had been regarded as a sound learning strategy in raising pupils' willingness and interest in many disciplines. Normally, video and digital games are used in the teaching and learning mathematics. based on literature, digital games have proven its capability in making pupils motivated and are more likely to contribute to effective learning mathematics. Hence this research aims to construct a DGBL in the teaching of Mathematics for Year 1 pupils. Then, a quasi-experimental study was carried out in a school located in Gua Musang, Kelantan, involving 39 pupils. Specifically, this article tests the effectiveness of the use of DGBL in the teaching of the topic Addition of Less than 100 on pupil's achievement. This research employed a quasi-experiment, Pre and Post Test of Non-equivalent Control Group design. The data were analysed using the Nonparametric test namely the Mann-Whitney U. The research finding shows the use of the DGBL could increase the pupils' achievement in the topic of Addition of Less than 100. In practice, this research indicates that the DBGL can utilized as an alternative reference strategy for Mathematics teacher.

  12. Development and testing of Schisto and Ladders™, an innovative health educational game for control of schistosomiasis in schoolchildren.

    PubMed

    Ejike, Cynthia Uchechukwu; Oluwole, Akinola Stephen; Mogaji, Hammed Oladeji; Adeniran, Adebiyi Abdulhakeem; Alabi, Oladimeji Michael; Ekpo, Uwem Friday

    2017-06-28

    Schistosomiasis remains a public health problem in many regions of the world, including Nigeria. Current control strategy involves mass drug administration with praziquantel to the endemic population. To complement and sustain on-going preventive chemotherapy, we developed a health educational game named Schisto and Ladders™ and tested its potential for the control of schistosomiasis among schoolchildren living in Imala-Odo, a highly endemic community near Abeokuta, Nigeria. One hundred school children were randomly selected and divided into intervention and control groups through balloting. Their knowledge, attitudes and practices (KAP) concerning schistosomiasis transmission, control and prevention were assessed using structured questionnaires. Schisto and Ladders™ game were given to the intervention group and the popular Snake and Ladders™ game to the control group. Both games were played for 2 months under the supervision of their class teachers. A post-KAP assessment was carried out in both groups, including focus group discussions (FGDs) to investigate knowledge and the impact of the games. Knowledge about urinary schistosomiasis and its transmission significantly improved (P = 0.000) in the intervention group (68.0%) compared to the control group (8.0%). FGDs showed that the frequency of visits to dam water also significantly reduced (P = 0.048) in the intervention group (18.0%) compared to the control group (40.0%). There was a significant increase in knowledge regarding risk behaviours, prevention and control of schistosomiasis among the intervention group, but no new knowledge gained in the control group. This study demonstrates the potential of the health education game Schisto and Ladders™ for teaching basic health education and promoting behavioural changes among schoolchildren in endemic communities.

  13. Using Hybrid Modeling to Develop Innovative Activities

    ERIC Educational Resources Information Center

    Lichtman, Brenda; Avans, Diana

    2005-01-01

    This article describes a hybrid activities model that physical educators can use with students in grades four and above to create virtually a limitless array of novel games. A brief introduction to the basic theory is followed by descriptions of some hybrid games. Hybrid games are typically the result of merging two traditional sports or other…

  14. Is Game Behavior Related to Behavior in Any Other Situation?

    ERIC Educational Resources Information Center

    McTavish, Jeanne

    This paper begins by reviewing previous research concerning the external validity of mixed-motive games as models of international conflict, interpersonal behavior, and behavior in large-scale social dilemmas. Two further experiments are then described, both of which cast further doubt upon the usefulness of such games as models of any real-world…

  15. Logs Analysis of Adapted Pedagogical Scenarios Generated by a Simulation Serious Game Architecture

    ERIC Educational Resources Information Center

    Callies, Sophie; Gravel, Mathieu; Beaudry, Eric; Basque, Josianne

    2017-01-01

    This paper presents an architecture designed for simulation serious games, which automatically generates game-based scenarios adapted to learner's learning progression. We present three central modules of the architecture: (1) the learner model, (2) the adaptation module and (3) the logs module. The learner model estimates the progression of the…

  16. Models, Simulations, and Games: A Survey.

    ERIC Educational Resources Information Center

    Shubik, Martin; Brewer, Garry D.

    A Rand evaluation of activity and products of gaming, model-building, and simulation carried out under the auspices of the Defense Advanced Research Projects Agency aimed not only to assess the usefulness of gaming in military-political policymaking, but also to contribute to the definition of common standards and the refinement of objectives for…

  17. Online gaming in the context of social anxiety.

    PubMed

    Lee, Bianca W; Leeson, Peter R C

    2015-06-01

    In 2014, over 23 million individuals were playing massive multiplayer online role-playing games (MMORPGs). In light of the framework provided by Davis's (2001) cognitive-behavioral model of pathological Internet use, social anxiety, expressions of true self, and perceived in-game and face-to-face social support were examined as predictors of Generalized Problematic Internet Use Scale (GPIUS) scores and hours spent playing MMORPGs per week. Data were collected from adult MMORPG players via an online survey (N = 626). Using structural equation modeling, the hypothesized model was tested on 1 half of the sample (N = 313) and then retested on the other half of the sample. The results indicated that the hypothesized model fit the data well in both samples. Specifically, expressing true self in game, higher levels of social anxiety, larger numbers of in-game social supports, and fewer supportive face-to-face relationships were significant predictors of higher GPIUS scores, and the number of in-game supports was significantly associated with time spent playing. The current study provides clinicians and researchers with a deeper understanding of MMORPG use by being the first to apply, test, and replicate a theory-driven model across 2 samples of MMORPG players. In addition, the present findings suggest that a psychometric measure of MMORPG usage is more indicative of players' psychological and social well-being than is time spent playing these games. (PsycINFO Database Record (c) 2015 APA, all rights reserved).

  18. Digital Gaming and Pediatric Obesity: At the Intersection of Science and Social Policy.

    PubMed

    Staiano, Amanda E; Calvert, Sandra L

    2012-03-01

    Children and adolescents in developed countries are heavily immersed in digital media, creating an inexpensive, far-reaching marketing opportunity for the food industry and the gaming industry. However, exposure to nonnutritious food and beverage advertisements combined with the use of stationary media create a conflict between entertainment and public health. Using the popular digital gaming platforms advergames (online games that market branded products) and exergames (video games that involves gross motor activity for play) as exemplars, the following article provides an analysis of the negative and positive health impacts of digital gaming as they relate specifically to overweight and obesity outcomes for children and adolescents. Theoretical explanations including the food marketing defense model, persuasion knowledge model, and social cognitive theory are used to explain the influence of gaming on young players' health. Throughout the article, we discuss the role of public policy to encourage the development and use of health-promoting digital games as an innovative, effective tool to combat the pediatric obesity crisis.

  19. Digital Gaming and Pediatric Obesity: At the Intersection of Science and Social Policy

    PubMed Central

    Staiano, Amanda E.; Calvert, Sandra L.

    2012-01-01

    Children and adolescents in developed countries are heavily immersed in digital media, creating an inexpensive, far-reaching marketing opportunity for the food industry and the gaming industry. However, exposure to nonnutritious food and beverage advertisements combined with the use of stationary media create a conflict between entertainment and public health. Using the popular digital gaming platforms advergames (online games that market branded products) and exergames (video games that involves gross motor activity for play) as exemplars, the following article provides an analysis of the negative and positive health impacts of digital gaming as they relate specifically to overweight and obesity outcomes for children and adolescents. Theoretical explanations including the food marketing defense model, persuasion knowledge model, and social cognitive theory are used to explain the influence of gaming on young players’ health. Throughout the article, we discuss the role of public policy to encourage the development and use of health-promoting digital games as an innovative, effective tool to combat the pediatric obesity crisis. PMID:22545068

  20. On the Lulejian-I Combat Model

    DTIC Science & Technology

    1976-08-01

    possible initial massing of the attacking side’s resources, the model tries to represent in a game -theoretic context the adversary nature of the...sequential game , as outlined in [A]. In principle, it is necessary to run the combat simulation once for each possible set of sequentially chosen...sequential game , in which the evaluative portion of the model (i.e., the combat assessment) serves to compute intermediate and terminal payoffs for the

  1. Quantum-like dynamics of decision-making in prisoner's dilemma game

    NASA Astrophysics Data System (ADS)

    Asano, Masanari; Basieva, Irina; Khrennikov, Andrei; Ohya, Masanori; Tanaka, Yoshiharu

    2012-03-01

    In cognitive psychology, some experiments of games were reported [1, 2, 3, 4], and these demonstrated that real players did not use the "rational strategy" provided by classical game theory. To discuss probabilities of such "irrational choice", recently, we proposed a decision-making model which is based on the formalism of quantum mechanics [5, 6, 7, 8]. In this paper, we briefly explain the above model and calculate the probability of irrational choice in several prisoner's dilemma (PD) games.

  2. A Study of the Use of Simulations and Games in Education with Special Reference to Geography.

    ERIC Educational Resources Information Center

    O'Reilly, Desmond Vincent

    Chapter 1 of this thesis provides definitions of terms used. Chapter 2 discusses role-playing, strategy games, and models. Chapter 3 explores the significance of games in child development. Chapter 4 relates the historical development of gaming and simulation. Chapter 5 focuses on advantages of simulations and games in education in terms of such…

  3. Online Game Addiction among Chinese College Students Measurement and Attribution.

    PubMed

    Zhou, Yuqiong; Li, Zhitian

    2009-01-01

    This study made an initial attempt to measure and attribute online game addiction among Chinese college students. We generated three factors of online game addiction: Control Disorder, Conflict, and Injury, as well as proposed a comprehensive model that attributed online game addiction to three groups of driving forces: environmental influences (most significant), characteristics of online games, and personal reasons.

  4. Virtual gaming to develop students' pediatric nursing skills: A usability test.

    PubMed

    Verkuyl, Margaret; Atack, Lynda; Mastrilli, Paula; Romaniuk, Daria

    2016-11-01

    As competition for specialty clinical placements increases, there is an urgent need to create safe, stimulating, alternative learning environments for students. To address that clinical gap, our team developed a virtual game-based simulation to help nursing students develop their pediatric nursing skills. A usability study was conducted using the Technology Acceptance Model as a research framework. The study was conducted at a community college and included nursing students, nursing faculty/clinicians and two gaming experts. The two experts evaluated the game using a heuristic checklist after playing the game. Participants engaged in a think-aloud activity while playing the game and completed a survey and interview based on the Technology Acceptance Model to explore ease of use and utility of the game. We found a high degree of user satisfaction with the game. Students reported that they had learned about pediatric care, they had become immersed in the game and they were keen to keep playing. Several design changes were recommended. Usability testing is critical in the early stages of simulation development and the study provided useful direction for the development team in the next stage of game development. Copyright © 2016 Elsevier Ltd. All rights reserved.

  5. 25 CFR 542.11 - What are the minimum internal control standards for pari-mutuel wagering?

    Code of Federal Regulations, 2010 CFR

    2010-04-01

    ... written. (2) Whenever a betting station is opened for wagering or turned over to a new writer/cashier, the... number), station number, the writer/cashier identifier, and the date and time. (3) A betting ticket shall...; (ii) Gaming operation name (or identification number) and station number; (iii) Race track, race...

  6. Otros amigos, otras culturas: Libro de actividades, 2 (Other Friends, Other Cultures: Workbook 2).

    ERIC Educational Resources Information Center

    Martinez, Emiliano; And Others

    This workbook was designed for use with the textbook of the same name. It contains exercises for the recognition of sounds and letters, reading comprehension, oral expression, and the use of diphthongs, compound words, idioms, synonyms and antonyms, word families, and dictionaries. The presentation includes drawings, puzzles, and games with color…

  7. Winning in the Rural Zone: How Cam Henderson Invented the Zone Defense.

    ERIC Educational Resources Information Center

    Barnett, Bob

    1992-01-01

    Assesses the distinguished coaching career of Cam Henderson, who won over 611 games in 36 seasons of college basketball and coached over 151 college football wins at West Virginia colleges, mainly at Marshall University (Huntington). His influence has been so pervasive that Marshall University's basketball arena is named in his honor. (LP)

  8. Smoke Signals, Sitting Bulls, and Slot Machines: A New Stereotype of Native Americans?

    ERIC Educational Resources Information Center

    Hawkins, Jeffrey

    2005-01-01

    Media coverage of the institution of gambling, particularly casino gaming, has been occurring since the mid-1980s and, depending upon your geographic region, certain Indian tribes have been linked with its monetary success. Educational materials, namely textbooks, have been caught up in this current trend, and the result is that a new stereotype…

  9. Tuberculosis: will it infect wild elk?

    USGS Publications Warehouse

    Roffe, T.J.; Smith, B.

    1992-01-01

    Tuberculosis! Just the name conjures up images of a devastating, chronic, debilitating disease. And so it is in both humans and animals. Tuberculosis (TB) is not known to be present to any significant degree in the free-ranging elk herds of North America. But increasing reports of TB in deer species-including elk-on game ranches prompt grave concern.

  10. A Game Change: Paying for Big-Time College Sports

    ERIC Educational Resources Information Center

    Weaver, Karen

    2011-01-01

    College presidents often think of athletics as the "front porch" of their campuses. After all, name recognition goes a long way when attracting students. And a winning football team doesn't hurt either! In order to generate the revenues needed to build both and support a winning football team, athletics departments have historically focused on…

  11. Contemporary Youth and the Postmodern Adventure

    ERIC Educational Resources Information Center

    Best, Steven; Kellner, Douglas

    2003-01-01

    Contemporary youth are major players in the postmodern adventure because it is they who will enter the future and further shape the world to come. For youth today, change is the name of the game and they are forced to adapt to a rapidly mutating and crisis-ridden world characterized by novel information, computer and genetic technologies; a…

  12. Get Organized at Work! A Look inside the Game Design Process of Valve and Linden Lab

    ERIC Educational Resources Information Center

    van der Graaf, Shenja

    2012-01-01

    This article considers the configuration of modular and temporary organization designs. By drawing on two prominent developer firms, namely, Valve Inc. and Linden Lab, respectively, "cabals" and "studios" are explored. The results of interviews conducted with employees of these firms are used as evidence. The article demonstrates that, to various…

  13. The Effect of Post-Teaching Activity Type on Vocabulary Learning of Elementary EFL Learners

    ERIC Educational Resources Information Center

    Sadeghi, Karim; Sharifi, Faranak

    2013-01-01

    Considering the significant role of vocabulary in learning a language, and teachers' great responsibility in providing opportunities to facilitate this learning, many studies have focused on the best means of achieving a good knowledge of vocabulary. This study set out to investigate the effect of four post-teaching activities, namely game,…

  14. Educational games for health professionals.

    PubMed

    Akl, Elie A; Kairouz, Victor F; Sackett, Kay M; Erdley, William S; Mustafa, Reem A; Fiander, Michelle; Gabriel, Carolynne; Schünemann, Holger

    2013-03-28

    The use of games as an educational strategy has the potential to improve health professionals' performance (e.g. adherence to standards of care) through improving their knowledge, skills and attitudes. The objective was to assess the effect of educational games on health professionals' performance, knowledge, skills, attitude and satisfaction, and on patient outcomes. We searched the following databases in January 2012: MEDLINE, AMED, CINAHL, Cochrane Central Database of Controlled Trials, EMBASE, EPOC Register, ERIC, Proquest Dissertations & Theses Database, and PsycINFO. Related reviews were sought in DARE and the above named databases. Database searches identified 1546 citations. We also screened the reference lists of included studies in relevant reviews, contacted authors of relevant papers and reviews, and searched ISI Web of Science for papers citing studies included in the review. These search methods identified an additional 62 unique citations for a total of 1608 for this update. We included randomized controlled trials (RCT), controlled clinical trials (CCT), controlled before and after (CBA) and interrupted time-series analysis (ITS). Study participants were qualified health professionals or in postgraduate training. The intervention was an educational game with "a form of competitive activity or sport played according to rules". Using a standardized data form we extracted data on methodological quality, participants, interventions and outcomes of interest that included patient outcomes, professional behavior (process of care outcomes), and professional's knowledge, skills, attitude and satisfaction. The search strategy identified a total of 2079 unique citations. Out of 84 potentially eligible citations, we included two RCTs. The game evaluated in the first study used as a reinforcement technique, was based on the television game show "Family Feud" and focused on infection control. The study did not assess any patient or process of care outcomes. The group that was randomized to the game had statistically higher scores on the knowledge test (P = 0.02). The second study compared game-based learning ("Snakes and Ladders" board game) with traditional case-based learning of stroke prevention and management. The effect on knowledge was not statistically different between the two groups immediately and 3 months after the intervention. The level of reported enjoyment was higher in the game-based group. The findings of this systematic review neither confirm nor refute the utility of games as a teaching strategy for health professionals. There is a need for additional high-quality research to explore the impact of educational games on patient and performance outcomes.

  15. Effects of Prosocial, Neutral, and Violent Video Games on Children's Helpful and Hurtful Behaviors.

    PubMed

    Saleem, Muniba; Anderson, Craig A; Gentile, Douglas A

    2012-01-01

    Recent research reveals that playing prosocial video games increases prosocial cognitions, positive affect, and helpful behaviors [Gentile et al., 2009; Greitemeyer and Osswald, 2009, 2010, 2011]. These results are consistent with the social-cognitive models of social behavior such as the general learning model [Buckley and Anderson, 2006]. However, no experimental studies have examined such effects on children. Previous research on violent video games suggests that short-term effects of video games are largely based on priming of existing behavioral scripts. Thus, it is unclear whether younger children will show similar effects. This research had 9-14 years olds play a prosocial, neutral, or violent video game, and assessed helpful and hurtful behaviors simultaneously through a new tangram measure. Prosocial games increased helpful and decreased hurtful behavior, whereas violent games had the opposite effects. © 2012 Wiley Periodicals, Inc.

  16. Building Systems from Scratch: an Exploratory Study of Students Learning About Climate Change

    NASA Astrophysics Data System (ADS)

    Puttick, Gillian; Tucker-Raymond, Eli

    2018-01-01

    Science and computational practices such as modeling and abstraction are critical to understanding the complex systems that are integral to climate science. Given the demonstrated affordances of game design in supporting such practices, we implemented a free 4-day intensive workshop for middle school girls that focused on using the visual programming environment, Scratch, to design games to teach others about climate change. The experience was carefully constructed so that girls of widely differing levels of experience were able to engage in a cycle of game design. This qualitative study aimed to explore the representational choices the girls made as they took up aspects of climate change systems and modeled them in their games. Evidence points to the ways in which designing games about climate science fostered emergent systems thinking and engagement in modeling practices as learners chose what to represent in their games, grappled with the realism of their respective representations, and modeled interactions among systems components. Given the girls' levels of programming skill, parts of systems were more tractable to create than others. The educational purpose of the games was important to the girls' overall design experience, since it influenced their choice of topic, and challenged their emergent understanding of climate change as a systems problem.

  17. The Poisson model limits in NBA basketball: Complexity in team sports

    NASA Astrophysics Data System (ADS)

    Martín-González, Juan Manuel; de Saá Guerra, Yves; García-Manso, Juan Manuel; Arriaza, Enrique; Valverde-Estévez, Teresa

    2016-12-01

    Team sports are frequently studied by researchers. There is presumption that scoring in basketball is a random process and that can be described using the Poisson Model. Basketball is a collaboration-opposition sport, where the non-linear local interactions among players are reflected in the evolution of the score that ultimately determines the winner. In the NBA, the outcomes of close games are often decided in the last minute, where fouls play a main role. We examined 6130 NBA games in order to analyze the time intervals between baskets and scoring dynamics. Most numbers of baskets (n) over a time interval (ΔT) follow a Poisson distribution, but some (e.g., ΔT = 10 s, n > 3) behave as a Power Law. The Poisson distribution includes most baskets in any game, in most game situations, but in close games in the last minute, the numbers of events are distributed following a Power Law. The number of events can be adjusted by a mixture of two distributions. In close games, both teams try to maintain their advantage solely in order to reach the last minute: a completely different game. For this reason, we propose to use the Poisson model as a reference. The complex dynamics will emerge from the limits of this model.

  18. Forgetfulness can help you win games.

    PubMed

    Burridge, James; Gao, Yu; Mao, Yong

    2015-09-01

    We present a simple game model where agents with different memory lengths compete for finite resources. We show by simulation and analytically that an instability exists at a critical memory length, and as a result, different memory lengths can compete and coexist in a dynamical equilibrium. Our analytical formulation makes a connection to statistical urn models, and we show that temperature is mirrored by the agent's memory. Our simple model of memory may be incorporated into other game models with implications that we briefly discuss.

  19. Game Theory and Social Psychology: Conformity Games

    NASA Astrophysics Data System (ADS)

    Alessio, Danielle; Kilgour, D. Marc

    2011-11-01

    Game models can contribute to understanding of how social biases and pressures to conform can lead to puzzling behaviour in social groups. A model of the psychological biases false uniqueness and false consensus is set out. The model predicts the phenomenon of pluralistic ignorance, which is well-studied in social psychology, showing how it arises as a result of the prevalence of false uniqueness and the desire to conform. An efficient method is developed for finding Nash equilibria of the model under certain restrictions.

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

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Karmperis, Athanasios C., E-mail: athkarmp@mail.ntua.gr; Army Corps of Engineers, Hellenic Army General Staff, Ministry of Defence; Aravossis, Konstantinos

    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 decisionmore » 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.« less

  1. Comparison of two different techniques of cooperative learning approach: Undergraduates' conceptual understanding in the context of hormone biochemistry.

    PubMed

    Mutlu, Ayfer

    2018-03-01

    The purpose of the research was to compare the effects of two different techniques of the cooperative learning approach, namely Team-Game Tournament and Jigsaw, on undergraduates' conceptual understanding in a Hormone Biochemistry course. Undergraduates were randomly assigned to Group 1 (N = 23) and Group 2 (N = 29). Instructions were accomplished using Team-Game Tournament in Group 1 and Jigsaw in Group 2. Before the instructions, all groups were informed about cooperative learning and techniques, their responsibilities in the learning process and accessing of resources. Instructions were conducted under the guidance of the researcher for nine weeks and the Hormone Concept Test developed by the researcher was used before and after the instructions for data collection. According to the results, while both techniques improved students' understanding, Jigsaw was more effective than Team-Game Tournament. © 2017 by The International Union of Biochemistry and Molecular Biology, 46(2):114-120, 2018. © 2017 The International Union of Biochemistry and Molecular Biology.

  2. Fixation of strategies with the Moran and Fermi processes in evolutionary games

    NASA Astrophysics Data System (ADS)

    Liu, Xuesong; He, Mingfeng; Kang, Yibin; Pan, Qiuhui

    2017-10-01

    A model of stochastic evolutionary game dynamics with finite population was built. It combines the standard Moran and Fermi rules with two strategies cooperation and defection. We obtain the expressions of fixation probabilities and fixation times. The one-third rule which has been found in the frequency dependent Moran process also holds for our model. We obtain the conditions of strategy being an evolutionarily stable strategy in our model, and then make a comparison with the standard Moran process. Besides, the analytical results show that compared with the standard Moran process, fixation occurs with higher probabilities under a prisoner's dilemma game and coordination game, but with lower probabilities under a coexistence game. The simulation result shows that the fixation time in our mixed process is lower than that in the standard Fermi process. In comparison with the standard Moran process, fixation always takes more time on average in spatial populations, regardless of the game. In addition, the fixation time decreases with the growth of the number of neighbors.

  3. Effects of prosocial, neutral, and violent video games on college students' affect.

    PubMed

    Saleem, Muniba; Anderson, Craig A; Gentile, Douglas A

    2012-01-01

    Recent research reveals that playing prosocial video games increases prosocial cognitions and helpful behaviors [Gentile el al., 2009; Greitemeyer and Osswald, 2009; 2010; 2011]. These results are consistent with social-cognitive models of social behavior [e.g., the "General Learning Model," Buckley and Anderson, 2006]. The social-cognitive learning models suggest that in addition to influencing cognitions, media content may also influence affect. However, past studies on prosocial video games have failed to find a significant effect on affective measures [Greitemeyer and Osswald, 2010]. The present research examined the effects of prosocial, neutral, and violent video games on state hostility and positive affect. Also examined were moderating effects of trait aggressiveness, trait altruistic helping, and trait egoistic helping. Prosocial games reduced state hostility and increased positive state affect. Violent video games had the opposite effects. These effects were moderated by trait physical aggression. Altruistic participants reported relatively more positive affect and less state hostility. Egoistic participants reported relatively more aggravated and mean feelings. © 2012 Wiley Periodicals, Inc.

  4. Game theoretic power allocation and waveform selection for satellite communications

    NASA Astrophysics Data System (ADS)

    Shu, Zhihui; Wang, Gang; Tian, Xin; Shen, Dan; Pham, Khanh; Blasch, Erik; Chen, Genshe

    2015-05-01

    Game theory is a useful method to model interactions between agents with conflicting interests. In this paper, we set up a Game Theoretic Model for Satellite Communications (SATCOM) to solve the interaction between the transmission pair (blue side) and the jammer (red side) to reach a Nash Equilibrium (NE). First, the IFT Game Application Model (iGAM) for SATCOM is formulated to improve the utility of the transmission pair while considering the interference from a jammer. Specifically, in our framework, the frame error rate performance of different modulation and coding schemes is used in the game theoretic solution. Next, the game theoretic analysis shows that the transmission pair can choose the optimal waveform and power given the received power from the jammer. We also describe how the jammer chooses the optimal power given the waveform and power allocation from the transmission pair. Finally, simulations are implemented for the iGAM and the simulation results show the effectiveness of the SATCOM power allocation, waveform selection scheme, and jamming mitigation.

  5. Ising game: Nonequilibrium steady states of resource-allocation systems

    NASA Astrophysics Data System (ADS)

    Xin, C.; Yang, G.; Huang, J. P.

    2017-04-01

    Resource-allocation systems are ubiquitous in the human society. But how external fields affect the state of such systems remains poorly explored due to the lack of a suitable model. Because the behavior of spins pursuing energy minimization required by physical laws is similar to that of humans chasing payoff maximization studied in game theory, here we combine the Ising model with the market-directed resource-allocation game, yielding an Ising game. Based on the Ising game, we show theoretical, simulative and experimental evidences for a formula, which offers a clear expression of nonequilibrium steady states (NESSs). Interestingly, the formula also reveals a convertible relationship between the external field (exogenous factor) and resource ratio (endogenous factor), and a class of saturation as the external field exceeds certain limits. This work suggests that the Ising game could be a suitable model for studying external-field effects on resource-allocation systems, and it could provide guidance both for seeking more relations between NESSs and equilibrium states and for regulating human systems by choosing NESSs appropriately.

  6. Do violent video games impair the effectiveness of in-game advertisements? The impact of gaming environment on brand recall, brand attitude, and purchase intention.

    PubMed

    Yoo, Seung-Chul; Peña, Jorge

    2011-01-01

    The present study examined whether a violent video game impairs the effectiveness of in-game advertisements compared to a nonviolent video game. Participants recalled and evaluated in-game ads after navigating identical violent or nonviolent game scenarios. Participants' brand recall, recognition, and attitudes were comparatively lower after navigating the violent video game. Also, females in the violent game condition reported lower brand attitudes in comparison to males in the violent game condition, thus suggesting that the effects of gaming environment interacts with participants' gender. The findings supported the predictions of the limited capacity model of attention and cognitive priming effects. The results also extend previous studies on how violent media impair advertising effectiveness and provide practical implications for researchers and practitioners.

  7. Dynamic multipopulation and density dependent evolutionary games related to replicator dynamics. A metasimplex concept.

    PubMed

    Argasinski, Krzysztof

    2006-07-01

    This paper contains the basic extensions of classical evolutionary games (multipopulation and density dependent models). It is shown that classical bimatrix approach is inconsistent with other approaches because it does not depend on proportion between populations. The main conclusion is that interspecific proportion parameter is important and must be considered in multipopulation models. The paper provides a synthesis of both extensions (a metasimplex concept) which solves the problem intrinsic in the bimatrix model. It allows us to model interactions among any number of subpopulations including density dependence effects. We prove that all modern approaches to evolutionary games are closely related. All evolutionary models (except classical bimatrix approaches) can be reduced to a single population general model by a simple change of variables. Differences between classic bimatrix evolutionary games and a new model which is dependent on interspecific proportion are shown by examples.

  8. Modeling Perceptual Decision Processes

    DTIC Science & Technology

    2014-09-17

    Ratcliff, & Wagenmakers, in press). Previous research suggests that playing action video games improves performance on sensory, perceptual, and...estimate the contribution of several underlying psychological processes. Their analysis indicated that playing action video games leads to faster...third condition in which no video games were played at all. Behavioral data and diffusion model parameters showed similar practice effects for the

  9. A Tutoring and Student Modelling Paradigm for Gaming Environments.

    ERIC Educational Resources Information Center

    Burton, Richard R.; Brown, John Seely

    This paper describes a paradigm for tutorial systems capable of automatically providing feedback and hints in a game environment. The paradigm is illustrated by a tutoring system for the PLATO game "How the West Was Won." The system uses a computer-based "Expert" player to evaluate a student's moves and construct a "differential model" of the…

  10. Spatial Rotation, Aggression, and Gender in First-Person-Shooter Video Games and Their Influence on Math Achievement

    ERIC Educational Resources Information Center

    Krone, Beth K.

    2012-01-01

    As shown by the neuropsychological educational approach to the cognitive remediation model, first-person-shooter video game play eliminates gender-related deficits in spatial rotation. Spatial rotation increases academic success and decreases social and economic disparities. Per the general aggression model, first-person-shooter video game play…

  11. One-dimensional collision carts computer model and its design ideas for productive experiential learning

    NASA Astrophysics Data System (ADS)

    Wee, Loo Kang

    2012-05-01

    We develop an Easy Java Simulation (EJS) model for students to experience the physics of idealized one-dimensional collision carts. The physics model is described and simulated by both continuous dynamics and discrete transition during collision. In designing the simulations, we discuss briefly three pedagogical considerations namely (1) a consistent simulation world view with a pen and paper representation, (2) a data table, scientific graphs and symbolic mathematical representations for ease of data collection and multiple representational visualizations and (3) a game for simple concept testing that can further support learning. We also suggest using a physical world setup augmented by simulation by highlighting three advantages of real collision carts equipment such as a tacit 3D experience, random errors in measurement and the conceptual significance of conservation of momentum applied to just before and after collision. General feedback from the students has been relatively positive, and we hope teachers will find the simulation useful in their own classes.

  12. Defense Acquisition Research Journal. Volume 21, Number 1, Issue 68

    DTIC Science & Technology

    2014-01-01

    Harrison’s game theory model of competition examines the bidding behavior of two equal competitors, but it does not address character- istics that...analysis examines a series of outcomes in both competitive and sole-source acquisition programs, using a statistical model that builds on a game theory ...model- ing, within a game theory framework developed by Todd Harrison, to show that the DoD may actually incur increased costs from competi- tion

  13. DOE Office of Scientific and Technical Information (OSTI.GOV)

    Riensche, Roderick M.; Paulson, Patrick R.; Danielson, Gary R.

    We describe a methodology and architecture to support the development of games in a predictive analytics context. These games serve as part of an overall family of systems designed to gather input knowledge, calculate results of complex predictive technical and social models, and explore those results in an engaging fashion. The games provide an environment shaped and driven in part by the outputs of the models, allowing users to exert influence over a limited set of parameters, and displaying the results when those actions cause changes in the underlying model. We have crafted a prototype system in which we aremore » implementing test versions of games driven by models in such a fashion, using a flexible architecture to allow for future continuation and expansion of this work.« less

  14. Predicting Team Performance through Human Behavioral Sensing and Quantitative Workflow Instrumentation

    DTIC Science & Technology

    2016-07-27

    make risk-informed decisions during serious games . Statistical models of intra- game performance were developed to determine whether behaviors in...specific facets of the gameplay workflow were predictive of analytical performance and games outcomes. A study of over seventy instrumented teams revealed...more accurate game decisions. 2 Keywords: Humatics · Serious Games · Human-System Interaction · Instrumentation · Teamwork · Communication Analysis

  15. Radar Detection Models in Computer Supported Naval War Games

    DTIC Science & Technology

    1979-06-08

    revealed a requirement for the effective centralized manage- ment of computer supported war game development and employment in the U.S. Navy. A...considerations and supports the requirement for centralized Io 97 management of computerized war game development . Therefore it is recommended that a central...managerial and fiscal authority be estab- lished for computerized tactical war game development . This central authority should ensure that new games

  16. Foundations of Game-Based Learning

    ERIC Educational Resources Information Center

    Plass, Jan L.; Homer, Bruce D.; Kinzer, Charles K.

    2015-01-01

    In this article we argue that to study or apply games as learning environments, multiple perspectives have to be taken into account. We first define game-based learning and gamification, and then discuss theoretical models that describe learning with games, arguing that playfulness is orthogonal to learning theory. We then review design elements…

  17. Foundation for Problem-Based Gaming

    ERIC Educational Resources Information Center

    Kiili, Kristian

    2007-01-01

    Educational games may offer a viable strategy for developing students' problem-solving skills. However, the state of art of educational game research does not provide an account for that. Thus, the aim of this research is to develop an empirically allocated model about problem-based gaming that can be utilised to design pedagogically meaningful…

  18. Too Much Matching: A Social Relations Model Enhancement of the Pairing Game

    ERIC Educational Resources Information Center

    Eastwick, Paul W.; Buck, April A.

    2014-01-01

    The Pairing Game is a popular classroom demonstration that illustrates how people select romantic partners who approximate their own desirability. However, this game produces matching correlations that greatly exceed the correlations that characterize actual romantic pairings, perhaps because the game does not incorporate the social relations…

  19. Engagement States and Learning from Educational Games

    ERIC Educational Resources Information Center

    Deater-Deckard, Kirby; Chang, Mido; Evans, Michael E.

    2013-01-01

    Children's and adolescents' cognitive, affective, and behavioral states of engagement enhance or impede enjoyment of, and performance with, educational games. We propose a comprehensive model of engagement states and apply it to research on educational game development and research on the role of various aspects of engagement on game play and…

  20. The Acid Rain Game.

    ERIC Educational Resources Information Center

    Rakow, Steven J.; Glenn, Allen

    1982-01-01

    Provides rationale for and description of an acid rain game (designed for two players), a problem-solving model for elementary students. Although complete instructions are provided, including a copy of the game board, the game is also available for Apple II microcomputers. Information for the computer program is available from the author.…

  1. The Higher Education of Gaming

    ERIC Educational Resources Information Center

    Squire, Kurt D.; Giovanetto, Levi

    2008-01-01

    New models of schooling are necessary as educational institutions attempt to transition into the digital age. This article is an ethnography of Apolyton University, an informal online university of gamers created to enhance pleasure from the game experience, teach the game, and improve upon the game's standard rule set. It identifies the life…

  2. Electromagnetic game modeling through Tensor Analysis of Networks and Game Theory

    NASA Astrophysics Data System (ADS)

    Maurice, Olivier; Reineix, Alain; Lalléchère, Sébastien

    2014-10-01

    A complex system involves events coming from natural behaviors. Whatever is the complicated face of machines, they are still far from the complexity of natural systems. Currently, economy is one of the rare science trying to find out some ways to model human behavior. These attempts involve game theory and psychology. Our purpose is to develop a formalism able to take in charge both game and hardware modeling. We first present the Tensorial Analysis of Networks, used for the material part of the system. Then, we detail the mathematical objects defined in order to describe the evolution of the system and its gaming side. To illustrate the discussion we consider the case of a drone whose electronic can be disturbed by a radar field, but this drone must fly as near as possible close to this radar.

  3. The islands are different: human perceptions of game species in Hawaii.

    PubMed

    Lohr, Cheryl A; Lepczyk, Christopher A; Johnson, Edwin D

    2014-10-01

    Hawaii's game animals are all non-native species, which provokes human-wildlife conflict among stakeholders. The management of human-wildlife conflict in Hawaii is further complicated by the discrete nature of island communities. Our goal was to understand the desires and perceived values or impacts of game held by residents of Hawaii regarding six game species [pigs (Sus scrofa), goats (Capra hircus), mouflon (Ovis musimon), axis deer (Axis axis), turkeys (Melagris gallopavo), and doves (Geopelia striata)]. We measured the desired abundance of game on the six main Hawaiian Islands using the potential for conflict index and identified explanatory variables for those desires via recursive partitioning. In 2011 we surveyed 5,407 residents (2,360 random residents and 3,047 pre-identified stakeholders). Overall 54.5 and 27.6 % of the emailed and mailed surveys were returned (n = 1,510). A non-respondent survey revealed that respondents and non-respondents had similar interest in wildlife, and a similar education level. The desired abundance of game differed significantly among stakeholders, species, and islands. The desired abundance scores were higher for axis deer, mouflon, and turkeys compared to pigs, goats or doves. Enjoyment at seeing game and the cultural value of game were widespread explanatory variables for desired abundance. Models for Lanai emphasized the economic value of game, whereas models for Maui identified the potential for game to contaminate soil and water. Models for Oahu and Kauai revealed concern for human health and safety. Given our findings we recommend managers design separate management plans for each island taking into consideration the values of residents.

  4. The Islands Are Different: Human Perceptions of Game Species in Hawaii

    NASA Astrophysics Data System (ADS)

    Lohr, Cheryl A.; Lepczyk, Christopher A.; Johnson, Edwin D.

    2014-10-01

    Hawaii's game animals are all non-native species, which provokes human-wildlife conflict among stakeholders. The management of human-wildlife conflict in Hawaii is further complicated by the discrete nature of island communities. Our goal was to understand the desires and perceived values or impacts of game held by residents of Hawaii regarding six game species [pigs ( Sus scrofa), goats ( Capra hircus), mouflon ( Ovis musimon), axis deer ( Axis axis), turkeys ( Melagris gallopavo), and doves ( Geopelia striata)]. We measured the desired abundance of game on the six main Hawaiian Islands using the potential for conflict index and identified explanatory variables for those desires via recursive partitioning. In 2011 we surveyed 5,407 residents (2,360 random residents and 3,047 pre-identified stakeholders). Overall 54.5 and 27.6 % of the emailed and mailed surveys were returned ( n = 1,510). A non-respondent survey revealed that respondents and non-respondents had similar interest in wildlife, and a similar education level. The desired abundance of game differed significantly among stakeholders, species, and islands. The desired abundance scores were higher for axis deer, mouflon, and turkeys compared to pigs, goats or doves. Enjoyment at seeing game and the cultural value of game were widespread explanatory variables for desired abundance. Models for Lanai emphasized the economic value of game, whereas models for Maui identified the potential for game to contaminate soil and water. Models for Oahu and Kauai revealed concern for human health and safety. Given our findings we recommend managers design separate management plans for each island taking into consideration the values of residents.

  5. A study of the dynamics of multi-player games on small networks using territorial interactions.

    PubMed

    Broom, Mark; Lafaye, Charlotte; Pattni, Karan; Rychtář, Jan

    2015-12-01

    Recently, the study of structured populations using models of evolutionary processes on graphs has begun to incorporate a more general type of interaction between individuals, allowing multi-player games to be played among the population. In this paper, we develop a birth-death dynamics for use in such models and consider the evolution of populations for special cases of very small graphs where we can easily identify all of the population states and carry out exact analyses. To do so, we study two multi-player games, a Hawk-Dove game and a public goods game. Our focus is on finding the fixation probability of an individual from one type, cooperator or defector in the case of the public goods game, within a population of the other type. We compare this value for both games on several graphs under different parameter values and assumptions, and identify some interesting general features of our model. In particular there is a very close relationship between the fixation probability and the mean temperature, with high temperatures helping fitter individuals and punishing unfit ones and so enhancing selection, whereas low temperatures give a levelling effect which suppresses selection.

  6. Pursuit-evasion games with information uncertainties for elusive orbital maneuver and space object tracking

    NASA Astrophysics Data System (ADS)

    Shen, Dan; Jia, Bin; Chen, Genshe; Blasch, Erik; Pham, Khanh

    2015-05-01

    This paper develops and evaluates a pursuit-evasion (PE) game approach for elusive orbital maneuver and space object tracking. Unlike the PE games in the literature, where the assumption is that either both players have perfect knowledge of the opponents' positions or use primitive sensing models, the proposed PE approach solves the realistic space situation awareness (SSA) problem with imperfect information, where the evaders will exploit the pursuers' sensing and tracking models to confuse their opponents by maneuvering their orbits to increase the uncertainties, which the pursuers perform orbital maneuvers to minimize. In the game setup, each game player P (pursuer) and E (evader) has its own motion equations with a small continuous low-thrust. The magnitude of the low thrust is fixed and the direction can be controlled by the associated game player. The entropic uncertainty is used to generate the cost functions of game players. The Nash or mixed Nash equilibrium is composed of the directional controls of low-thrusts. Numerical simulations are emulated to demonstrate the performance. Simplified perturbations models (SGP4/SDP4) are exploited to calculate the ground truth of the satellite states (position and speed).

  7. Spectral-spatial classification of hyperspectral imagery with cooperative game

    NASA Astrophysics Data System (ADS)

    Zhao, Ji; Zhong, Yanfei; Jia, Tianyi; Wang, Xinyu; Xu, Yao; Shu, Hong; Zhang, Liangpei

    2018-01-01

    Spectral-spatial classification is known to be an effective way to improve classification performance by integrating spectral information and spatial cues for hyperspectral imagery. In this paper, a game-theoretic spectral-spatial classification algorithm (GTA) using a conditional random field (CRF) model is presented, in which CRF is used to model the image considering the spatial contextual information, and a cooperative game is designed to obtain the labels. The algorithm establishes a one-to-one correspondence between image classification and game theory. The pixels of the image are considered as the players, and the labels are considered as the strategies in a game. Similar to the idea of soft classification, the uncertainty is considered to build the expected energy model in the first step. The local expected energy can be quickly calculated, based on a mixed strategy for the pixels, to establish the foundation for a cooperative game. Coalitions can then be formed by the designed merge rule based on the local expected energy, so that a majority game can be performed to make a coalition decision to obtain the label of each pixel. The experimental results on three hyperspectral data sets demonstrate the effectiveness of the proposed classification algorithm.

  8. Defending Against Advanced Persistent Threats Using Game-Theory

    PubMed Central

    König, Sandra; Schauer, Stefan

    2017-01-01

    Advanced persistent threats (APT) combine a variety of different attack forms ranging from social engineering to technical exploits. The diversity and usual stealthiness of APT turns them into a central problem of contemporary practical system security, since information on attacks, the current system status or the attacker’s incentives is often vague, uncertain and in many cases even unavailable. Game theory is a natural approach to model the conflict between the attacker and the defender, and this work investigates a generalized class of matrix games as a risk mitigation tool for an advanced persistent threat (APT) defense. Unlike standard game and decision theory, our model is tailored to capture and handle the full uncertainty that is immanent to APTs, such as disagreement among qualitative expert risk assessments, unknown adversarial incentives and uncertainty about the current system state (in terms of how deeply the attacker may have penetrated into the system’s protective shells already). Practically, game-theoretic APT models can be derived straightforwardly from topological vulnerability analysis, together with risk assessments as they are done in common risk management standards like the ISO 31000 family. Theoretically, these models come with different properties than classical game theoretic models, whose technical solution presented in this work may be of independent interest. PMID:28045922

  9. An IUR evolutionary game model on the patent cooperate of Shandong China

    NASA Astrophysics Data System (ADS)

    Liu, Mengmeng; Ma, Yinghong; Liu, Zhiyuan; You, Xuemei

    2017-06-01

    Organizations of industries and university & research institutes cooperate to meet their respective needs based on social contacts, trust and share complementary resources. From the perspective of complex network together with the patent data of Shandong province in China, a novel evolutionary game model on patent cooperation network is presented. Two sides in the game model are industries and universities & research institutes respectively. The cooperation is represented by a connection when a new patent is developed together by the two sides. The optimal strategy of the evolutionary game model is quantified by the average positive cooperation probability p ¯ and the average payoff U ¯ . The feasibility of this game model is simulated on the parameters such as the knowledge spillover, the punishment, the development cost and the distribution coefficient of the benefit. The numerical simulations show that the cooperative behaviors are affected by the variation of parameters. The knowledge spillover displays different behaviors when the punishment is larger than the development cost or less than it. Those results indicate that reasonable punishment would improve the positive cooperation. The appropriate punishment will be useful to enhance the big degree nodes positively cooperate with industries and universities & research institutes. And an equitable plan for the distribution of cooperative profits is half-and-half distribution strategy for the two sides in game.

  10. Resolving the taxonomic enigma of the iconic game fish, the hump-backed mahseer from the Western Ghats biodiversity hotspot, India.

    PubMed

    Pinder, Adrian C; Manimekalan, Arunachalam; Knight, J D Marcus; Krishnankutty, Prasannan; Britton, J Robert; Philip, Siby; Dahanukar, Neelesh; Raghavan, Rajeev

    2018-01-01

    Growing to lengths and weights exceeding 1.5 m and 45 kg, the hump-backed mahseer fish of the Western Ghats biodiversity hotspot, India, is an iconic, mega-faunal species that is globally recognized as a premier freshwater game fish. Despite reports of their high extinction risk, conservation approaches are currently constrained by their lack of valid taxonomic identity. Using an integrative approach, incorporating morphology, molecular analysis and historical photographs, this fish can now be revealed to be conspecific with Tor remadevii, a species lacking a common name, that was initially, but poorly, described in 2007 from the River Pambar, a tributary of the River Cauvery in Kerala. Currently known to be endemic and restricted to the River Cauvery basin in the Western Ghats, T. remadevii is distinguished from congeners by its prominent hump originating above the pre-opercle and extending to the origin of the dorsal fin, a well-developed mandible resulting in a terminal or slightly superior mouth position, and the dorsal orientation of the eyes. While body colouration varies (silver, bronze, greenish) and is not considered a reliable diagnostic character, orange coloration of the caudal fin (sometimes extending to all fins) is considered a consistent characteristic. Having been first brought to the attention of the scientific community in 1849, and the recreational angling (game fishing) community in 1873, it has taken over 150 years to finally provide this iconic fish with a valid scientific name. This taxonomic clarity should now assist development and delivery of urgent conservation actions commensurate with their extinction risk.

  11. Stochastic Online Learning in Dynamic Networks under Unknown Models

    DTIC Science & Technology

    2016-08-02

    Repeated Game with Incomplete Information, IEEE International Conference on Acoustics, Speech, and Signal Processing. 20-MAR-16, Shanghai, China...in a game theoretic framework for the application of multi-seller dynamic pricing with unknown demand models. We formulated the problem as an...infinitely repeated game with incomplete information and developed a dynamic pricing strategy referred to as Competitive and Cooperative Demand Learning

  12. Attitude Change and Simulation Games: The Ability of a Simulation Game to Change Attitudes when Structured in Accordance with Either the Cognitive Dissonance or Incentive Models of Attitude Change.

    ERIC Educational Resources Information Center

    Williams, Robert H.

    1980-01-01

    Three groups of 109 undergraduates evidenced attitude shifts from participation to simulation games which were structured in accordance with either the cognitive dissonance or incentive models of attitude change. Identification was suggested as an extra factor influencing attitude change. (CMV)

  13. Statistical Methods for Assessments in Simulations and Serious Games. Research Report. ETS RR-14-12

    ERIC Educational Resources Information Center

    Fu, Jianbin; Zapata, Diego; Mavronikolas, Elia

    2014-01-01

    Simulation or game-based assessments produce outcome data and process data. In this article, some statistical models that can potentially be used to analyze data from simulation or game-based assessments are introduced. Specifically, cognitive diagnostic models that can be used to estimate latent skills from outcome data so as to scale these…

  14. Connecting Lines of Research on Task Model Variables, Automatic Item Generation, and Learning Progressions in Game-Based Assessment

    ERIC Educational Resources Information Center

    Graf, Edith Aurora

    2014-01-01

    In "How Task Features Impact Evidence from Assessments Embedded in Simulations and Games," Almond, Kim, Velasquez, and Shute have prepared a thought-provoking piece contrasting the roles of task model variables in a traditional assessment of mathematics word problems to their roles in "Newton's Playground," a game designed…

  15. Considerations for Adaptive Tutoring Within Serious Games: Authoring Cognitive Models and game Interfaces

    DTIC Science & Technology

    2011-06-01

    character skills correspond to real- world player skills (transfer). In games such as World of Warcraft , "grinding" behaviors are popular (boring...reflecting on a recent emphasis on self-directed learning using game-based simulations and virtual worlds , the authors considered key challenges in...transforming serious games and virtual worlds into adaptive training tools. This article reflects specifically on the challenges and potential of cognitive

  16. Jamming in Mobile Networks: A Game-Theoretic Approach

    DTIC Science & Technology

    2013-03-01

    general treatment of multiplayer differential games was presented by Starr and Ho [16], Leitmann [36], Vaisbord and Zhukovskiy [65], Zhukovskiy and...REPORT Jamming in mobile networks: A game -theoretic approach. 14. ABSTRACT 16. SECURITY CLASSIFICATION OF: In this paper, we address the problem of...model the intrusion as a pursuit-evasion game between a mobile jammer and a team of agents. First, we consider a differential game -theoretic approach

  17. The development of video game enjoyment in a role playing game.

    PubMed

    Wirth, Werner; Ryffel, Fabian; von Pape, Thilo; Karnowski, Veronika

    2013-04-01

    This study examines the development of video game enjoyment over time. The results of a longitudinal study (N=62) show that enjoyment increases over several sessions. Moreover, results of a multilevel regression model indicate a causal link between the dependent variable video game enjoyment and the predictor variables exploratory behavior, spatial presence, competence, suspense and solution, and simulated experiences of life. These findings are important for video game research because they reveal the antecedents of video game enjoyment in a real-world longitudinal setting. Results are discussed in terms of the dynamics of video game enjoyment under real-world conditions.

  18. A Simple Classification Model for Debriefing Simulation Games

    ERIC Educational Resources Information Center

    Peters, Vincent A. M.; Vissers, Geert A. N.

    2004-01-01

    Debriefing is an important phase in using simulation games. Participants are invited to make a connection between experiences gained from playing the game and experiences in real-life situations. Thus, debriefing is the phase meant to encourage learning from the simulation game. Although design and practice of debriefing sessions should be aligned…

  19. Designing Hypercontextualized Games: A Case Study with LieksaMyst

    ERIC Educational Resources Information Center

    Sedano, Carolina Islas; Sutinen, Erkki; Vinni, Mikko; Laine, Teemu H.

    2012-01-01

    Digital technology empowers one to access vast amounts of on-line data. From a learning perspective, however, it is difficult to access meaningful on-site information within a given context. The Hypercontextualized Game (HCG) design model interweaves on-site resources, translated as content, and the digital game. As a local game design process,…

  20. Game Literacy, Gaming Cultures and Media Education

    ERIC Educational Resources Information Center

    Partington, Anthony

    2010-01-01

    This article presents an overview of how the popular "3-Cs" model (creative, critical and cultural) for literacy and media literacy can be applied to the study of computer games in the English and Media classroom. Focusing on the development of an existing computer games course that encompasses many opportunities for critical activity…

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