Adaptive Multi-Agent Systems for Constrained Optimization
NASA Technical Reports Server (NTRS)
Macready, William; Bieniawski, Stefan; Wolpert, David H.
2004-01-01
Product Distribution (PD) theory is a new framework for analyzing and controlling distributed systems. Here we demonstrate its use for distributed stochastic optimization. First we review one motivation of PD theory, as the information-theoretic extension of conventional full-rationality game theory to the case of bounded rational agents. In this extension the equilibrium of the game is the optimizer of a Lagrangian of the (probability distribution of) the joint state of the agents. When the game in question is a team game with constraints, that equilibrium optimizes the expected value of the team game utility, subject to those constraints. The updating of the Lagrange parameters in the Lagrangian can be viewed as a form of automated annealing, that focuses the MAS more and more on the optimal pure strategy. This provides a simple way to map the solution of any constrained optimization problem onto the equilibrium of a Multi-Agent System (MAS). We present computer experiments involving both the Queen s problem and K-SAT validating the predictions of PD theory and its use for off-the-shelf distributed adaptive optimization.
What Information Theory Says About Best Response and About Binding Contracts
NASA Technical Reports Server (NTRS)
Wolpert, David H.
2004-01-01
Product Distribution (PD) theory is the information-theoretic extension of conventional full- rationality game theory to bounded rational games. Here PD theory is used to investigate games in which the players use bounded rational best-response strategies. This investigation illuminates how to determine the optimal organization chart for a corporation, or more generally how to order the sequence of moves of the players / employees so as to optimize an overall objective function. It is then shown that in the continuum-time limit, bounded rational best response games result in a variant of the replicator dynamics of evolutionary game theory. This variant is then investigated for team games, in which the players share the same utility function, by showing that such continuum- limit bounded rational best response is identical to Newton-Raphson iterative optimization of the shared utility function. Next PD theory is used to investigate changing the coordinate system of the game, i.e., changing the mapping from the joint move of the players to the arguments in the utility functions. Such a change couples those arguments, essentially by making each players move be an offered binding contract.
NASA Astrophysics Data System (ADS)
Clemens, Joshua William
Game theory has application across multiple fields, spanning from economic strategy to optimal control of an aircraft and missile on an intercept trajectory. The idea of game theory is fascinating in that we can actually mathematically model real-world scenarios and determine optimal decision making. It may not always be easy to mathematically model certain real-world scenarios, nonetheless, game theory gives us an appreciation for the complexity involved in decision making. This complexity is especially apparent when the players involved have access to different information upon which to base their decision making (a nonclassical information pattern). Here we will focus on the class of adversarial two-player games (sometimes referred to as pursuit-evasion games) with nonclassical information pattern. We present a two-sided (simultaneous) optimization solution method for the two-player linear quadratic Gaussian (LQG) multistage game. This direct solution method allows for further interpretation of each player's decision making (strategy) as compared to previously used formal solution methods. In addition to the optimal control strategies, we present a saddle point proof and we derive an expression for the optimal performance index value. We provide some numerical results in order to further interpret the optimal control strategies and to highlight real-world application of this game-theoretic optimal solution.
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…
SURVIVABILITY THROUGH OPTIMIZING RESILIENT MECHANISMS (STORM)
2017-04-01
STATEMENT Approved for Public Release; Distribution Unlimited. PA# 88ABW-2017-0894 Date Cleared: 07 Mar 2017 13. SUPPLEMENTARY NOTES 14. ABSTRACT Game ...quantitatively about cyber-attacks. Game theory is the branch of applied mathematics that formalizes strategic interaction among intelligent rational agents...mechanism based on game theory. This work has applied game theory to numerous cyber security problems: cloud security, cyber threat information sharing
Adaptive, Distributed Control of Constrained Multi-Agent Systems
NASA Technical Reports Server (NTRS)
Bieniawski, Stefan; Wolpert, David H.
2004-01-01
Product Distribution (PO) theory was recently developed as a broad framework for analyzing and optimizing distributed systems. Here we demonstrate its use for adaptive distributed control of Multi-Agent Systems (MASS), i.e., for distributed stochastic optimization using MAS s. First we review one motivation of PD theory, as the information-theoretic extension of conventional full-rationality game theory to the case of bounded rational agents. In this extension the equilibrium of the game is the optimizer of a Lagrangian of the (Probability dist&&on on the joint state of the agents. When the game in question is a team game with constraints, that equilibrium optimizes the expected value of the team game utility, subject to those constraints. One common way to find that equilibrium is to have each agent run a Reinforcement Learning (E) algorithm. PD theory reveals this to be a particular type of search algorithm for minimizing the Lagrangian. Typically that algorithm i s quite inefficient. A more principled alternative is to use a variant of Newton's method to minimize the Lagrangian. Here we compare this alternative to RL-based search in three sets of computer experiments. These are the N Queen s problem and bin-packing problem from the optimization literature, and the Bar problem from the distributed RL literature. Our results confirm that the PD-theory-based approach outperforms the RL-based scheme in all three domains.
Game theory and plant ecology.
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.
Differential-Game Examination of Optimal Time-Sequential Fire-Support Strategies
1976-09-01
77 004033 NPS-55Tw76091 NAVAL POSTGRADUATE SCHOOL 4Monterey, California i ’ DIFFERENTIAL- GAME EXAMINATION OF OPTIMAL TIME-SEQUENTIAL FIRE...CATALOG NUMBER NPS-55Tw76091 4. TITLE (and Subtitle) S. TYPE OF REPDRT & PERIOD COVERED Differential- Game Examination of Optimal Tir Technical Report...NOTES 19. KEY WORDS (Continue on reverse side If necessary and identify by block number) Differential Games Lanchester Theory of Combat Military Tactics
Product Distribution Theory for Control of Multi-Agent Systems
NASA Technical Reports Server (NTRS)
Lee, Chia Fan; Wolpert, David H.
2004-01-01
Product Distribution (PD) theory is a new framework for controlling Multi-Agent Systems (MAS's). First we review one motivation of PD theory, as the information-theoretic extension of conventional full-rationality game theory to the case of bounded rational agents. In this extension the equilibrium of the game is the optimizer of a Lagrangian of the (probability distribution of) the joint stare of the agents. Accordingly we can consider a team game in which the shared utility is a performance measure of the behavior of the MAS. For such a scenario the game is at equilibrium - the Lagrangian is optimized - when the joint distribution of the agents optimizes the system's expected performance. One common way to find that equilibrium is to have each agent run a reinforcement learning algorithm. Here we investigate the alternative of exploiting PD theory to run gradient descent on the Lagrangian. We present computer experiments validating some of the predictions of PD theory for how best to do that gradient descent. We also demonstrate how PD theory can improve performance even when we are not allowed to rerun the MAS from different initial conditions, a requirement implicit in some previous work.
What Information Theory Says about Bounded Rational Best Response
NASA Technical Reports Server (NTRS)
Wolpert, David H.
2005-01-01
Probability Collectives (PC) provides the information-theoretic extension of conventional full-rationality game theory to bounded rational games. Here an explicit solution to the equations giving the bounded rationality equilibrium of a game is presented. Then PC is used to investigate games in which the players use bounded rational best-response strategies. Next it is shown that in the continuum-time limit, bounded rational best response games result in a variant of the replicator dynamics of evolutionary game theory. It is then shown that for team (shared-payoff) games, this variant of replicator dynamics is identical to Newton-Raphson iterative optimization of the shared utility function.
Multi-objective Optimization Strategies Using Adjoint Method and Game Theory in Aerodynamics
NASA Astrophysics Data System (ADS)
Tang, Zhili
2006-08-01
There are currently three different game strategies originated in economics: (1) Cooperative games (Pareto front), (2) Competitive games (Nash game) and (3) Hierarchical games (Stackelberg game). Each game achieves different equilibria with different performance, and their players play different roles in the games. Here, we introduced game concept into aerodynamic design, and combined it with adjoint method to solve multi-criteria aerodynamic optimization problems. The performance distinction of the equilibria of these three game strategies was investigated by numerical experiments. We computed Pareto front, Nash and Stackelberg equilibria of the same optimization problem with two conflicting and hierarchical targets under different parameterizations by using the deterministic optimization method. The numerical results show clearly that all the equilibria solutions are inferior to the Pareto front. Non-dominated Pareto front solutions are obtained, however the CPU cost to capture a set of solutions makes the Pareto front an expensive tool to the designer.
NASA Astrophysics Data System (ADS)
Ahmadi, Bahman; Nariman-zadeh, Nader; Jamali, Ali
2017-06-01
In this article, a novel approach based on game theory is presented for multi-objective optimal synthesis of four-bar mechanisms. The multi-objective optimization problem is modelled as a Stackelberg game. The more important objective function, tracking error, is considered as the leader, and the other objective function, deviation of the transmission angle from 90° (TA), is considered as the follower. In a new approach, a group method of data handling (GMDH)-type neural network is also utilized to construct an approximate model for the rational reaction set (RRS) of the follower. Using the proposed game-theoretic approach, the multi-objective optimal synthesis of a four-bar mechanism is then cast into a single-objective optimal synthesis using the leader variables and the obtained RRS of the follower. The superiority of using the synergy game-theoretic method of Stackelberg with a GMDH-type neural network is demonstrated for two case studies on the synthesis of four-bar mechanisms.
Game theory: applications for surgeons and the operating room environment.
McFadden, David W; Tsai, Mitchell; Kadry, Bassam; Souba, Wiley W
2012-11-01
Game theory is an economic system of strategic behavior, often referred to as the "theory of social situations." Very little has been written in the medical literature about game theory or its applications, yet the practice of surgery and the operating room environment clearly involves multiple social situations with both cooperative and non-cooperative behaviors. A comprehensive review was performed of the medical literature on game theory and its medical applications. Definitive resources on the subject were also examined and applied to surgery and the operating room whenever possible. Applications of game theory and its proposed dilemmas abound in the practicing surgeon's world, especially in the operating room environment. The surgeon with a basic understanding of game theory principles is better prepared for understanding and navigating the complex Operating Room system and optimizing cooperative behaviors for the benefit all stakeholders. Copyright © 2012 Mosby, Inc. All rights reserved.
Dynamic optimal strategies in transboundary pollution game under learning by doing
NASA Astrophysics Data System (ADS)
Chang, Shuhua; Qin, Weihua; Wang, Xinyu
2018-01-01
In this paper, we present a transboundary pollution game, in which emission permits trading and pollution abatement costs under learning by doing are considered. In this model, the abatement cost mainly depends on the level of pollution abatement and the experience of using pollution abatement technology. We use optimal control theory to investigate the optimal emission paths and the optimal pollution abatement strategies under cooperative and noncooperative games, respectively. Additionally, the effects of parameters on the results have been examined.
NASA Astrophysics Data System (ADS)
Setiawan, R.
2018-05-01
In this paper, Economic Order Quantity (EOQ) of the vendor-buyer supply-chain model under a probabilistic condition with imperfect quality items has been analysed. The analysis is delivered using two concepts in game theory approach, which is Stackelberg equilibrium and Pareto Optimal, under non-cooperative and cooperative games, respectively. Another result is getting acomparison of theoptimal result between integrated scheme and game theory approach based on analytical and numerical result using appropriate simulation data.
Strong Stackelberg reasoning in symmetric games: An experimental replication and extension
Colman, Andrew M.; Lawrence, Catherine L.
2014-01-01
In common interest games in which players are motivated to coordinate their strategies to achieve a jointly optimal outcome, orthodox game theory provides no general reason or justification for choosing the required strategies. In the simplest cases, where the optimal strategies are intuitively obvious, human decision makers generally coordinate without difficulty, but how they achieve this is poorly understood. Most theories seeking to explain strategic coordination have limited applicability, or require changes to the game specification, or introduce implausible assumptions or radical departures from fundamental game-theoretic assumptions. The theory of strong Stackelberg reasoning, according to which players choose strategies that would maximize their own payoffs if their co-players could invariably anticipate any strategy and respond with a best reply to it, avoids these problems and explains strategic coordination in all dyadic common interest games. Previous experimental evidence has provided evidence for strong Stackelberg reasoning in asymmetric games. Here we report evidence from two experiments consistent with players being influenced by strong Stackelberg reasoning in a wide variety of symmetric 3 × 3 games but tending to revert to other choice criteria when strong Stackelberg reasoning generates small payoffs. PMID:24688846
Strong Stackelberg reasoning in symmetric games: An experimental replication and extension.
Pulford, Briony D; Colman, Andrew M; Lawrence, Catherine L
2014-01-01
In common interest games in which players are motivated to coordinate their strategies to achieve a jointly optimal outcome, orthodox game theory provides no general reason or justification for choosing the required strategies. In the simplest cases, where the optimal strategies are intuitively obvious, human decision makers generally coordinate without difficulty, but how they achieve this is poorly understood. Most theories seeking to explain strategic coordination have limited applicability, or require changes to the game specification, or introduce implausible assumptions or radical departures from fundamental game-theoretic assumptions. The theory of strong Stackelberg reasoning, according to which players choose strategies that would maximize their own payoffs if their co-players could invariably anticipate any strategy and respond with a best reply to it, avoids these problems and explains strategic coordination in all dyadic common interest games. Previous experimental evidence has provided evidence for strong Stackelberg reasoning in asymmetric games. Here we report evidence from two experiments consistent with players being influenced by strong Stackelberg reasoning in a wide variety of symmetric 3 × 3 games but tending to revert to other choice criteria when strong Stackelberg reasoning generates small payoffs.
Game Theory and Risk-Based Levee System Design
NASA Astrophysics Data System (ADS)
Hui, R.; Lund, J. R.; Madani, K.
2014-12-01
Risk-based analysis has been developed for optimal levee design for economic efficiency. Along many rivers, two levees on opposite riverbanks act as a simple levee system. Being rational and self-interested, land owners on each river bank would tend to independently optimize their levees with risk-based analysis, resulting in a Pareto-inefficient levee system design from the social planner's perspective. Game theory is applied in this study to analyze decision making process in a simple levee system in which the land owners on each river bank develop their design strategies using risk-based economic optimization. For each land owner, the annual expected total cost includes expected annual damage cost and annualized construction cost. The non-cooperative Nash equilibrium is identified and compared to the social planner's optimal distribution of flood risk and damage cost throughout the system which results in the minimum total flood cost for the system. The social planner's optimal solution is not feasible without appropriate level of compensation for the transferred flood risk to guarantee and improve conditions for all parties. Therefore, cooperative game theory is then employed to develop an economically optimal design that can be implemented in practice. By examining the game in the reversible and irreversible decision making modes, the cost of decision making myopia is calculated to underline the significance of considering the externalities and evolution path of dynamic water resource problems for optimal decision making.
GIS and Game Theory for Water Resource Management
NASA Astrophysics Data System (ADS)
Ganjali, N.; Guney, C.
2017-11-01
In this study, aspects of Game theory and its application on water resources management combined with GIS techniques are detailed. First, each term is explained and the advantages and limitations of its aspect is discussed. Then, the nature of combinations between each pair and literature on the previous studies are given. Several cases were investigated and results were magnified in order to conclude with the applicability and combination of GIS- Game Theory- Water Resources Management. It is concluded that the game theory is used relatively in limited studies of water management fields such as cost/benefit allocation among users, water allocation among trans-boundary users in water resources, water quality management, groundwater management, analysis of water policies, fair allocation of water resources development cost and some other narrow fields. Also, Decision-making in environmental projects requires consideration of trade-offs between socio-political, environmental, and economic impacts and is often complicated by various stakeholder views. Most of the literature on water allocation and conflict problems uses traditional optimization models to identify the most efficient scheme while the Game Theory, as an optimization method, combined GIS are beneficial platforms for agent based models to be used in solving Water Resources Management problems in the further studies.
Synthesis of robust nonlinear autopilots using differential game theory
NASA Technical Reports Server (NTRS)
Menon, P. K. A.
1991-01-01
A synthesis technique for handling unmodeled disturbances in nonlinear control law synthesis was advanced using differential game theory. Two types of modeling inaccuracies can be included in the formulation. The first is a bias-type error, while the second is the scale-factor-type error in the control variables. The disturbances were assumed to satisfy an integral inequality constraint. Additionally, it was assumed that they act in such a way as to maximize a quadratic performance index. Expressions for optimal control and worst-case disturbance were then obtained using optimal control theory.
Computing Game-Theoretic Solutions for Security in the Medium Term
This project concerns the design of algorithms for computing game- theoretic solutions . (Game theory concerns how to act in a strategically optimal...way in environments with other agents who also seek to act optimally but have different , and possibly opposite, interests .) Such algorithms have...recently found application in a number of real-world security applications, including among others airport security, scheduling Federal Air Marshals, and
Close games versus blowouts: Optimal challenge reinforces one's intrinsic motivation to win.
Meng, Liang; Pei, Guanxiong; Zheng, Jiehui; Ma, Qingguo
2016-12-01
When immersed in intrinsically motivating activities, individuals actively seek optimal challenge, which generally brings the most satisfaction as they play hard and finally win. To better simulate real-life scenarios in the controlled laboratory setting, a two-player online StopWatch (SW) game was developed, whose format is similar to that of a badminton tournament. During the game, a male opponent played by a confederate ensured that the same-sex participant paired with him won both matches, one with a wide margin (the lack of challenge condition) and another with a narrow one (the optimal challenge condition). Electrophysiological data were recorded during the entire experiment. An enlarged Stimulus-preceding negativity (SPN) was observed in the optimal challenge condition, indicating a more concentrated anticipatory attention toward the feedback and a stronger intrinsic motivation during close games. Thus, this study provided original neural evidence for predictions of Self-determination theory (SDT) and Flow theory, and confirmed and emphasized the significant role of optimal challenge in promoting one's intrinsic motivation to win. Copyright © 2016 Elsevier B.V. All rights reserved.
NASA Astrophysics Data System (ADS)
Madani, Kaveh; Hooshyar, Milad
2014-11-01
Reservoir systems with multiple operators can benefit from coordination of operation policies. To maximize the total benefit of these systems the literature has normally used the social planner's approach. Based on this approach operation decisions are optimized using a multi-objective optimization model with a compound system's objective. While the utility of the system can be increased this way, fair allocation of benefits among the operators remains challenging for the social planner who has to assign controversial weights to the system's beneficiaries and their objectives. Cooperative game theory provides an alternative framework for fair and efficient allocation of the incremental benefits of cooperation. To determine the fair and efficient utility shares of the beneficiaries, cooperative game theory solution methods consider the gains of each party in the status quo (non-cooperation) as well as what can be gained through the grand coalition (social planner's solution or full cooperation) and partial coalitions. Nevertheless, estimation of the benefits of different coalitions can be challenging in complex multi-beneficiary systems. Reinforcement learning can be used to address this challenge and determine the gains of the beneficiaries for different levels of cooperation, i.e., non-cooperation, partial cooperation, and full cooperation, providing the essential input for allocation based on cooperative game theory. This paper develops a game theory-reinforcement learning (GT-RL) method for determining the optimal operation policies in multi-operator multi-reservoir systems with respect to fairness and efficiency criteria. As the first step to underline the utility of the GT-RL method in solving complex multi-agent multi-reservoir problems without a need for developing compound objectives and weight assignment, the proposed method is applied to a hypothetical three-agent three-reservoir system.
Stochastic Games. I. Foundations,
1982-04-01
underpinning for the theory of stochastic games. Section 2 is a reworking of the Bevley- Kohlberg result integrated with Shapley’s; the "black magic" of... Kohlberg : The values of the r-discount game, and the stationary optimal strategies, have Puiseaux expansions. L.. 11" 6 3. More generally, consider an...1969). Introduction to Commu- tative Algebra. Reading, Mass.: Addison-Wesley. [3] Bewley, T. and E. Kohlberg (1976). "The Asymptotic Theory of
Climate change and game theory.
Wood, Peter John
2011-02-01
This paper examines the problem of achieving global cooperation to reduce greenhouse gas emissions. Contributions to this problem are reviewed from noncooperative game theory, cooperative game theory, and implementation theory. We examine the solutions to games where players have a continuous choice about how much to pollute, as well as games where players make decisions about treaty participation. The implications of linking cooperation on climate change with cooperation on other issues, such as trade, are also examined. Cooperative and noncooperative approaches to coalition formation are investigated in order to examine the behavior of coalitions cooperating on climate change. One way to achieve cooperation is to design a game, known as a mechanism, whose equilibrium corresponds to an optimal outcome. This paper examines some mechanisms that are based on conditional commitments, and their policy implications. These mechanisms could make cooperation on climate change mitigation more likely. © 2011 New York Academy of Sciences.
Implementation of quantum game theory simulations using Python
NASA Astrophysics Data System (ADS)
Madrid S., A.
2013-05-01
This paper provides some examples about quantum games simulated in Python's programming language. The quantum games have been developed with the Sympy Python library, which permits solving quantum problems in a symbolic form. The application of these methods of quantum mechanics to game theory gives us more possibility to achieve results not possible before. To illustrate the results of these methods, in particular, there have been simulated the quantum battle of the sexes, the prisoner's dilemma and card games. These solutions are able to exceed the classic bottle neck and obtain optimal quantum strategies. In this form, python demonstrated that is possible to do more advanced and complicated quantum games algorithms.
A cooperative game theory approach to transmission planning in power systems
NASA Astrophysics Data System (ADS)
Contreras, Javier
The rapid restructuring of the electric power industry from a vertically integrated entity into a decentralized industry has given rise to complex problems. In particular, the transmission component of the electric power system requires new methodologies to fully capture this emerging competitive industry. Game theory models are used to model strategic interactions in a competitive environment. This thesis presents a new decentralized framework to study the transmission network expansion problem using cooperative game theory. First, the players and the rules of the game are defined. Second, a coalition formation scheme is developed. Finally, the optimized cost of expansion is allocated based on the history of the coalition formation.
Nash equilibrium and multi criterion aerodynamic optimization
NASA Astrophysics Data System (ADS)
Tang, Zhili; Zhang, Lianhe
2016-06-01
Game theory and its particular Nash Equilibrium (NE) are gaining importance in solving Multi Criterion Optimization (MCO) in engineering problems over the past decade. The solution of a MCO problem can be viewed as a NE under the concept of competitive games. This paper surveyed/proposed four efficient algorithms for calculating a NE of a MCO problem. Existence and equivalence of the solution are analyzed and proved in the paper based on fixed point theorem. Specific virtual symmetric Nash game is also presented to set up an optimization strategy for single objective optimization problems. Two numerical examples are presented to verify proposed algorithms. One is mathematical functions' optimization to illustrate detailed numerical procedures of algorithms, the other is aerodynamic drag reduction of civil transport wing fuselage configuration by using virtual game. The successful application validates efficiency of algorithms in solving complex aerodynamic optimization problem.
Combinatorial optimization games
DOE Office of Scientific and Technical Information (OSTI.GOV)
Deng, X.; Ibaraki, Toshihide; Nagamochi, Hiroshi
1997-06-01
We introduce a general integer programming formulation for a class of combinatorial optimization games, which immediately allows us to improve the algorithmic result for finding amputations in the core (an important solution concept in cooperative game theory) of the network flow game on simple networks by Kalai and Zemel. An interesting result is a general theorem that the core for this class of games is nonempty if and only if a related linear program has an integer optimal solution. We study the properties for this mathematical condition to hold for several interesting problems, and apply them to resolve algorithmic andmore » complexity issues for their cores along the line as put forward in: decide whether the core is empty; if the core is empty, find an imputation in the core; given an imputation x, test whether x is in the core. We also explore the properties of totally balanced games in this succinct formulation of cooperative games.« less
Game theory and extremal optimization for community detection in complex dynamic networks.
Lung, Rodica Ioana; Chira, Camelia; Andreica, Anca
2014-01-01
The detection of evolving communities in dynamic complex networks is a challenging problem that recently received attention from the research community. Dynamics clearly add another complexity dimension to the difficult task of community detection. Methods should be able to detect changes in the network structure and produce a set of community structures corresponding to different timestamps and reflecting the evolution in time of network data. We propose a novel approach based on game theory elements and extremal optimization to address dynamic communities detection. Thus, the problem is formulated as a mathematical game in which nodes take the role of players that seek to choose a community that maximizes their profit viewed as a fitness function. Numerical results obtained for both synthetic and real-world networks illustrate the competitive performance of this game theoretical approach.
Traffic Games: Modeling Freeway Traffic with Game Theory
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
Traffic Games: Modeling Freeway Traffic with Game Theory.
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.
On Nash Equilibria in Stochastic Games
2003-10-01
Traditionally automata theory and veri cation has considered zero sum or strictly competitive versions of stochastic games . In these games there are two players...zero- sum discrete-time stochastic dynamic games . SIAM J. Control and Optimization, 19(5):617{634, 1981. 18. R.J. Lipton, E . Markakis, and A. Mehta...Playing large games using simple strate- gies. In EC 03: Electronic Commerce, pages 36{41. ACM Press, 2003. 19. A. Maitra and W. Sudderth. Finitely
HackAttack: Game-Theoretic Analysis of Realistic Cyber Conflicts
DOE Office of Scientific and Technical Information (OSTI.GOV)
Ferragut, Erik M; Brady, Andrew C; Brady, Ethan J
Game theory is appropriate for studying cyber conflict because it allows for an intelligent and goal-driven adversary. Applications of game theory have led to a number of results regarding optimal attack and defense strategies. However, the overwhelming majority of applications explore overly simplistic games, often ones in which each participant s actions are visible to every other participant. These simplifications strip away the fundamental properties of real cyber conflicts: probabilistic alerting, hidden actions, unknown opponent capabilities. In this paper, we demonstrate that it is possible to analyze a more realistic game, one in which different resources have different weaknesses, playersmore » have different exploits, and moves occur in secrecy, but they can be detected. Certainly, more advanced and complex games are possible, but the game presented here is more realistic than any other game we know of in the scientific literature. While optimal strategies can be found for simpler games using calculus, case-by-case analysis, or, for stochastic games, Q-learning, our more complex game is more naturally analyzed using the same methods used to study other complex games, such as checkers and chess. We define a simple evaluation function and employ multi-step searches to create strategies. We show that such scenarios can be analyzed, and find that in cases of extreme uncertainty, it is often better to ignore one s opponent s possible moves. Furthermore, we show that a simple evaluation function in a complex game can lead to interesting and nuanced strategies.« less
NASA Astrophysics Data System (ADS)
Setiawan, R.
2018-03-01
In this paper, Economic Order Quantity (EOQ) of probabilistic two-level supply – chain system for items with imperfect quality has been analyzed under service level constraint. A firm applies an active service level constraint to avoid unpredictable shortage terms in the objective function. Mathematical analysis of optimal result is delivered using two equilibrium scheme concept in game theory approach. Stackelberg’s equilibrium for cooperative strategy and Stackelberg’s Equilibrium for noncooperative strategy. This is a new approach to game theory result in inventory system whether service level constraint is applied by a firm in his moves.
How trees allocate carbon for optimal growth: insight from a game-theoretic model.
Fu, Liyong; Sun, Lidan; Han, Hao; Jiang, Libo; Zhu, Sheng; Ye, Meixia; Tang, Shouzheng; Huang, Minren; Wu, Rongling
2017-02-01
How trees allocate photosynthetic products to primary height growth and secondary radial growth reflects their capacity to best use environmental resources. Despite substantial efforts to explore tree height-diameter relationship empirically and through theoretical modeling, our understanding of the biological mechanisms that govern this phenomenon is still limited. By thinking of stem woody biomass production as an ecological system of apical and lateral growth components, we implement game theory to model and discern how these two components cooperate symbiotically with each other or compete for resources to determine the size of a tree stem. This resulting allometry game theory is further embedded within a genetic mapping and association paradigm, allowing the genetic loci mediating the carbon allocation of stemwood growth to be characterized and mapped throughout the genome. Allometry game theory was validated by analyzing a mapping data of stem height and diameter growth over perennial seasons in a poplar tree. Several key quantitative trait loci were found to interpret the process and pattern of stemwood growth through regulating the ecological interactions of stem apical and lateral growth. The application of allometry game theory enables the prediction of the situations in which the cooperation, competition or altruism is an optimal decision of a tree to fully use the environmental resources it owns. © The Author 2017. Published by Oxford University Press. All rights reserved. For Permissions, please email: journals.permissions@oup.com.
Game theory and risk-based leveed river system planning with noncooperation
NASA Astrophysics Data System (ADS)
Hui, Rui; Lund, Jay R.; Madani, Kaveh
2016-01-01
Optimal risk-based levee designs are usually developed for economic efficiency. However, in river systems with multiple levees, the planning and maintenance of different levees are controlled by different agencies or groups. For example, along many rivers, levees on opposite riverbanks constitute a simple leveed river system with each levee designed and controlled separately. Collaborative planning of the two levees can be economically optimal for the whole system. Independent and self-interested landholders on opposite riversides often are willing to separately determine their individual optimal levee plans, resulting in a less efficient leveed river system from an overall society-wide perspective (the tragedy of commons). We apply game theory to simple leveed river system planning where landholders on each riverside independently determine their optimal risk-based levee plans. Outcomes from noncooperative games are analyzed and compared with the overall economically optimal outcome, which minimizes net flood cost system-wide. The system-wide economically optimal solution generally transfers residual flood risk to the lower-valued side of the river, but is often impractical without compensating for flood risk transfer to improve outcomes for all individuals involved. Such compensation can be determined and implemented with landholders' agreements on collaboration to develop an economically optimal plan. By examining iterative multiple-shot noncooperative games with reversible and irreversible decisions, the costs of myopia for the future in making levee planning decisions show the significance of considering the externalities and evolution path of dynamic water resource problems to improve decision-making.
Power allocation for SWIPT in K-user interference channels using game theory
NASA Astrophysics Data System (ADS)
Wen, Zhigang; Liu, Ying; Liu, Xiaoqing; Li, Shan; Chen, Xianya
2018-12-01
A simultaneous wireless information and power transfer system in interference channels of multi-users is considered. In this system, each transmitter sends one data stream to its targeted receiver, which causes interference to other receivers. Since all transmitter-receiver links want to maximize their own average transmission rate, a power allocation problem under the transmit power constraints and the energy-harvesting constraints is developed. To solve this problem, we propose a game theory framework. Then, we convert the game into a variational inequalities problem by establishing the connection between game theory and variational inequalities and solve the variational inequalities problem. Through theoretical analysis, the existence and uniqueness of Nash equilibrium are both guaranteed by the theory of variational inequalities. A distributed iterative alternating optimization water-filling algorithm is derived, which is proved to converge. Numerical results show that the proposed algorithm reaches fast convergence and achieves a higher sum rate than the unaided scheme.
What Eye Movements Can Tell about Theory of Mind in a Strategic Game
Meijering, Ben; van Rijn, Hedderik; Taatgen, Niels A.; Verbrugge, Rineke
2012-01-01
This study investigates strategies in reasoning about mental states of others, a process that requires theory of mind. It is a first step in studying the cognitive basis of such reasoning, as strategies affect tradeoffs between cognitive resources. Participants were presented with a two-player game that required reasoning about the mental states of the opponent. Game theory literature discerns two candidate strategies that participants could use in this game: either forward reasoning or backward reasoning. Forward reasoning proceeds from the first decision point to the last, whereas backward reasoning proceeds in the opposite direction. Backward reasoning is the only optimal strategy, because the optimal outcome is known at each decision point. Nevertheless, we argue that participants prefer forward reasoning because it is similar to causal reasoning. Causal reasoning, in turn, is prevalent in human reasoning. Eye movements were measured to discern between forward and backward progressions of fixations. The observed fixation sequences corresponded best with forward reasoning. Early in games, the probability of observing a forward progression of fixations is higher than the probability of observing a backward progression. Later in games, the probabilities of forward and backward progressions are similar, which seems to imply that participants were either applying backward reasoning or jumping back to previous decision points while applying forward reasoning. Thus, the game-theoretical favorite strategy, backward reasoning, does seem to exist in human reasoning. However, participants preferred the more familiar, practiced, and prevalent strategy: forward reasoning. PMID:23029341
What eye movements can tell about theory of mind in a strategic game.
Meijering, Ben; van Rijn, Hedderik; Taatgen, Niels A; Verbrugge, Rineke
2012-01-01
This study investigates strategies in reasoning about mental states of others, a process that requires theory of mind. It is a first step in studying the cognitive basis of such reasoning, as strategies affect tradeoffs between cognitive resources. Participants were presented with a two-player game that required reasoning about the mental states of the opponent. Game theory literature discerns two candidate strategies that participants could use in this game: either forward reasoning or backward reasoning. Forward reasoning proceeds from the first decision point to the last, whereas backward reasoning proceeds in the opposite direction. Backward reasoning is the only optimal strategy, because the optimal outcome is known at each decision point. Nevertheless, we argue that participants prefer forward reasoning because it is similar to causal reasoning. Causal reasoning, in turn, is prevalent in human reasoning. Eye movements were measured to discern between forward and backward progressions of fixations. The observed fixation sequences corresponded best with forward reasoning. Early in games, the probability of observing a forward progression of fixations is higher than the probability of observing a backward progression. Later in games, the probabilities of forward and backward progressions are similar, which seems to imply that participants were either applying backward reasoning or jumping back to previous decision points while applying forward reasoning. Thus, the game-theoretical favorite strategy, backward reasoning, does seem to exist in human reasoning. However, participants preferred the more familiar, practiced, and prevalent strategy: forward reasoning.
Solving optimization problems by the public goods game
NASA Astrophysics Data System (ADS)
Javarone, Marco Alberto
2017-09-01
We introduce a method based on the Public Goods Game for solving optimization tasks. In particular, we focus on the Traveling Salesman Problem, i.e. a NP-hard problem whose search space exponentially grows increasing the number of cities. The proposed method considers a population whose agents are provided with a random solution to the given problem. In doing so, agents interact by playing the Public Goods Game using the fitness of their solution as currency of the game. Notably, agents with better solutions provide higher contributions, while those with lower ones tend to imitate the solution of richer agents for increasing their fitness. Numerical simulations show that the proposed method allows to compute exact solutions, and suboptimal ones, in the considered search spaces. As result, beyond to propose a new heuristic for combinatorial optimization problems, our work aims to highlight the potentiality of evolutionary game theory beyond its current horizons.
Integration of Large-Scale Optimization and Game Theory for Sustainable Water Quality Management
NASA Astrophysics Data System (ADS)
Tsao, J.; Li, J.; Chou, C.; Tung, C.
2009-12-01
Sustainable water quality management requires total mass control in pollutant discharge based on both the principles of not exceeding assimilative capacity in a river and equity among generations. The stream assimilative capacity is the carrying capacity of a river for the maximum waste load without violating the water quality standard and the spirit of total mass control is to optimize the waste load allocation in subregions. For the goal of sustainable watershed development, this study will use large-scale optimization theory to optimize the profit, and find the marginal values of loadings as reference of the fair price and then the best way to get the equilibrium by water quality trading for the whole of watershed will be found. On the other hand, game theory plays an important role to maximize both individual and entire profits. This study proves the water quality trading market is available in some situation, and also makes the whole participants get a better outcome.
Multiobjective optimization techniques for structural design
NASA Technical Reports Server (NTRS)
Rao, S. S.
1984-01-01
The multiobjective programming techniques are important in the design of complex structural systems whose quality depends generally on a number of different and often conflicting objective functions which cannot be combined into a single design objective. The applicability of multiobjective optimization techniques is studied with reference to simple design problems. Specifically, the parameter optimization of a cantilever beam with a tip mass and a three-degree-of-freedom vabration isolation system and the trajectory optimization of a cantilever beam are considered. The solutions of these multicriteria design problems are attempted by using global criterion, utility function, game theory, goal programming, goal attainment, bounded objective function, and lexicographic methods. It has been observed that the game theory approach required the maximum computational effort, but it yielded better optimum solutions with proper balance of the various objective functions in all the cases.
A market-based optimization approach to sensor and resource management
NASA Astrophysics Data System (ADS)
Schrage, Dan; Farnham, Christopher; Gonsalves, Paul G.
2006-05-01
Dynamic resource allocation for sensor management is a problem that demands solutions beyond traditional approaches to optimization. Market-based optimization applies solutions from economic theory, particularly game theory, to the resource allocation problem by creating an artificial market for sensor information and computational resources. Intelligent agents are the buyers and sellers in this market, and they represent all the elements of the sensor network, from sensors to sensor platforms to computational resources. These agents interact based on a negotiation mechanism that determines their bidding strategies. This negotiation mechanism and the agents' bidding strategies are based on game theory, and they are designed so that the aggregate result of the multi-agent negotiation process is a market in competitive equilibrium, which guarantees an optimal allocation of resources throughout the sensor network. This paper makes two contributions to the field of market-based optimization: First, we develop a market protocol to handle heterogeneous goods in a dynamic setting. Second, we develop arbitrage agents to improve the efficiency in the market in light of its dynamic nature.
Artificial Intelligence Methods in Pursuit Evasion Differential Games
1990-07-30
objectives, sometimes with fuzzy ones. Classical optimization, control or game theoretic methods are insufficient for their resolution. I Solution...OVERALL SATISFACTION WITH SCHOOL 120 FIGURE 5.13 EXAMPLE AHP HIERARCHY FOR CHOOSING MOST APPROPRIATE DIFFERENTIAL GAME AND PARAMETRIZATION 125 FIGURE 5.14...the Analytical Hierarchy Process originated by T.L. Saaty of the Wharton School. The Analytic Hierarchy Process ( AHP ) is a general theory of
Use of game-theoretical methods in biochemistry and biophysics.
Schuster, Stefan; Kreft, Jan-Ulrich; Schroeter, Anja; Pfeiffer, Thomas
2008-04-01
Evolutionary game theory can be considered as an extension of the theory of evolutionary optimisation in that two or more organisms (or more generally, units of replication) tend to optimise their properties in an interdependent way. Thus, the outcome of the strategy adopted by one species (e.g., as a result of mutation and selection) depends on the strategy adopted by the other species. In this review, the use of evolutionary game theory for analysing biochemical and biophysical systems is discussed. The presentation is illustrated by a number of instructive examples such as the competition between microorganisms using different metabolic pathways for adenosine triphosphate production, the secretion of extracellular enzymes, the growth of trees and photosynthesis. These examples show that, due to conflicts of interest, the global optimum (in the sense of being the best solution for the whole system) is not always obtained. For example, some yeast species use metabolic pathways that waste nutrients, and in a dense tree canopy, trees grow taller than would be optimal for biomass productivity. From the viewpoint of game theory, the examples considered can be described by the Prisoner's Dilemma, snowdrift game, Tragedy of the Commons and rock-scissors-paper game.
ADVERTISING EXPENDITURES - A GAME OF STRATEGY
The paper considers the problem of optimally allocating advertising funds from a game theory point of view. Two basic models are presented and then...One of the more interesting extensions of the basic model is the development of a relation between the amount of money spent on advertising and profit.
Optimal threshold estimation for binary classifiers using game theory.
Sanchez, Ignacio Enrique
2016-01-01
Many bioinformatics algorithms can be understood as binary classifiers. They are usually compared using the area under the receiver operating characteristic ( ROC ) curve. On the other hand, choosing the best threshold for practical use is a complex task, due to uncertain and context-dependent skews in the abundance of positives in nature and in the yields/costs for correct/incorrect classification. We argue that considering a classifier as a player in a zero-sum game allows us to use the minimax principle from game theory to determine the optimal operating point. The proposed classifier threshold corresponds to the intersection between the ROC curve and the descending diagonal in ROC space and yields a minimax accuracy of 1-FPR. Our proposal can be readily implemented in practice, and reveals that the empirical condition for threshold estimation of "specificity equals sensitivity" maximizes robustness against uncertainties in the abundance of positives in nature and classification costs.
On a numerical solving of random generated hexamatrix games
NASA Astrophysics Data System (ADS)
Orlov, Andrei; Strekalovskiy, Alexander
2016-10-01
In this paper, we develop a global search method for finding a Nash equilibrium in a hexamatrix game (polymatrix game of three players). The method, on the one hand, is based on the equivalence theorem of the problem of finding a Nash equilibrium in the game and a special mathematical optimization problem, and, on the other hand, on the usage of Global Search Theory for solving the latter problem. The efficiency of this approach is demonstrated by the results of computational testing.
Quantum-Like Model for Decision Making Process in Two Players Game. A Non-Kolmogorovian Model
NASA Astrophysics Data System (ADS)
Asano, Masanari; Ohya, Masanori; Khrennikov, Andrei
2011-03-01
In experiments of games, players frequently make choices which are regarded as irrational in game theory. In papers of Khrennikov (Information Dynamics in Cognitive, Psychological and Anomalous Phenomena. Fundamental Theories of Physics, Kluwer Academic, Norwell, 2004; Fuzzy Sets Syst. 155:4-17, 2005; Biosystems 84:225-241, 2006; Found. Phys. 35(10):1655-1693, 2005; in QP-PQ Quantum Probability and White Noise Analysis, vol. XXIV, pp. 105-117, 2009), it was pointed out that statistics collected in such the experiments have "quantum-like" properties, which can not be explained in classical probability theory. In this paper, we design a simple quantum-like model describing a decision-making process in a two-players game and try to explain a mechanism of the irrational behavior of players. Finally we discuss a mathematical frame of non-Kolmogorovian system in terms of liftings (Accardi and Ohya, in Appl. Math. Optim. 39:33-59, 1999).
Dühring, Sybille; Ewald, Jan; Germerodt, Sebastian; Kaleta, Christoph; Dandekar, Thomas; Schuster, Stefan
2017-07-01
The release of fungal cells following macrophage phagocytosis, called non-lytic expulsion, is reported for several fungal pathogens. On one hand, non-lytic expulsion may benefit the fungus in escaping the microbicidal environment of the phagosome. On the other hand, the macrophage could profit in terms of avoiding its own lysis and being able to undergo proliferation. To analyse the causes of non-lytic expulsion and the relevance of macrophage proliferation in the macrophage- Candida albicans interaction, we employ Evolutionary Game Theory and dynamic optimization in a sequential manner. We establish a game-theoretical model describing the different strategies of the two players after phagocytosis. Depending on the parameter values, we find four different Nash equilibria and determine the influence of the systems state of the host upon the game. As our Nash equilibria are a direct consequence of the model parameterization, we can depict several biological scenarios. A parameter region, where the host response is robust against the fungal infection, is determined. We further apply dynamic optimization to analyse whether macrophage mitosis is relevant in the host-pathogen interaction of macrophages and C. albicans For this, we study the population dynamics of the macrophage- C. albicans interactions and the corresponding optimal controls for the macrophages, indicating the best macrophage strategy of switching from proliferation to attacking fungal cells. © 2017 The Author(s).
Optimality and stability of symmetric evolutionary games with applications in genetic selection.
Huang, Yuanyuan; Hao, Yiping; Wang, Min; Zhou, Wen; Wu, Zhijun
2015-06-01
Symmetric evolutionary games, i.e., evolutionary games with symmetric fitness matrices, have important applications in population genetics, where they can be used to model for example the selection and evolution of the genotypes of a given population. In this paper, we review the theory for obtaining optimal and stable strategies for symmetric evolutionary games, and provide some new proofs and computational methods. In particular, we review the relationship between the symmetric evolutionary game and the generalized knapsack problem, and discuss the first and second order necessary and sufficient conditions that can be derived from this relationship for testing the optimality and stability of the strategies. Some of the conditions are given in different forms from those in previous work and can be verified more efficiently. We also derive more efficient computational methods for the evaluation of the conditions than conventional approaches. We demonstrate how these conditions can be applied to justifying the strategies and their stabilities for a special class of genetic selection games including some in the study of genetic disorders.
Design of vibration isolation systems using multiobjective optimization techniques
NASA Technical Reports Server (NTRS)
Rao, S. S.
1984-01-01
The design of vibration isolation systems is considered using multicriteria optimization techniques. The integrated values of the square of the force transmitted to the main mass and the square of the relative displacement between the main mass and the base are taken as the performance indices. The design of a three degrees-of-freedom isolation system with an exponentially decaying type of base disturbance is considered for illustration. Numerical results are obtained using the global criterion, utility function, bounded objective, lexicographic, goal programming, goal attainment and game theory methods. It is found that the game theory approach is superior in finding a better optimum solution with proper balance of the various objective functions.
Joint Machine Learning and Game Theory for Rate Control in High Efficiency Video Coding.
Gao, Wei; Kwong, Sam; Jia, Yuheng
2017-08-25
In this paper, a joint machine learning and game theory modeling (MLGT) framework is proposed for inter frame coding tree unit (CTU) level bit allocation and rate control (RC) optimization in High Efficiency Video Coding (HEVC). First, a support vector machine (SVM) based multi-classification scheme is proposed to improve the prediction accuracy of CTU-level Rate-Distortion (R-D) model. The legacy "chicken-and-egg" dilemma in video coding is proposed to be overcome by the learning-based R-D model. Second, a mixed R-D model based cooperative bargaining game theory is proposed for bit allocation optimization, where the convexity of the mixed R-D model based utility function is proved, and Nash bargaining solution (NBS) is achieved by the proposed iterative solution search method. The minimum utility is adjusted by the reference coding distortion and frame-level Quantization parameter (QP) change. Lastly, intra frame QP and inter frame adaptive bit ratios are adjusted to make inter frames have more bit resources to maintain smooth quality and bit consumption in the bargaining game optimization. Experimental results demonstrate that the proposed MLGT based RC method can achieve much better R-D performances, quality smoothness, bit rate accuracy, buffer control results and subjective visual quality than the other state-of-the-art one-pass RC methods, and the achieved R-D performances are very close to the performance limits from the FixedQP method.
A Study of Driver's Route Choice Behavior Based on Evolutionary Game Theory
Jiang, Xiaowei; Ji, Yanjie; Deng, Wei
2014-01-01
This paper proposes a route choice analytic method that embeds cumulative prospect theory in evolutionary game theory to analyze how the drivers adjust their route choice behaviors under the influence of the traffic information. A simulated network with two alternative routes and one variable message sign is built to illustrate the analytic method. We assume that the drivers in the transportation system are bounded rational, and the traffic information they receive is incomplete. An evolutionary game model is constructed to describe the evolutionary process of the drivers' route choice decision-making behaviors. Here we conclude that the traffic information plays an important role in the route choice behavior. The driver's route decision-making process develops towards different evolutionary stable states in accordance with different transportation situations. The analysis results also demonstrate that employing cumulative prospect theory and evolutionary game theory to study the driver's route choice behavior is effective. This analytic method provides an academic support and suggestion for the traffic guidance system, and may optimize the travel efficiency to a certain extent. PMID:25610455
A study of driver's route choice behavior based on evolutionary game theory.
Jiang, Xiaowei; Ji, Yanjie; Du, Muqing; Deng, Wei
2014-01-01
This paper proposes a route choice analytic method that embeds cumulative prospect theory in evolutionary game theory to analyze how the drivers adjust their route choice behaviors under the influence of the traffic information. A simulated network with two alternative routes and one variable message sign is built to illustrate the analytic method. We assume that the drivers in the transportation system are bounded rational, and the traffic information they receive is incomplete. An evolutionary game model is constructed to describe the evolutionary process of the drivers' route choice decision-making behaviors. Here we conclude that the traffic information plays an important role in the route choice behavior. The driver's route decision-making process develops towards different evolutionary stable states in accordance with different transportation situations. The analysis results also demonstrate that employing cumulative prospect theory and evolutionary game theory to study the driver's route choice behavior is effective. This analytic method provides an academic support and suggestion for the traffic guidance system, and may optimize the travel efficiency to a certain extent.
A game theoretic framework for incentive-based models of intrinsic motivation in artificial systems
Merrick, Kathryn E.; Shafi, Kamran
2013-01-01
An emerging body of research is focusing on understanding and building artificial systems that can achieve open-ended development influenced by intrinsic motivations. In particular, research in robotics and machine learning is yielding systems and algorithms with increasing capacity for self-directed learning and autonomy. Traditional software architectures and algorithms are being augmented with intrinsic motivations to drive cumulative acquisition of knowledge and skills. Intrinsic motivations have recently been considered in reinforcement learning, active learning and supervised learning settings among others. This paper considers game theory as a novel setting for intrinsic motivation. A game theoretic framework for intrinsic motivation is formulated by introducing the concept of optimally motivating incentive as a lens through which players perceive a game. Transformations of four well-known mixed-motive games are presented to demonstrate the perceived games when players' optimally motivating incentive falls in three cases corresponding to strong power, affiliation and achievement motivation. We use agent-based simulations to demonstrate that players with different optimally motivating incentive act differently as a result of their altered perception of the game. We discuss the implications of these results both for modeling human behavior and for designing artificial agents or robots. PMID:24198797
A game theoretic framework for incentive-based models of intrinsic motivation in artificial systems.
Merrick, Kathryn E; Shafi, Kamran
2013-01-01
An emerging body of research is focusing on understanding and building artificial systems that can achieve open-ended development influenced by intrinsic motivations. In particular, research in robotics and machine learning is yielding systems and algorithms with increasing capacity for self-directed learning and autonomy. Traditional software architectures and algorithms are being augmented with intrinsic motivations to drive cumulative acquisition of knowledge and skills. Intrinsic motivations have recently been considered in reinforcement learning, active learning and supervised learning settings among others. This paper considers game theory as a novel setting for intrinsic motivation. A game theoretic framework for intrinsic motivation is formulated by introducing the concept of optimally motivating incentive as a lens through which players perceive a game. Transformations of four well-known mixed-motive games are presented to demonstrate the perceived games when players' optimally motivating incentive falls in three cases corresponding to strong power, affiliation and achievement motivation. We use agent-based simulations to demonstrate that players with different optimally motivating incentive act differently as a result of their altered perception of the game. We discuss the implications of these results both for modeling human behavior and for designing artificial agents or robots.
NASA Technical Reports Server (NTRS)
Macready, William; Wolpert, David
2005-01-01
We demonstrate a new framework for analyzing and controlling distributed systems, by solving constrained optimization problems with an algorithm based on that framework. The framework is ar. information-theoretic extension of conventional full-rationality game theory to allow bounded rational agents. The associated optimization algorithm is a game in which agents control the variables of the optimization problem. They do this by jointly minimizing a Lagrangian of (the probability distribution of) their joint state. The updating of the Lagrange parameters in that Lagrangian is a form of automated annealing, one that focuses the multi-agent system on the optimal pure strategy. We present computer experiments for the k-sat constraint satisfaction problem and for unconstrained minimization of NK functions.
Game Theory for Wireless Sensor Networks: A Survey
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
A Game Theory Based Solution for Security Challenges in CRNs
NASA Astrophysics Data System (ADS)
Poonam; Nagpal, Chander Kumar
2018-03-01
Cognitive radio networks (CRNs) are being envisioned to drive the next generation Ad hoc wireless networks due to their ability to provide communications resilience in continuously changing environments through the use of dynamic spectrum access. Conventionally CRNs are dependent upon the information gathered by other secondary users to ensure the accuracy of spectrum sensing making them vulnerable to security attacks leading to the need of security mechanisms like cryptography and trust. However, a typical cryptography based solution is not a viable security solution for CRNs owing to their limited resources. Effectiveness of trust based approaches has always been, in question, due to credibility of secondary trust resources. Game theory with its ability to optimize in an environment of conflicting interests can be quite a suitable tool to manage an ad hoc network in the presence of autonomous selfish/malevolent/malicious and attacker nodes. The literature contains several theoretical proposals for augmenting game theory in the ad hoc networks without explicit/detailed implementation. This paper implements a game theory based solution in MATLAB-2015 to secure the CRN environment and compares the obtained results with the traditional approaches of trust and cryptography. The simulation result indicates that as the time progresses the game theory performs much better with higher throughput, lower jitter and better identification of selfish/malicious nodes.
Using game theory for perceptual tuned rate control algorithm in video coding
NASA Astrophysics Data System (ADS)
Luo, Jiancong; Ahmad, Ishfaq
2005-03-01
This paper proposes a game theoretical rate control technique for video compression. Using a cooperative gaming approach, which has been utilized in several branches of natural and social sciences because of its enormous potential for solving constrained optimization problems, we propose a dual-level scheme to optimize the perceptual quality while guaranteeing "fairness" in bit allocation among macroblocks. At the frame level, the algorithm allocates target bits to frames based on their coding complexity. At the macroblock level, the algorithm distributes bits to macroblocks by defining a bargaining game. Macroblocks play cooperatively to compete for shares of resources (bits) to optimize their quantization scales while considering the Human Visual System"s perceptual property. Since the whole frame is an entity perceived by viewers, macroblocks compete cooperatively under a global objective of achieving the best quality with the given bit constraint. The major advantage of the proposed approach is that the cooperative game leads to an optimal and fair bit allocation strategy based on the Nash Bargaining Solution. Another advantage is that it allows multi-objective optimization with multiple decision makers (macroblocks). The simulation results testify the algorithm"s ability to achieve accurate bit rate with good perceptual quality, and to maintain a stable buffer level.
Golden Gait: An Optimization Theory Perspective on Human and Humanoid Walking
Iosa, Marco; Morone, Giovanni; Paolucci, Stefano
2017-01-01
Human walking is a complex task which includes hundreds of muscles, bones and joints working together to deliver harmonic movements with the need of finding equilibrium between moving forward and maintaining stability. Many different computational approaches have been used to explain human walking mechanisms, from pendular model to fractal approaches. A new perspective can be gained from using the principles developed in the field of Optimization theory and in particularly the branch of Game Theory. In particular we provide a new insight into human walking showing as the trade-off between advancement and equilibrium managed during walking has the same solution of the Ultimatum game, one of the most famous paradigms of game theory, and this solution is the golden ratio. The golden ratio is an irrational number that was found in many biological and natural systems self-organized in a harmonic, asymmetric, and fractal structure. Recently, the golden ratio has also been found as the equilibrium point between two players involved into the Ultimatum Game. It has been suggested that this result can be due to the fact that the golden ratio is perceived as the fairest asymmetric solution by the two players. The golden ratio is also the most common proportion between stance and swing phase of human walking. This approach may explain the importance of harmony in human walking, and provide new perspectives for developing quantitative assessment of human walking, efficient humanoid robotic walkers, and effective neurorobots for rehabilitation. PMID:29311890
Game Theory and U-Boats in the Bay of Biscay
2003-03-01
a necessary condition for optimality in this case. Baston and Bostock (1989) approach a one-dimensional helicopter versus submarine game, modeled as...given number of bombs with which to attack the submarine, and the payoff is whether or not the submarine is destroyed. Baston and Bostock solve the...323 (March-April 2002). Baston , V. J. and F. A. Bostock. “A One-Dimensional Helicopter-Submarine Game,” Naval Research Logistics, Vol. 36: 479-490
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.
Hypergame theory applied to cyber attack and defense
NASA Astrophysics Data System (ADS)
House, James Thomas; Cybenko, George
2010-04-01
This work concerns cyber attack and defense in the context of game theory--specifically hypergame theory. Hypergame theory extends classical game theory with the ability to deal with differences in players' expertise, differences in their understanding of game rules, misperceptions, and so forth. Each of these different sub-scenarios, or subgames, is associated with a probability--representing the likelihood that the given subgame is truly "in play" at a given moment. In order to form an optimal attack or defense policy, these probabilities must be learned if they're not known a-priori. We present hidden Markov model and maximum entropy approaches for accurately learning these probabilities through multiple iterations of both normal and modified game play. We also give a widely-applicable approach for the analysis of cases where an opponent is aware that he is being studied, and intentionally plays to spoil the process of learning and thereby obfuscate his attributes. These are considered in the context of a generic, abstract cyber attack example. We demonstrate that machine learning efficacy can be heavily dependent on the goals and styles of participant behavior. To this end detailed simulation results under various combinations of attacker and defender behaviors are presented and analyzed.
Group decisions in biodiversity conservation: implications from game theory.
Frank, David M; Sarkar, Sahotra
2010-05-27
Decision analysis and game theory have proved useful tools in various biodiversity conservation planning and modeling contexts. This paper shows how game theory may be used to inform group decisions in biodiversity conservation scenarios by modeling conflicts between stakeholders to identify Pareto-inefficient Nash equilibria. These are cases in which each agent pursuing individual self-interest leads to a worse outcome for all, relative to other feasible outcomes. Three case studies from biodiversity conservation contexts showing this feature are modeled to demonstrate how game-theoretical representation can inform group decision-making. The mathematical theory of games is used to model three biodiversity conservation scenarios with Pareto-inefficient Nash equilibria: (i) a two-agent case involving wild dogs in South Africa; (ii) a three-agent raptor and grouse conservation scenario from the United Kingdom; and (iii) an n-agent fish and coral conservation scenario from the Philippines. In each case there is reason to believe that traditional mechanism-design solutions that appeal to material incentives may be inadequate, and the game-theoretical analysis recommends a resumption of further deliberation between agents and the initiation of trust--and confidence--building measures. Game theory can and should be used as a normative tool in biodiversity conservation contexts: identifying scenarios with Pareto-inefficient Nash equilibria enables constructive action in order to achieve (closer to) optimal conservation outcomes, whether by policy solutions based on mechanism design or otherwise. However, there is mounting evidence that formal mechanism-design solutions may backfire in certain cases. Such scenarios demand a return to group deliberation and the creation of reciprocal relationships of trust.
Structural design using equilibrium programming formulations
NASA Technical Reports Server (NTRS)
Scotti, Stephen J.
1995-01-01
Solutions to increasingly larger structural optimization problems are desired. However, computational resources are strained to meet this need. New methods will be required to solve increasingly larger problems. The present approaches to solving large-scale problems involve approximations for the constraints of structural optimization problems and/or decomposition of the problem into multiple subproblems that can be solved in parallel. An area of game theory, equilibrium programming (also known as noncooperative game theory), can be used to unify these existing approaches from a theoretical point of view (considering the existence and optimality of solutions), and be used as a framework for the development of new methods for solving large-scale optimization problems. Equilibrium programming theory is described, and existing design techniques such as fully stressed design and constraint approximations are shown to fit within its framework. Two new structural design formulations are also derived. The first new formulation is another approximation technique which is a general updating scheme for the sensitivity derivatives of design constraints. The second new formulation uses a substructure-based decomposition of the structure for analysis and sensitivity calculations. Significant computational benefits of the new formulations compared with a conventional method are demonstrated.
Evaluating Moving Target Defense with PLADD
DOE Office of Scientific and Technical Information (OSTI.GOV)
Jones, Stephen T.; Outkin, Alexander V.; Gearhart, Jared Lee
This project evaluates the effectiveness of moving target defense (MTD) techniques using a new game we have designed, called PLADD, inspired by the game FlipIt [28]. PLADD extends FlipIt by incorporating what we believe are key MTD concepts. We have analyzed PLADD and proven the existence of a defender strategy that pushes a rational attacker out of the game, demonstrated how limited the strategies available to an attacker are in PLADD, and derived analytic expressions for the expected utility of the game’s players in multiple game variants. We have created an algorithm for finding a defender’s optimal PLADD strategy. Wemore » show that in the special case of achieving deterrence in PLADD, MTD is not always cost effective and that its optimal deployment may shift abruptly from not using MTD at all to using it as aggressively as possible. We believe our effort provides basic, fundamental insights into the use of MTD, but conclude that a truly practical analysis requires model selection and calibration based on real scenarios and empirical data. We propose several avenues for further inquiry, including (1) agents with adaptive capabilities more reflective of real world adversaries, (2) the presence of multiple, heterogeneous adversaries, (3) computational game theory-based approaches such as coevolution to allow scaling to the real world beyond the limitations of analytical analysis and classical game theory, (4) mapping the game to real-world scenarios, (5) taking player risk into account when designing a strategy (in addition to expected payoff), (6) improving our understanding of the dynamic nature of MTD-inspired games by using a martingale representation, defensive forecasting, and techniques from signal processing, and (7) using adversarial games to develop inherently resilient cyber systems.« less
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
Hierarchical prisoner’s dilemma in hierarchical game for resource competition
NASA Astrophysics Data System (ADS)
Fujimoto, Yuma; Sagawa, Takahiro; Kaneko, Kunihiko
2017-07-01
Dilemmas in cooperation are one of the major concerns in game theory. In a public goods game, each individual cooperates by paying a cost or defecting without paying it, and receives a reward from the group out of the collected cost. Thus, defecting is beneficial for each individual, while cooperation is beneficial for the group. Now, groups (say, countries) consisting of individuals also play games. To study such a multi-level game, we introduce a hierarchical game in which multiple groups compete for limited resources by utilizing the collected cost in each group, where the power to appropriate resources increases with the population of the group. Analyzing this hierarchical game, we found a hierarchical prisoner’s dilemma, in which groups choose the defecting policy (say, armament) as a Nash strategy to optimize each group’s benefit, while cooperation optimizes the total benefit. On the other hand, for each individual, refusing to pay the cost (say, tax) is a Nash strategy, which turns out to be a cooperation policy for the group, thus leading to a hierarchical dilemma. Here the group reward increases with the group size. However, we find that there exists an optimal group size that maximizes the individual payoff. Furthermore, when the population asymmetry between two groups is large, the smaller group will choose a cooperation policy (say, disarmament) to avoid excessive response from the larger group, and the prisoner’s dilemma between the groups is resolved. Accordingly, the relevance of this hierarchical game on policy selection in society and the optimal size of human or animal groups are discussed.
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.
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
Rational Density Functional Selection Using Game Theory.
McAnanama-Brereton, Suzanne; Waller, Mark P
2018-01-22
Theoretical chemistry has a paradox of choice due to the availability of a myriad of density functionals and basis sets. Traditionally, a particular density functional is chosen on the basis of the level of user expertise (i.e., subjective experiences). Herein we circumvent the user-centric selection procedure by describing a novel approach for objectively selecting a particular functional for a given application. We achieve this by employing game theory to identify optimal functional/basis set combinations. A three-player (accuracy, complexity, and similarity) game is devised, through which Nash equilibrium solutions can be obtained. This approach has the advantage that results can be systematically improved by enlarging the underlying knowledge base, and the deterministic selection procedure mathematically justifies the density functional and basis set selections.
Game theory and shared water resource management
NASA Astrophysics Data System (ADS)
Najafi, H.; Bagheri, A.
2011-12-01
Based on the "New Periodic Table" (NPT) of 2×2 order games by Robinson and Goforth (2005) this study explores all possible game structures, representing a conflict over a shared water resource between two countries. Each game is analyzed to find the possible outcomes (equilibria), Pareto-optimal outcomes, as well as dominant strategies of the players. It is explained why in practice, parties may behave in a way, resulting in Pareto-inferior outcomes and how parties may change their behavior with the structural changes of the game. Further, how parties may develop cooperative solutions through negotiations and involvement of third parties. This work provides useful policy insights into shared water resource problems and identifies the likely structure of such games in the future and the evolution path of the games.
Distributed Constrained Optimization with Semicoordinate Transformations
NASA Technical Reports Server (NTRS)
Macready, William; Wolpert, David
2006-01-01
Recent work has shown how information theory extends conventional full-rationality game theory to allow bounded rational agents. The associated mathematical framework can be used to solve constrained optimization problems. This is done by translating the problem into an iterated game, where each agent controls a different variable of the problem, so that the joint probability distribution across the agents moves gives an expected value of the objective function. The dynamics of the agents is designed to minimize a Lagrangian function of that joint distribution. Here we illustrate how the updating of the Lagrange parameters in the Lagrangian is a form of automated annealing, which focuses the joint distribution more and more tightly about the joint moves that optimize the objective function. We then investigate the use of "semicoordinate" variable transformations. These separate the joint state of the agents from the variables of the optimization problem, with the two connected by an onto mapping. We present experiments illustrating the ability of such transformations to facilitate optimization. We focus on the special kind of transformation in which the statistically independent states of the agents induces a mixture distribution over the optimization variables. Computer experiment illustrate this for &sat constraint satisfaction problems and for unconstrained minimization of NK functions.
NASA Astrophysics Data System (ADS)
Olsen, Jolie; Sen, Sandip
2014-04-01
Steven Brams's [(1994). Theory of moves. Cambridge University Press] Theory of Moves (TOM) is an alternative to traditional game theoretic treatment of real-life interactions, in which players choose strategies based on analysis of future moves and counter-moves that arise if game play commences at a specified start state and either player can choose to move first. In repeated play, players using TOM rationality arrive at nonmyopic equilibria. One advantage of TOM is its ability to model scenarios in which power asymmetries exist between players. In particular, threat power, i.e. the ability of one player to threaten and sustain immediate, globally disadvantageous outcomes to force a desirable result long term, can be utilised to induce Pareto optimal states in games such as Prisoner's Dilemma which result in Pareto-dominated outcomes using traditional methods. Unfortunately, prior work on TOM is limited by an assumption of complete information. This paper presents a mechanism that can be used by a player to utilise threat power when playing a strict, ordinal 2×2 game under incomplete information. We also analyse the benefits of threat power and support in this analysis with empirical evidence.
Liao, David; Tlsty, Thea D
2014-08-06
Failure to understand evolutionary dynamics has been hypothesized as limiting our ability to control biological systems. An increasing awareness of similarities between macroscopic ecosystems and cellular tissues has inspired optimism that game theory will provide insights into the progression and control of cancer. To realize this potential, the ability to compare game theoretic models and experimental measurements of population dynamics should be broadly disseminated. In this tutorial, we present an analysis method that can be used to train parameters in game theoretic dynamics equations, used to validate the resulting equations, and used to make predictions to challenge these equations and to design treatment strategies. The data analysis techniques in this tutorial are adapted from the analysis of reaction kinetics using the method of initial rates taught in undergraduate general chemistry courses. Reliance on computer programming is avoided to encourage the adoption of these methods as routine bench activities.
Social cycling and conditional responses in the Rock-Paper-Scissors game
Wang, Zhijian; Xu, Bin; Zhou, Hai-Jun
2014-01-01
How humans make decisions in non-cooperative strategic interactions is a big question. For the fundamental Rock-Paper-Scissors (RPS) model game system, classic Nash equilibrium (NE) theory predicts that players randomize completely their action choices to avoid being exploited, while evolutionary game theory of bounded rationality in general predicts persistent cyclic motions, especially in finite populations. However as empirical studies have been relatively sparse, it is still a controversial issue as to which theoretical framework is more appropriate to describe decision-making of human subjects. Here we observe population-level persistent cyclic motions in a laboratory experiment of the discrete-time iterated RPS game under the traditional random pairwise-matching protocol. This collective behavior contradicts with the NE theory but is quantitatively explained, without any adjustable parameter, by a microscopic model of win-lose-tie conditional response. Theoretical calculations suggest that if all players adopt the same optimized conditional response strategy, their accumulated payoff will be much higher than the reference value of the NE mixed strategy. Our work demonstrates the feasibility of understanding human competition behaviors from the angle of non-equilibrium statistical physics. PMID:25060115
Mobility versus terrain: a game theoretic approach
NASA Astrophysics Data System (ADS)
Bednarz, David; Muench, Paul
2016-05-01
Mobility and terrain are two sides of the same coin. You cannot describe mobility unless you describe the terrain. For example, if my world is trench warfare, the tank may be the ideal vehicle. If my world is urban warfare, clearing buildings and such, the tank may not be an ideal vehicle, perhaps an anthropomorphic robot would be better. We seek a general framework for mobility that captures the relative value of different mobility strategies. Game theory is positively the right way to analyze the interactions of rational players who behave strategically. In this paper, we will describe the interactions between a mobility player, who is trying to make it from point A to point B with one chance to refuel, and a terrain player who is trying to minimize that probability by placing an obstacle somewhere along the path from A to B. In previous work [1], we used Monte Carlo methods to analyze this mobility game, and found optimal strategies for a discretized version of the game. Here we show the relationship of this game to a classic game of timing [2], and use solution methods from that literature to solve for optimal strategies in a continuous version of this mobility game.
Should the model for risk-informed regulation be game theory rather than decision theory?
Bier, Vicki M; Lin, Shi-Woei
2013-02-01
Risk analysts frequently view the regulation of risks as being largely a matter of decision theory. According to this view, risk analysis methods provide information on the likelihood and severity of various possible outcomes; this information should then be assessed using a decision-theoretic approach (such as cost/benefit analysis) to determine whether the risks are acceptable, and whether additional regulation is warranted. However, this view ignores the fact that in many industries (particularly industries that are technologically sophisticated and employ specialized risk and safety experts), risk analyses may be done by regulated firms, not by the regulator. Moreover, those firms may have more knowledge about the levels of safety at their own facilities than the regulator does. This creates a situation in which the regulated firm has both the opportunity-and often also the motive-to provide inaccurate (in particular, favorably biased) risk information to the regulator, and hence the regulator has reason to doubt the accuracy of the risk information provided by regulated parties. Researchers have argued that decision theory is capable of dealing with many such strategic interactions as well as game theory can. This is especially true in two-player, two-stage games in which the follower has a unique best strategy in response to the leader's strategy, as appears to be the case in the situation analyzed in this article. However, even in such cases, we agree with Cox that game-theoretic methods and concepts can still be useful. In particular, the tools of mechanism design, and especially the revelation principle, can simplify the analysis of such games because the revelation principle provides rigorous assurance that it is sufficient to analyze only games in which licensees truthfully report their risk levels, making the problem more manageable. Without that, it would generally be necessary to consider much more complicated forms of strategic behavior (including deception), to identify optimal regulatory strategies. Therefore, we believe that the types of regulatory interactions analyzed in this article are better modeled using game theory rather than decision theory. In particular, the goals of this article are to review the relevant literature in game theory and regulatory economics (to stimulate interest in this area among risk analysts), and to present illustrative results showing how the application of game theory can provide useful insights into the theory and practice of risk-informed regulation. © 2012 Society for Risk Analysis.
Integrating Health Behavior Theory and Design Elements in Serious Games.
Cheek, Colleen; Fleming, Theresa; Lucassen, Mathijs Fg; Bridgman, Heather; Stasiak, Karolina; Shepherd, Matthew; Orpin, Peter
2015-01-01
Internet interventions for improving health and well-being have the potential to reach many people and fill gaps in service provision. Serious gaming interfaces provide opportunities to optimize user adherence and impact. Health interventions based in theory and evidence and tailored to psychological constructs have been found to be more effective to promote behavior change. Defining the design elements which engage users and help them to meet their goals can contribute to better informed serious games. To elucidate design elements important in SPARX, a serious game for adolescents with depression, from a user-centered perspective. We proposed a model based on an established theory of health behavior change and practical features of serious game design to organize ideas and rationale. We analyzed data from 5 studies comprising a total of 22 focus groups and 66 semistructured interviews conducted with youth and families in New Zealand and Australia who had viewed or used SPARX. User perceptions of the game were applied to this framework. A coherent framework was established using the three constructs of self-determination theory (SDT), autonomy, competence, and relatedness, to organize user perceptions and design elements within four areas important in design: computer game, accessibility, working alliance, and learning in immersion. User perceptions mapped well to the framework, which may assist developers in understanding the context of user needs. By mapping these elements against the constructs of SDT, we were able to propose a sound theoretical base for the model. This study's method allowed for the articulation of design elements in a serious game from a user-centered perspective within a coherent overarching framework. The framework can be used to deliberately incorporate serious game design elements that support a user's sense of autonomy, competence, and relatedness, key constructs which have been found to mediate motivation at all stages of the change process. The resulting model introduces promising avenues for future exploration. Involving users in program design remains an imperative if serious games are to be fit for purpose.
A game theory model for stabilizing price of chili: A case study
NASA Astrophysics Data System (ADS)
Wardayanti, Ari; Aviv, Afgan Suffan; Sutopo, Wahyudi; Hisjam, Muh.
2017-11-01
Chili is one of the important agricultural commodity in Indonesia because of its widely consumption by the Indonesian. Chili becomes one of the commodities that experience price fluctuations and important cause of yearly inflation in Indonesia. The unstable price of chili is affected by the scarcity of the commodity in some months and the difference of the harvest season. This study proposes a model to solve the problem by considering the substitution of fresh chilies with dried chili. We propose the cooperative of chili's farmer as entities that process fresh chili into dry ones. The existence of substitution products is expected to maintain the price stability chili. This research was conducted by taking a case study on chili commodity markets in Surakarta which consists of 19 traditional markets. This study aims to create a price stabilization scheme with product substitution using a game theory model. There are 4 strategies proposed in game theory model to describe the relationship between producers and consumers. In this case, the producers are the farmers and the consumers are the trade market. A mixed strategy of was chosen to determine the optimal value among 4 strategies. From the calculation results obtained optimal value when doing a mixed strategy of IDR 201,188,829,000.
The Anterior Insula Tracks Behavioral Entropy during an Interpersonal Competitive Game
Matsumoto, Madoka; Matsumoto, Kenji; Omori, Takashi
2015-01-01
In competitive situations, individuals need to adjust their behavioral strategy dynamically in response to their opponent’s behavior. In the present study, we investigated the neural basis of how individuals adjust their strategy during a simple, competitive game of matching pennies. We used entropy as a behavioral index of randomness in decision-making, because maximizing randomness is thought to be an optimal strategy in the game, according to game theory. While undergoing functional magnetic resonance imaging (fMRI), subjects played matching pennies with either a human or computer opponent in each block, although in reality they played the game with the same computer algorithm under both conditions. The winning rate of each block was also manipulated. Both the opponent (human or computer), and the winning rate, independently affected subjects’ block-wise entropy during the game. The fMRI results revealed that activity in the bilateral anterior insula was positively correlated with subjects’ (not opponent’s) behavioral entropy during the game, which indicates that during an interpersonal competitive game, the anterior insula tracked how uncertain subjects’ behavior was, rather than how uncertain subjects felt their opponent's behavior was. Our results suggest that intuitive or automatic processes based on somatic markers may be a key to optimally adjusting behavioral strategies in competitive situations. PMID:26039634
Analysis of Product Distribution Strategy in Digital Publishing Industry Based on Game-Theory
NASA Astrophysics Data System (ADS)
Xu, Li-ping; Chen, Haiyan
2017-04-01
The digital publishing output increased significantly year by year. It has been the most vigorous point of economic growth and has been more important to press and publication industry. Its distribution channel has been diversified, which is different from the traditional industry. A deep research has been done in digital publishing industry, for making clear of the constitution of the industry chain and establishing the model of industry chain. The cooperative and competitive relationship between different distribution channels have been analyzed basing on a game-theory. By comparing the distribution quantity and the market size between the static distribution strategy and dynamic distribution strategy, we get the theory evidence about how to choose the distribution strategy to get the optimal benefit.
NASA Technical Reports Server (NTRS)
Sandell, N. R., Jr.; Athans, M.
1975-01-01
The development of the theory of the finite - state, finite - memory (FSFM) stochastic control problem is discussed. The sufficiency of the FSFM minimum principle (which is in general only a necessary condition) was investigated. By introducing the notion of a signaling strategy as defined in the literature on games, conditions under which the FSFM minimum principle is sufficient were determined. This result explicitly interconnects the information structure of the FSFM problem with its optimality conditions. The min-H algorithm for the FSFM problem was studied. It is demonstrated that a version of the algorithm always converges to a particular type of local minimum termed a person - by - person extremal.
Multiobjective optimization in structural design with uncertain parameters and stochastic processes
NASA Technical Reports Server (NTRS)
Rao, S. S.
1984-01-01
The application of multiobjective optimization techniques to structural design problems involving uncertain parameters and random processes is studied. The design of a cantilever beam with a tip mass subjected to a stochastic base excitation is considered for illustration. Several of the problem parameters are assumed to be random variables and the structural mass, fatigue damage, and negative of natural frequency of vibration are considered for minimization. The solution of this three-criteria design problem is found by using global criterion, utility function, game theory, goal programming, goal attainment, bounded objective function, and lexicographic methods. It is observed that the game theory approach is superior in finding a better optimum solution, assuming the proper balance of the various objective functions. The procedures used in the present investigation are expected to be useful in the design of general dynamic systems involving uncertain parameters, stochastic process, and multiple objectives.
Making Games Not Work: Paradoxes Embedded in Game-Based Training and Concepts for Overcoming Them
NASA Technical Reports Server (NTRS)
Jones, Phillip N.; Cuper, Taryn
2010-01-01
An interest in game-based training solutions is natural. All one has to do is watch someone fully engaged in a modern game to see the potential of harnessing that attention for training. However, the reality of game-based training has not fully satisfied these expectations. This paper explains two paradoxes that must be overcome for games to support training. These paradoxes are a result of the realities of the basic human condition clashing with the requirements of learning theory. 80th paradoxes arise from the concept of "engagement" that is central to games. The first comes from a more robust definition of engagement, which is the condition of Flow or Optimal Experience. Flow is the state game developers want to see in users. One aspect of Flow is loss of sense of self as the individual becomes immersed in the experience. The paradox arises because this loss of self directly contradicts the learning requirement of self-reflection. The second paradox comes from theories of play, which state in part that play requires a level of individual freedom. The contradiction arises when game-based play must be harnessed to an organizational training program or regimen. The paper will discuss these paradoxes in the context of an effort to design a game-based training modality to train combat medics and will close with a review of compensating strategies identified by the designers. The paper will provide information important to anyone interested in conceptualizing and designing game-based training.
Ambush frequency should increase over time during optimal predator search for prey
Alpern, Steve; Fokkink, Robbert; Timmer, Marco; Casas, Jérôme
2011-01-01
We advance and apply the mathematical theory of search games to model the problem faced by a predator searching for prey. Two search modes are available: ambush and cruising search. Some species can adopt either mode, with their choice at a given time traditionally explained in terms of varying habitat and physiological conditions. We present an additional explanation of the observed predator alternation between these search modes, which is based on the dynamical nature of the search game they are playing: the possibility of ambush decreases the propensity of the prey to frequently change locations and thereby renders it more susceptible to the systematic cruising search portion of the strategy. This heuristic explanation is supported by showing that in a new idealized search game where the predator is allowed to ambush or search at any time, and the prey can change locations at intermittent times, optimal predator play requires an alternation (or mixture) over time of ambush and cruise search. Thus, our game is an extension of the well-studied ‘Princess and Monster’ search game. Search games are zero sum games, where the pay-off is the capture time and neither the Searcher nor the Hider knows the location of the other. We are able to determine the optimal mixture of the search modes when the predator uses a mixture which is constant over time, and also to determine how the mode mixture changes over time when dynamic strategies are allowed (the ambush probability increases over time). In particular, we establish the ‘square root law of search predation’: the optimal proportion of active search equals the square root of the fraction of the region that has not yet been explored. PMID:21571944
Ambush frequency should increase over time during optimal predator search for prey.
Alpern, Steve; Fokkink, Robbert; Timmer, Marco; Casas, Jérôme
2011-11-07
We advance and apply the mathematical theory of search games to model the problem faced by a predator searching for prey. Two search modes are available: ambush and cruising search. Some species can adopt either mode, with their choice at a given time traditionally explained in terms of varying habitat and physiological conditions. We present an additional explanation of the observed predator alternation between these search modes, which is based on the dynamical nature of the search game they are playing: the possibility of ambush decreases the propensity of the prey to frequently change locations and thereby renders it more susceptible to the systematic cruising search portion of the strategy. This heuristic explanation is supported by showing that in a new idealized search game where the predator is allowed to ambush or search at any time, and the prey can change locations at intermittent times, optimal predator play requires an alternation (or mixture) over time of ambush and cruise search. Thus, our game is an extension of the well-studied 'Princess and Monster' search game. Search games are zero sum games, where the pay-off is the capture time and neither the Searcher nor the Hider knows the location of the other. We are able to determine the optimal mixture of the search modes when the predator uses a mixture which is constant over time, and also to determine how the mode mixture changes over time when dynamic strategies are allowed (the ambush probability increases over time). In particular, we establish the 'square root law of search predation': the optimal proportion of active search equals the square root of the fraction of the region that has not yet been explored.
Time-optimal Aircraft Pursuit-evasion with a Weapon Envelope Constraint
NASA Technical Reports Server (NTRS)
Menon, P. K. A.
1990-01-01
The optimal pursuit-evasion problem between two aircraft including a realistic weapon envelope is analyzed using differential game theory. Six order nonlinear point mass vehicle models are employed and the inclusion of an arbitrary weapon envelope geometry is allowed. The performance index is a linear combination of flight time and the square of the vehicle acceleration. Closed form solution to this high-order differential game is then obtained using feedback linearization. The solution is in the form of a feedback guidance law together with a quartic polynomial for time-to-go. Due to its modest computational requirements, this nonlinear guidance law is useful for on-board real-time implementation.
Distribution strategy of energy supply chain based on corporate social responsibility
NASA Astrophysics Data System (ADS)
Song, Qiaona
2018-02-01
From corporate social responsibilities influence on the consumer`s preferences, applying the basic Idea of game theory, the study on tactics of profit distribution of the one-period game between manufacturer and vendor in energy supply chain,then the repetitive game results of the two partners are discussed. The results show that alliance pricing is the unique nash equilibrium of the one-period game between manufacturer and vendor,and the expect profit of both manufacturer and vendor will increase after cooperation in the range of agreed value of the profit distribution factor. It`s optimal for manufacturer and vendor to insist on alliance pricing for their long-term benefits in energy supply chain.
NASA Astrophysics Data System (ADS)
Orlando, Paul A.; Gatenby, Robert A.; Brown, Joel S.
2012-12-01
Chemotherapy for metastatic cancer commonly fails due to evolution of drug resistance in tumor cells. Here, we view cancer treatment as a game in which the oncologists choose a therapy and tumors ‘choose’ an adaptive strategy. We propose the oncologist can gain an upper hand in the game by choosing treatment strategies that anticipate the adaptations of the tumor. In particular, we examine the potential benefit of exploiting evolutionary tradeoffs in tumor adaptations to therapy. We analyze a math model where cancer cells face tradeoffs in allocation of resistance to two drugs. The tumor ‘chooses’ its strategy by natural selection and the oncologist chooses her strategy by solving a control problem. We find that when tumor cells perform best by investing resources to maximize response to one drug the optimal therapy is a time-invariant delivery of both drugs simultaneously. However, if cancer cells perform better using a generalist strategy allowing resistance to both drugs simultaneously, then the optimal protocol is a time varying solution in which the two drug concentrations negatively covary. However, drug interactions can significantly alter these results. We conclude that knowledge of both evolutionary tradeoffs and drug interactions is crucial in planning optimal chemotherapy schedules for individual patients.
Knowledge discovery through games and game theory
NASA Astrophysics Data System (ADS)
Smith, James F., III; Rhyne, Robert D.
2001-03-01
A fuzzy logic based expert system has been developed that automatically allocates electronic attack (EA) resources in real-time over many dissimilar platforms. The platforms can be very general, e.g., ships, planes, robots, land based facilities, etc. Potential foes the platforms deal with can also be general. The initial version of the algorithm was optimized using a genetic algorithm employing fitness functions constructed based on expertise. A new approach is being explored that involves embedding the resource manager in a electronic game environment. The game allows a human expert to play against the resource manager in a simulated battlespace with each of the defending platforms being exclusively directed by the fuzzy resource manager and the attacking platforms being controlled by the human expert or operating autonomously under their own logic. This approach automates the data mining problem. The game automatically creates a database reflecting the domain expert's knowledge, it calls a data mining function, a genetic algorithm, for data mining of the database as required. The game allows easy evaluation of the information mined in the second step. The measure of effectiveness (MOE) for re-optimization is discussed. The mined information is extremely valuable as shown through demanding scenarios.
Optimizing Cellular Networks Enabled with Renewal Energy via Strategic Learning.
Sohn, Insoo; Liu, Huaping; Ansari, Nirwan
2015-01-01
An important issue in the cellular industry is the rising energy cost and carbon footprint due to the rapid expansion of the cellular infrastructure. Greening cellular networks has thus attracted attention. Among the promising green cellular network techniques, the renewable energy-powered cellular network has drawn increasing attention as a critical element towards reducing carbon emissions due to massive energy consumption in the base stations deployed in cellular networks. Game theory is a branch of mathematics that is used to evaluate and optimize systems with multiple players with conflicting objectives and has been successfully used to solve various problems in cellular networks. In this paper, we model the green energy utilization and power consumption optimization problem of a green cellular network as a pilot power selection strategic game and propose a novel distributed algorithm based on a strategic learning method. The simulation results indicate that the proposed algorithm achieves correlated equilibrium of the pilot power selection game, resulting in optimum green energy utilization and power consumption reduction.
Integrating Health Behavior Theory and Design Elements in Serious Games
Fleming, Theresa; Lucassen, Mathijs FG; Bridgman, Heather; Stasiak, Karolina; Shepherd, Matthew; Orpin, Peter
2015-01-01
Background Internet interventions for improving health and well-being have the potential to reach many people and fill gaps in service provision. Serious gaming interfaces provide opportunities to optimize user adherence and impact. Health interventions based in theory and evidence and tailored to psychological constructs have been found to be more effective to promote behavior change. Defining the design elements which engage users and help them to meet their goals can contribute to better informed serious games. Objective To elucidate design elements important in SPARX, a serious game for adolescents with depression, from a user-centered perspective. Methods We proposed a model based on an established theory of health behavior change and practical features of serious game design to organize ideas and rationale. We analyzed data from 5 studies comprising a total of 22 focus groups and 66 semistructured interviews conducted with youth and families in New Zealand and Australia who had viewed or used SPARX. User perceptions of the game were applied to this framework. Results A coherent framework was established using the three constructs of self-determination theory (SDT), autonomy, competence, and relatedness, to organize user perceptions and design elements within four areas important in design: computer game, accessibility, working alliance, and learning in immersion. User perceptions mapped well to the framework, which may assist developers in understanding the context of user needs. By mapping these elements against the constructs of SDT, we were able to propose a sound theoretical base for the model. Conclusions This study’s method allowed for the articulation of design elements in a serious game from a user-centered perspective within a coherent overarching framework. The framework can be used to deliberately incorporate serious game design elements that support a user’s sense of autonomy, competence, and relatedness, key constructs which have been found to mediate motivation at all stages of the change process. The resulting model introduces promising avenues for future exploration. Involving users in program design remains an imperative if serious games are to be fit for purpose. PMID:26543916
Approximation of Nash equilibria and the network community structure detection problem
2017-01-01
Game theory based methods designed to solve the problem of community structure detection in complex networks have emerged in recent years as an alternative to classical and optimization based approaches. The Mixed Nash Extremal Optimization uses a generative relation for the characterization of Nash equilibria to identify the community structure of a network by converting the problem into a non-cooperative game. This paper proposes a method to enhance this algorithm by reducing the number of payoff function evaluations. Numerical experiments performed on synthetic and real-world networks show that this approach is efficient, with results better or just as good as other state-of-the-art methods. PMID:28467496
Lin, Jinyao; Li, Xia
2016-04-01
Zoning eco-protected areas is important for ecological conservation and environmental management. Rapid and continuous urban expansion, however, may exert negative effects on the performance of practical zoning designs. Various methods have been developed for protected area zoning, but most of them failed to consider the conflicts between urban development (for the benefit of land developers) and ecological protection (local government). Some real-world zoning schemes even have to be modified occasionally after the lengthy negotiations between the government and land developers. Therefore, our study has presented a game theory-based method to deal with this problem. Future urban expansion in the study area will be predicted by a logistic regression cellular automaton, while eco-protected areas will be delimitated using multi-objective optimization algorithm. Then, two types of conflicts between them can be resolved based on game theory, a theory of decision-making. We established a two-person dynamic game for each conflict zone. The ecological compensation mechanism was taken into account by simulating the negotiation processes between the government and land developers. A final zoning scheme can be obtained when the two sides reach agreements. The proposed method is applied to the eco-protected area zoning in Guangzhou, a fast-growing city in China. The experiments indicate that the conflicts between eco-protection and urban development will inevitably arise when using only traditional zoning methods. Based on game theory, our method can effectively resolve those conflicts, and can provide a relatively reasonable zoning scheme. This method is expected to support policy-making in environmental management and urban planning. Copyright © 2015 Elsevier Ltd. All rights reserved.
How to Love the Bomb: Trying to solve the prisoner's dilemma with evolutionary game theory
NASA Astrophysics Data System (ADS)
Castela, Vasco
Economists traditionally see altruistic acts as irrational. However, in the Prisoner's Dilemma, a rational player can do worse than a moral player. The rules of the game imply that one cannot defend one's best interest if one tries to. Game theory has struggled to explain how an agent could have access to the strategically best outcome without behaving irrationally, but with little success. Can a complex systems approach do better?. Peter Danielson, using Evolutionary Game Theory, has avoided some of the assumptions of Game Theory by using a complexity approach to reframe the problem, and offers a solution of sorts. According to Danielson, the foundations of altruism are mechanisms of deterrence that rely on credible threat - we are nice for fear of retaliation. He is both right and wrong. It will be argued that utilitarian, consequentialist principles must have been at work to create the conditions for altruistic acts to be performed. It is wrong to expect, however, that the same reasons are the reasons for action. In order for a model of genuine altruism to be possible, an extra cog must be inserted in the mechanism of causality in order to distance moral action from its strategic advantages. If emotions fulfill this role, we can tell a story in which it is rational to act on altruistic motivations and materially advantageous to hold such motivations. Moral sentiments can be seen as a tool designed by evolution to help optimize cooperation in a social environment. The proposed account integrates the Humean theory of motivation with Robert Frank's commitment model and Aristotle's views on moral education, keeping an adequate story of how it can be in our material interest to be moral without having to renounce to the existence of genuine acts of altruism.
The Uses of Teaching Games in Game Theory Classes and Some Experimental Games.
ERIC Educational Resources Information Center
Shubik, Martin
2002-01-01
Discusses the use of lightly controlled games, primarily in classes in game theory. Considers the value of such games from the viewpoint of both teaching and experimentation and discusses context; control; pros and cons of games in teaching; experimental games; and games in class, including cooperative game theory. (Author/LRW)
Characterizing the Nash equilibria of three-player Bayesian quantum games
NASA Astrophysics Data System (ADS)
Solmeyer, Neal; Balu, Radhakrishnan
2017-05-01
Quantum games with incomplete information can be studied within a Bayesian framework. We analyze games quantized within the EWL framework [Eisert, Wilkens, and Lewenstein, Phys Rev. Lett. 83, 3077 (1999)]. We solve for the Nash equilibria of a variety of two-player quantum games and compare the results to the solutions of the corresponding classical games. We then analyze Bayesian games where there is uncertainty about the player types in two-player conflicting interest games. The solutions to the Bayesian games are found to have a phase diagram-like structure where different equilibria exist in different parameter regions, depending both on the amount of uncertainty and the degree of entanglement. We find that in games where a Pareto-optimal solution is not a Nash equilibrium, it is possible for the quantized game to have an advantage over the classical version. In addition, we analyze the behavior of the solutions as the strategy choices approach an unrestricted operation. We find that some games have a continuum of solutions, bounded by the solutions of a simpler restricted game. A deeper understanding of Bayesian quantum game theory could lead to novel quantum applications in a multi-agent setting.
''Illusion of control'' in Time-Horizon Minority and Parrondo Games
NASA Astrophysics Data System (ADS)
Satinover, J. B.; Sornette, D.
2007-12-01
Human beings like to believe they are in control of their destiny. This ubiquitous trait seems to increase motivation and persistence, and is probably evolutionarily adaptive [J.D. Taylor, S.E. Brown, Psych. Bull. 103, 193 (1988); A. Bandura, Self-efficacy: the exercise of control (WH Freeman, New York, 1997)]. But how good really is our ability to control? How successful is our track record in these areas? There is little understanding of when and under what circumstances we may over-estimate [E. Langer, J. Pers. Soc. Psych. 7, 185 (1975)] or even lose our ability to control and optimize outcomes, especially when they are the result of aggregations of individual optimization processes. Here, we demonstrate analytically using the theory of Markov Chains and by numerical simulations in two classes of games, the Time-Horizon Minority Game [M.L. Hart, P. Jefferies, N.F. Johnson, Phys. A 311, 275 (2002)] and the Parrondo Game [J.M.R. Parrondo, G.P. Harmer, D. Abbott, Phys. Rev. Lett. 85, 5226 (2000); J.M.R. Parrondo, How to cheat a bad mathematician (ISI, Italy, 1996)], that agents who optimize their strategy based on past information may actually perform worse than non-optimizing agents. In other words, low-entropy (more informative) strategies under-perform high-entropy (or random) strategies. This provides a precise definition of the “illusion of control” in certain set-ups a priori defined to emphasize the importance of optimization.
Improving Simulated Annealing by Recasting it as a Non-Cooperative Game
NASA Technical Reports Server (NTRS)
Wolpert, David; Bandari, Esfandiar; Tumer, Kagan
2001-01-01
The game-theoretic field of COllective INtelligence (COIN) concerns the design of computer-based players engaged in a non-cooperative game so that as those players pursue their self-interests, a pre-specified global goal for the collective computational system is achieved "as a side-effect". Previous implementations of COIN algorithms have outperformed conventional techniques by up to several orders of magnitude, on domains ranging from telecommunications control to optimization in congestion problems. Recent mathematical developments have revealed that these previously developed game-theory-motivated algorithms were based on only two of the three factors determining performance. Consideration of only the third factor would instead lead to conventional optimization techniques like simulated annealing that have little to do with non-cooperative games. In this paper we present an algorithm based on all three terms at once. This algorithm can be viewed as a way to modify simulated annealing by recasting it as a non-cooperative game, with each variable replaced by a player. This recasting allows us to leverage the intelligent behavior of the individual players to substantially improve the exploration step of the simulated annealing. Experiments are presented demonstrating that this recasting improves simulated annealing by several orders of magnitude for spin glass relaxation and bin-packing.
An Optimal Method for Detecting Internal and External Intrusion in MANET
NASA Astrophysics Data System (ADS)
Rafsanjani, Marjan Kuchaki; Aliahmadipour, Laya; Javidi, Mohammad M.
Mobile Ad hoc Network (MANET) is formed by a set of mobile hosts which communicate among themselves through radio waves. The hosts establish infrastructure and cooperate to forward data in a multi-hop fashion without a central administration. Due to their communication type and resources constraint, MANETs are vulnerable to diverse types of attacks and intrusions. In this paper, we proposed a method for prevention internal intruder and detection external intruder by using game theory in mobile ad hoc network. One optimal solution for reducing the resource consumption of detection external intruder is to elect a leader for each cluster to provide intrusion service to other nodes in the its cluster, we call this mode moderate mode. Moderate mode is only suitable when the probability of attack is low. Once the probability of attack is high, victim nodes should launch their own IDS to detect and thwart intrusions and we call robust mode. In this paper leader should not be malicious or selfish node and must detect external intrusion in its cluster with minimum cost. Our proposed method has three steps: the first step building trust relationship between nodes and estimation trust value for each node to prevent internal intrusion. In the second step we propose an optimal method for leader election by using trust value; and in the third step, finding the threshold value for notifying the victim node to launch its IDS once the probability of attack exceeds that value. In first and third step we apply Bayesian game theory. Our method due to using game theory, trust value and honest leader can effectively improve the network security, performance and reduce resource consumption.
Let's get technical! Gaming and technology for weight control and health promotion in children.
Baranowski, Tom; Frankel, Leslie
2012-02-01
Most children, including lower socioeconomic status and ethnic minority children, play video games, use computers, and have cell phones, and growing numbers have smart phones and electronic tablets. They are comfortable with, even prefer, electronic media. Many expect to be entertained and have a low tolerance for didactic methods. Thus, health promotion with children needs to incorporate more interactive media. Interactive media for weight control and health promotion among children can be broadly classified into web-based educational/therapeutic programs, tailored motivational messaging systems, data monitoring and feedback systems, active video games, and diverse forms of interactive multimedia experiences involving games. This article describes the primary characteristics of these different technological methods; presents the strengths and weaknesses of each in meeting the needs of children of different ages; emphasizes that we are in the earliest stages of knowing how best to design these systems, including selecting the optimal requisite behavioral change theories; and identifies high-priority research issues. Gaming and technology offer many exciting, innovative opportunities for engaging children and promoting diet and physical activity changes that can contribute to obesity prevention and weight loss maintenance. Research needs to clarify optimal procedures for effectively promoting change with each change procedure.
Succession of hide–seek and pursuit–evasion at heterogeneous locations
Gal, Shmuel; Casas, Jérôme
2014-01-01
Many interactions between searching agents and their elusive targets are composed of a succession of steps, whether in the context of immune systems, predation or counterterrorism. In the simplest case, a two-step process starts with a search-and-hide phase, also called a hide-and-seek phase, followed by a round of pursuit–escape. Our aim is to link these two processes, usually analysed separately and with different models, in a single game theory context. We define a matrix game in which a searcher looks at a fixed number of discrete locations only once each searching for a hider, which can escape with varying probabilities according to its location. The value of the game is the overall probability of capture after k looks. The optimal search and hide strategies are described. If a searcher looks only once into any of the locations, an optimal hider chooses it's hiding place so as to make all locations equally attractive. This optimal strategy remains true as long as the number of looks is below an easily calculated threshold; however, above this threshold, the optimal position for the hider is where it has the highest probability of escaping once spotted. PMID:24621817
NASA Astrophysics Data System (ADS)
Girard, Corentin; Rinaudo, Jean-Daniel; Pulido-Velazquez, Manuel
2016-10-01
The adaptation of water resource systems to the potential impacts of climate change requires mixed portfolios of supply and demand adaptation measures. The issue is not only to select efficient, robust, and flexible adaptation portfolios but also to find equitable strategies of cost allocation among the stakeholders. Our work addresses such cost allocation problems by applying two different theoretical approaches: social justice and cooperative game theory in a real case study. First of all, a cost-effective portfolio of adaptation measures at the basin scale is selected using a least-cost optimization model. Cost allocation solutions are then defined based on economic rationality concepts from cooperative game theory (the Core). Second, interviews are conducted to characterize stakeholders' perceptions of social justice principles associated with the definition of alternatives cost allocation rules. The comparison of the cost allocation scenarios leads to contrasted insights in order to inform the decision-making process at the river basin scale and potentially reap the efficiency gains from cooperation in the design of river basin adaptation portfolios.
NASA Astrophysics Data System (ADS)
Malafeyev, O. A.; Redinskikh, N. D.
2018-05-01
The problem of finding optimal temperature control of the material body state under the unknown in advance parameters of the external medium is formalized and studied in this paper. The problems of this type arise frequently in the real life. An optimal thermal regime is necessary to apply at the soil thawing or freezing, drying the building materials, heating the concrete to obtain the required strength, and so on. Problems of such type one can analyze making use the apparatus and methods of game theory. For describing the influence of external medium on the characteristics of different materials we make use the many-step two person zero-sum game in this paper. The compromise solution is taken as the optimality principle. The numerical example is given.
NASA Astrophysics Data System (ADS)
Liu, Yuxin; Huang, Zhitong; Li, Wei; Ji, Yuefeng
2016-03-01
Various patterns of device-to-device (D2D) communication, from Bluetooth to Wi-Fi Direct, are emerging due to the increasing requirements of information sharing between mobile terminals. This paper presents an innovative pattern named device-to-device visible light communication (D2D-VLC) to alleviate the growing traffic problem. However, the occlusion problem is a difficulty in D2D-VLC. This paper proposes a game theory-based solution in which the best-response dynamics and best-response strategies are used to realize a mode-cooperative selection mechanism. This mechanism uses system capacity as the utility function to optimize system performance and selects the optimal communication mode for each active user from three candidate modes. Moreover, the simulation and experimental results show that the mechanism can attain a significant improvement in terms of effectiveness and energy saving compared with the cases where the users communicate via only the fixed transceivers (light-emitting diode and photo diode) or via only D2D.
Non-cooperative game theory in biology and cooperative reasoning in humans.
Kabalak, Alihan; Smirnova, Elena; Jost, Jürgen
2015-06-01
The readiness for spontaneous cooperation together with the assumptions that others share this cooperativity has been identified as a fundamental feature that distinguishes humans from other animals, including the great apes. At the same time, cooperativity presents an evolutionary puzzle because non-cooperators do better in a group of cooperators. We develop here an analysis of the process leading to cooperation in terms of rationality concepts, game theory and epistemic logic. We are, however, not attempting to reconstruct the actual evolutionary process. We rather want to provide the logical structure underlying cooperation in order to understand why cooperation is possible and what kind of reasoning and beliefs would lead to cooperative decision-making. Game theory depends on an underlying common belief in non-cooperative rationality of the players, and cooperativity similarly can utilize a common belief in cooperative rationality as its basis. We suggest a weaker concept of rational decision-making in games that encompasses both types of decision-making. We build this up in stages, starting from simple optimization, then using anticipation of the reaction of others, to finally arrive at reflexive and cooperative reasoning. While each stage is more difficult than the preceding, importantly, we also identify a reduction of complexity achieved by the consistent application of higher stage reasoning.
Behavioural studies of strategic thinking in games.
Camerer, Colin F.
2003-05-01
Game theory is a mathematical language for describing strategic interactions, in which each player's choice affects the payoff of other players (where players can be genes, people, companies, nation-states, etc.). The impact of game theory in psychology has been limited by the lack of cognitive mechanisms underlying game-theoretic predictions. 'Behavioural game theory' is a recent approach linking game theory to cognitive science by adding cognitive details about 'social utility functions', theories of limits on iterated thinking, and statistical theories of how players learn and influence others. New directions include the effects of game descriptions on choice ('framing'), strategic heuristics, and mental representation. These ideas will help root game theory more deeply in cognitive science and extend the scope of both enterprises.
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.
Games Superheroes Play: Teaching Game Theory with Comic Book Favorites
ERIC Educational Resources Information Center
O'Roark, Brian; Grant, William
2018-01-01
The valuable insights of game theory sometimes remain out of reach for students who are overwhelmed by the subject's complexity. Comic book applications of game theory, with superheroes as players, can facilitate enthusiasm and classroom interaction to enhance the learning of game theory. Drawing from content in superhero movies and books, the…
Dufwenberg, Martin
2011-03-01
Game theory is a toolkit for examining situations where decision makers influence each other. I discuss the nature of game-theoretic analysis, the history of game theory, why game theory is useful for understanding human psychology, and why game theory has played a key role in the recent explosion of interest in the field of behavioral economics. WIREs Cogni Sci 2011 2 167-173 DOI: 10.1002/wcs.119 For further resources related to this article, please visit the WIREs website. Copyright © 2010 John Wiley & Sons, Ltd.
A Game Theoretic Approach for Balancing Energy Consumption in Clustered Wireless Sensor Networks.
Yang, Liu; Lu, Yinzhi; Xiong, Lian; Tao, Yang; Zhong, Yuanchang
2017-11-17
Clustering is an effective topology control method in wireless sensor networks (WSNs), since it can enhance the network lifetime and scalability. To prolong the network lifetime in clustered WSNs, an efficient cluster head (CH) optimization policy is essential to distribute the energy among sensor nodes. Recently, game theory has been introduced to model clustering. Each sensor node is considered as a rational and selfish player which will play a clustering game with an equilibrium strategy. Then it decides whether to act as the CH according to this strategy for a tradeoff between providing required services and energy conservation. However, how to get the equilibrium strategy while maximizing the payoff of sensor nodes has rarely been addressed to date. In this paper, we present a game theoretic approach for balancing energy consumption in clustered WSNs. With our novel payoff function, realistic sensor behaviors can be captured well. The energy heterogeneity of nodes is considered by incorporating a penalty mechanism in the payoff function, so the nodes with more energy will compete for CHs more actively. We have obtained the Nash equilibrium (NE) strategy of the clustering game through convex optimization. Specifically, each sensor node can achieve its own maximal payoff when it makes the decision according to this strategy. Through plenty of simulations, our proposed game theoretic clustering is proved to have a good energy balancing performance and consequently the network lifetime is greatly enhanced.
Ciocci, Argante; Viti, Andrea; Terzi, Alberto; Bertolaccini, Luca
2015-11-01
Game theory is a formal way to analyze the interactions among groups of subjects who behave each other. It has historically been of great interest in the economic fields in which decisions are made in a competitive environment. Game theory has fascinating potential if applied in the medical science. Few papers have been written about the application of game theory in surgery. The majority of scenarios of game theory in surgery fall into two main groups: cooperative and no cooperative games.
Ciocci, Argante; Viti, Andrea; Terzi, Alberto
2015-01-01
Game theory is a formal way to analyze the interactions among groups of subjects who behave each other. It has historically been of great interest in the economic fields in which decisions are made in a competitive environment. Game theory has fascinating potential if applied in the medical science. Few papers have been written about the application of game theory in surgery. The majority of scenarios of game theory in surgery fall into two main groups: cooperative and no cooperative games. PMID:26716049
ERIC Educational Resources Information Center
Merrill, Samuel, III; Enelow, James M.
This document consists of two modules. The first studies a variety of multicandidate voting systems, including approval, Borda, and cumulative voting, using a model which takes account of a voter's intensity of preference for candidates. The voter's optimal strategy is investigated for each voting system using decision criteria under uncertainty…
NASA Astrophysics Data System (ADS)
Wang, Qian; Gosik, Kirk; Xing, Sujuan; Jiang, Libo; Sun, Lidan; Chinchilli, Vernon M.; Wu, Rongling
2017-03-01
In its recent issue, Science published breaking global health news, regarding the discovery of pronounced differences of fetal growth rate between countries, even if the mothers of babies were equally given the optimal circumstances [1]. This discovery by a large team of obstetric and gynecological researchers from multiple countries [2] changes a previous view from a large project called INTERGROWTH-21st, which claims that growth trajectories of unborn babies follow a similar form between countries [3]. This new finding provides evidence of the important role of genetic and epigenetic variants (differing between ethnic groups) in determining fetal growth, a process that is generally believed to be affected predominantly by nutrition and socioeconomic status [4].
Integrating Evolutionary Game Theory into Mechanistic Genotype-Phenotype Mapping.
Zhu, Xuli; Jiang, Libo; Ye, Meixia; Sun, Lidan; Gragnoli, Claudia; Wu, Rongling
2016-05-01
Natural selection has shaped the evolution of organisms toward optimizing their structural and functional design. However, how this universal principle can enhance genotype-phenotype mapping of quantitative traits has remained unexplored. Here we show that the integration of this principle and functional mapping through evolutionary game theory gains new insight into the genetic architecture of complex traits. By viewing phenotype formation as an evolutionary system, we formulate mathematical equations to model the ecological mechanisms that drive the interaction and coordination of its constituent components toward population dynamics and stability. Functional mapping provides a procedure for estimating the genetic parameters that specify the dynamic relationship of competition and cooperation and predicting how genes mediate the evolution of this relationship during trait formation. Copyright © 2016 Elsevier Ltd. All rights reserved.
Game Theory Meets Wireless Sensor Networks Security Requirements and Threats Mitigation: A Survey.
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.
Competitive game theoretic optimal routing in optical networks
NASA Astrophysics Data System (ADS)
Yassine, Abdulsalam; Kabranov, Ognian; Makrakis, Dimitrios
2002-09-01
Optical transport service providers need control and optimization strategies for wavelength management, network provisioning, restoration and protection, allowing them to define and deploy new services and maintain competitiveness. In this paper, we investigate a game theory based model for wavelength and flow assignment in multi wavelength optical networks, consisting of several backbone long-haul optical network transport service providers (TSPs) who are offering their services -in terms of bandwidth- to Internet service providers (ISPs). The ISPs act as brokers or agents between the TSP and end user. The agent (ISP) buys services (bandwidth) from the TSP. The TSPs compete among themselves to sell their services and maintain profitability. We present a case study, demonstrating the impact of different bandwidth broker demands on the supplier's profit and the price paid by the network broker.
Zhou, Yanju; Chen, Qian; Chen, Xiaohong; Wang, Zongrun
2014-01-01
This paper considers a decentralized supply chain in which a single supplier sells a perishable product to a single retailer facing uncertain demand. We assume that the supplier and the retailer are both risk averse and utilize Conditional Value at Risk (CVaR), a risk measure method which is popularized in financial risk management, to estimate their risk attitude. We establish a buyback policy model based on Stackelberg game theory under considering supply chain members' risk preference and get the expressions of the supplier's optimal repurchase price and the retailer's optimal order quantity which are compared with those under risk neutral case. Finally, a numerical example is applied to simulate that model and prove related conclusions. PMID:25247605
Zhou, Yanju; Chen, Qian; Chen, Xiaohong; Wang, Zongrun
2014-01-01
This paper considers a decentralized supply chain in which a single supplier sells a perishable product to a single retailer facing uncertain demand. We assume that the supplier and the retailer are both risk averse and utilize Conditional Value at Risk (CVaR), a risk measure method which is popularized in financial risk management, to estimate their risk attitude. We establish a buyback policy model based on Stackelberg game theory under considering supply chain members' risk preference and get the expressions of the supplier's optimal repurchase price and the retailer's optimal order quantity which are compared with those under risk neutral case. Finally, a numerical example is applied to simulate that model and prove related conclusions.
Optimal helicopter trajectory planning for terrain following flight
NASA Technical Reports Server (NTRS)
Menon, P. K. A.
1990-01-01
Helicopters operating in high threat areas have to fly close to the earth surface to minimize the risk of being detected by the adversaries. Techniques are presented for low altitude helicopter trajectory planning. These methods are based on optimal control theory and appear to be implementable onboard in realtime. Second order necessary conditions are obtained to provide a criterion for finding the optimal trajectory when more than one extremal passes through a given point. A second trajectory planning method incorporating a quadratic performance index is also discussed. Trajectory planning problem is formulated as a differential game. The objective is to synthesize optimal trajectories in the presence of an actively maneuvering adversary. Numerical methods for obtaining solutions to these problems are outlined. As an alternative to numerical method, feedback linearizing transformations are combined with the linear quadratic game results to synthesize explicit nonlinear feedback strategies for helicopter pursuit-evasion. Some of the trajectories generated from this research are evaluated on a six-degree-of-freedom helicopter simulation incorporating an advanced autopilot. The optimal trajectory planning methods presented are also useful for autonomous land vehicle guidance.
2015-01-01
Transboundary industrial pollution requires international actions to control its formation and effects. In this paper, we present a stochastic differential game to model the transboundary industrial pollution problems with emission permits trading. More generally, the process of emission permits price is assumed to be stochastic and to follow a geometric Brownian motion (GBM). We make use of stochastic optimal control theory to derive the system of Hamilton-Jacobi-Bellman (HJB) equations satisfied by the value functions for the cooperative and the noncooperative games, respectively, and then propose a so-called fitted finite volume method to solve it. The efficiency and the usefulness of this method are illustrated by the numerical experiments. The two regions’ cooperative and noncooperative optimal emission paths, which maximize the regions’ discounted streams of the net revenues, together with the value functions, are obtained. Additionally, we can also obtain the threshold conditions for the two regions to decide whether they cooperate or not in different cases. The effects of parameters in the established model on the results have been also examined. All the results demonstrate that the stochastic emission permits prices can motivate the players to make more flexible strategic decisions in the games. PMID:26402322
Chang, Shuhua; Wang, Xinyu; Wang, Zheng
2015-01-01
Transboundary industrial pollution requires international actions to control its formation and effects. In this paper, we present a stochastic differential game to model the transboundary industrial pollution problems with emission permits trading. More generally, the process of emission permits price is assumed to be stochastic and to follow a geometric Brownian motion (GBM). We make use of stochastic optimal control theory to derive the system of Hamilton-Jacobi-Bellman (HJB) equations satisfied by the value functions for the cooperative and the noncooperative games, respectively, and then propose a so-called fitted finite volume method to solve it. The efficiency and the usefulness of this method are illustrated by the numerical experiments. The two regions' cooperative and noncooperative optimal emission paths, which maximize the regions' discounted streams of the net revenues, together with the value functions, are obtained. Additionally, we can also obtain the threshold conditions for the two regions to decide whether they cooperate or not in different cases. The effects of parameters in the established model on the results have been also examined. All the results demonstrate that the stochastic emission permits prices can motivate the players to make more flexible strategic decisions in the games.
An analytic approach to cyber adversarial dynamics
NASA Astrophysics Data System (ADS)
Sweeney, Patrick; Cybenko, George
2012-06-01
To date, cyber security investment by both the government and commercial sectors has been largely driven by the myopic best response of players to the actions of their adversaries and their perception of the adversarial environment. However, current work in applying traditional game theory to cyber operations typically assumes that games exist with prescribed moves, strategies, and payos. This paper presents an analytic approach to characterizing the more realistic cyber adversarial metagame that we believe is being played. Examples show that understanding the dynamic metagame provides opportunities to exploit an adversary's anticipated attack strategy. A dynamic version of a graph-based attack-defend game is introduced, and a simulation shows how an optimal strategy can be selected for success in the dynamic environment.
Conflict and Gaming in Instruction and Performance.
ERIC Educational Resources Information Center
Kowitz, Gerald T.; Smith, Jay C.
1989-01-01
Discussion of instruction and training to introduce new ideas and to improve performance focuses on the presence of conflict and the theory of games. Topics discussed include learner participation; Theory X; Theory Y; and Theory Z; and game rules, including control, scoring, changing rules, and ending the game. (25 references) (LRW)
ERIC Educational Resources Information Center
Hense, Jan; Mandl, Heinz
2012-01-01
This conceptual paper aims to clarify the theoretical underpinnings of game based learning (GBL) and learning with digital learning games (DLGs). To do so, it analyses learning of game related skills and contents, which occurs constantly during playing conventional entertainment games, from three perspectives: learning theory, emotion theory, and…
Game Theory Meets Wireless Sensor Networks Security Requirements and Threats Mitigation: A Survey
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
Some dynamics of signaling games.
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.
Some dynamics of signaling games
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
Zomorodian, Mehdi; Lai, Sai Hin; Homayounfar, Mehran; Ibrahim, Shaliza; Pender, Gareth
2017-01-01
Conflicts over water resources can be highly dynamic and complex due to the various factors which can affect such systems, including economic, engineering, social, hydrologic, environmental and even political, as well as the inherent uncertainty involved in many of these factors. Furthermore, the conflicting behavior, preferences and goals of stakeholders can often make such conflicts even more challenging. While many game models, both cooperative and non-cooperative, have been suggested to deal with problems over utilizing and sharing water resources, most of these are based on a static viewpoint of demand points during optimization procedures. Moreover, such models are usually developed for a single reservoir system, and so are not really suitable for application to an integrated decision support system involving more than one reservoir. This paper outlines a coupled simulation-optimization modeling method based on a combination of system dynamics (SD) and game theory (GT). The method harnesses SD to capture the dynamic behavior of the water system, utilizing feedback loops between the system components in the course of the simulation. In addition, it uses GT concepts, including pure-strategy and mixed-strategy games as well as the Nash Bargaining Solution (NBS) method, to find the optimum allocation decisions over available water in the system. To test the capability of the proposed method to resolve multi-reservoir and multi-objective conflicts, two different deterministic simulation-optimization models with increasing levels of complexity were developed for the Langat River basin in Malaysia. The later is a strategic water catchment that has a range of different stakeholders and managerial bodies, which are however willing to cooperate in order to avoid unmet demand. In our first model, all water users play a dynamic pure-strategy game. The second model then adds in dynamic behaviors to reservoirs to factor in inflow uncertainty and adjust the strategies for the reservoirs using the mixed-strategy game and Markov chain methods. The two models were then evaluated against three performance indices: Reliability, Resilience and Vulnerability (R-R-V). The results showed that, while both models were well capable of dealing with conflict resolution over water resources in the Langat River basin, the second model achieved a substantially improved performance through its ability to deal with dynamicity, complexity and uncertainty in the river system.
Lai, Sai Hin; Homayounfar, Mehran; Ibrahim, Shaliza; Pender, Gareth
2017-01-01
Conflicts over water resources can be highly dynamic and complex due to the various factors which can affect such systems, including economic, engineering, social, hydrologic, environmental and even political, as well as the inherent uncertainty involved in many of these factors. Furthermore, the conflicting behavior, preferences and goals of stakeholders can often make such conflicts even more challenging. While many game models, both cooperative and non-cooperative, have been suggested to deal with problems over utilizing and sharing water resources, most of these are based on a static viewpoint of demand points during optimization procedures. Moreover, such models are usually developed for a single reservoir system, and so are not really suitable for application to an integrated decision support system involving more than one reservoir. This paper outlines a coupled simulation-optimization modeling method based on a combination of system dynamics (SD) and game theory (GT). The method harnesses SD to capture the dynamic behavior of the water system, utilizing feedback loops between the system components in the course of the simulation. In addition, it uses GT concepts, including pure-strategy and mixed-strategy games as well as the Nash Bargaining Solution (NBS) method, to find the optimum allocation decisions over available water in the system. To test the capability of the proposed method to resolve multi-reservoir and multi-objective conflicts, two different deterministic simulation-optimization models with increasing levels of complexity were developed for the Langat River basin in Malaysia. The later is a strategic water catchment that has a range of different stakeholders and managerial bodies, which are however willing to cooperate in order to avoid unmet demand. In our first model, all water users play a dynamic pure-strategy game. The second model then adds in dynamic behaviors to reservoirs to factor in inflow uncertainty and adjust the strategies for the reservoirs using the mixed-strategy game and Markov chain methods. The two models were then evaluated against three performance indices: Reliability, Resilience and Vulnerability (R-R-V). The results showed that, while both models were well capable of dealing with conflict resolution over water resources in the Langat River basin, the second model achieved a substantially improved performance through its ability to deal with dynamicity, complexity and uncertainty in the river system. PMID:29216200
Colonel Blotto Games and Lancaster's Equations: A Novel Military Modeling Combination
NASA Technical Reports Server (NTRS)
Collins, Andrew J.; Hester, Patrick T.
2012-01-01
Military strategists face a difficult task when engaged in a battle against an adversarial force. They have to predict both what tactics their opponent will employ and the outcomes of any resultant conflicts in order to make the best decision about their actions. Game theory has been the dominant technique used by analysts to investigate the possible actions that an enemy will employ. Traditional game theory can be augmented by use of Lanchester equations, a set of differential equations used to determine the outcome of a conflict. This paper demonstrates a novel combination of game theory and Lanchester equations using Colonel Blotto games. Colonel Blotto games, which are one of the oldest applications of game theory to the military domain, look at the allocation of troops and resources when fighting across multiple areas of operation. This paper demonstrates that employing Lanchester equations within a game overcomes some of practical problems faced when applying game theory.
Application of game theory for a groundwater conflict in Mexico.
Raquel, Salazar; Ferenc, Szidarovszky; Emery, Coppola; Abraham, Rojano
2007-09-01
Exploitation of scarce water resources, particularly in areas of high demand, inevitably produces conflict among disparate stakeholders, each of whom may have their own set of priorities. In order to arrive at a socially acceptable compromise, the decision-makers should seek an optimal trade-off between conflicting objectives that reflect the priorities of the various stakeholders. In this study, game theory was applied to a multiobjective conflict problem for the Alto Rio Lerma Irrigation District, located in the state of Guanajuato in Mexico, where economic benefits from agricultural production should be balanced with associated negative environmental impacts. The short period of rainfall in this area, combined with high groundwater withdrawals from irrigation wells, has produced severe aquifer overdraft. In addition, current agricultural practices of applying high loads of fertilizers and pesticides have contaminated regions of the aquifer. The net economic benefit to this agricultural region in the short-term lies with increasing crop yields, which requires large pumping extractions for irrigation as well as high chemical loading. In the longer term, this can produce economic loss due to higher pumping costs (i.e., higher lift requirements), or even loss of the aquifer as a viable source of water. Negative environmental impacts include continued diminishment of groundwater quality, and declining groundwater levels in the basin, which can damage surface water systems that support environmental habitats. The two primary stakeholders or players, the farmers in the irrigation district and the community at large, must find an optimal balance between positive economic benefits and negative environmental impacts. In this paper, game theory was applied to find the optimal solution between the two conflicting objectives among 12 alternative groundwater extraction scenarios. Different attributes were used to quantify the benefits and costs of the two objectives, and, following generation of the Pareto frontier or trade-off curve, four conflict resolution methods were then applied.
Designing an optimal software intensive system acquisition: A game theoretic approach
NASA Astrophysics Data System (ADS)
Buettner, Douglas John
The development of schedule-constrained software-intensive space systems is challenging. Case study data from national security space programs developed at the U.S. Air Force Space and Missile Systems Center (USAF SMC) provide evidence of the strong desire by contractors to skip or severely reduce software development design and early defect detection methods in these schedule-constrained environments. The research findings suggest recommendations to fully address these issues at numerous levels. However, the observations lead us to investigate modeling and theoretical methods to fundamentally understand what motivated this behavior in the first place. As a result, Madachy's inspection-based system dynamics model is modified to include unit testing and an integration test feedback loop. This Modified Madachy Model (MMM) is used as a tool to investigate the consequences of this behavior on the observed defect dynamics for two remarkably different case study software projects. Latin Hypercube sampling of the MMM with sample distributions for quality, schedule and cost-driven strategies demonstrate that the higher cost and effort quality-driven strategies provide consistently better schedule performance than the schedule-driven up-front effort-reduction strategies. Game theory reasoning for schedule-driven engineers cutting corners on inspections and unit testing is based on the case study evidence and Austin's agency model to describe the observed phenomena. Game theory concepts are then used to argue that the source of the problem and hence the solution to developers cutting corners on quality for schedule-driven system acquisitions ultimately lies with the government. The game theory arguments also lead to the suggestion that the use of a multi-player dynamic Nash bargaining game provides a solution for our observed lack of quality game between the government (the acquirer) and "large-corporation" software developers. A note is provided that argues this multi-player dynamic Nash bargaining game also provides the solution to Freeman Dyson's problem, for a way to place a label of good or bad on systems.
Enabling Controlling Complex Networks with Local Topological Information.
Li, Guoqi; Deng, Lei; Xiao, Gaoxi; Tang, Pei; Wen, Changyun; Hu, Wuhua; Pei, Jing; Shi, Luping; Stanley, H Eugene
2018-03-15
Complex networks characterize the nature of internal/external interactions in real-world systems including social, economic, biological, ecological, and technological networks. Two issues keep as obstacles to fulfilling control of large-scale networks: structural controllability which describes the ability to guide a dynamical system from any initial state to any desired final state in finite time, with a suitable choice of inputs; and optimal control, which is a typical control approach to minimize the cost for driving the network to a predefined state with a given number of control inputs. For large complex networks without global information of network topology, both problems remain essentially open. Here we combine graph theory and control theory for tackling the two problems in one go, using only local network topology information. For the structural controllability problem, a distributed local-game matching method is proposed, where every node plays a simple Bayesian game with local information and local interactions with adjacent nodes, ensuring a suboptimal solution at a linear complexity. Starring from any structural controllability solution, a minimizing longest control path method can efficiently reach a good solution for the optimal control in large networks. Our results provide solutions for distributed complex network control and demonstrate a way to link the structural controllability and optimal control together.
Skill versus luck: A motivational analysis of gambling involvement.
Chantal, Y; Vallerand, R J
1996-12-01
The purpose of the present investigation was to test the skill/luck distinction among gambling games by comparing the motivations underlying participation in a skill (horse racing) and a luck (lottery) betting activity. Predictions were made using Self-Determination Theory (Deci & Ryan, 1985, 1991). It was predicted that self-determined motivations (intrinsic motivation and identified regulation) would be more prominent for the skill game because it is conducive to optimal challenges, fun, and self-involvement. Conversely, the non self-determined forms of motivation (especially external regulation) should be more important for the game of luck because the luck dimension precludes true involvement of the self and orients the individual towards material gains. Results from a hierarchical discriminant function analysis, with 120 gamblers predominantly involved in one of the two betting activities, supported these hypotheses. These results highlight the relevance of a motivational analysis for a better understanding of the inherent properties of gambling games.
Games network and application to PAs system.
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.
Study on the balance mechanism of interests in marine ecological compensation
NASA Astrophysics Data System (ADS)
Qian, Cao; Hongjun, Cao; Hongcai, Yan
2017-11-01
From the point of view of game theory and through establishing the game model of the subject and object of marine ecological compensation, this paper makes a research on the balance mechanism the interests of marine ecological compensation. The results show that the optimal amount of capital investment of environmental protection enterprises for ecological compensation depends not only on energy conservation and emission reduction of itself as well as competition enterprises, but also on the policy support for ecological compensation. At the same time, it is limited by the public’s understanding and acceptance for ecological compensation.
A Game Theoretic Approach for Balancing Energy Consumption in Clustered Wireless Sensor Networks
Lu, Yinzhi; Xiong, Lian; Tao, Yang; Zhong, Yuanchang
2017-01-01
Clustering is an effective topology control method in wireless sensor networks (WSNs), since it can enhance the network lifetime and scalability. To prolong the network lifetime in clustered WSNs, an efficient cluster head (CH) optimization policy is essential to distribute the energy among sensor nodes. Recently, game theory has been introduced to model clustering. Each sensor node is considered as a rational and selfish player which will play a clustering game with an equilibrium strategy. Then it decides whether to act as the CH according to this strategy for a tradeoff between providing required services and energy conservation. However, how to get the equilibrium strategy while maximizing the payoff of sensor nodes has rarely been addressed to date. In this paper, we present a game theoretic approach for balancing energy consumption in clustered WSNs. With our novel payoff function, realistic sensor behaviors can be captured well. The energy heterogeneity of nodes is considered by incorporating a penalty mechanism in the payoff function, so the nodes with more energy will compete for CHs more actively. We have obtained the Nash equilibrium (NE) strategy of the clustering game through convex optimization. Specifically, each sensor node can achieve its own maximal payoff when it makes the decision according to this strategy. Through plenty of simulations, our proposed game theoretic clustering is proved to have a good energy balancing performance and consequently the network lifetime is greatly enhanced. PMID:29149075
A search game model of the scatter hoarder's problem
Alpern, Steve; Fokkink, Robbert; Lidbetter, Thomas; Clayton, Nicola S.
2012-01-01
Scatter hoarders are animals (e.g. squirrels) who cache food (nuts) over a number of sites for later collection. A certain minimum amount of food must be recovered, possibly after pilfering by another animal, in order to survive the winter. An optimal caching strategy is one that maximizes the survival probability, given worst case behaviour of the pilferer. We modify certain ‘accumulation games’ studied by Kikuta & Ruckle (2000 J. Optim. Theory Appl.) and Kikuta & Ruckle (2001 Naval Res. Logist.), which modelled the problem of optimal diversification of resources against catastrophic loss, to include the depth at which the food is hidden at each caching site. Optimal caching strategies can then be determined as equilibria in a new ‘caching game’. We show how the distribution of food over sites and the site-depths of the optimal caching varies with the animal's survival requirements and the amount of pilfering. We show that in some cases, ‘decoy nuts’ are required to be placed above other nuts that are buried further down at the same site. Methods from the field of search games are used. Some empirically observed behaviour can be shown to be optimal in our model. PMID:22012971
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
Why Darwin would have loved evolutionary game theory
2016-01-01
Humans have marvelled at the fit of form and function, the way organisms' traits seem remarkably suited to their lifestyles and ecologies. While natural selection provides the scientific basis for the fit of form and function, Darwin found certain adaptations vexing or particularly intriguing: sex ratios, sexual selection and altruism. The logic behind these adaptations resides in frequency-dependent selection where the value of a given heritable phenotype (i.e. strategy) to an individual depends upon the strategies of others. Game theory is a branch of mathematics that is uniquely suited to solving such puzzles. While game theoretic thinking enters into Darwin's arguments and those of evolutionists through much of the twentieth century, the tools of evolutionary game theory were not available to Darwin or most evolutionists until the 1970s, and its full scope has only unfolded in the last three decades. As a consequence, game theory is applied and appreciated rather spottily. Game theory not only applies to matrix games and social games, it also applies to speciation, macroevolution and perhaps even to cancer. I assert that life and natural selection are a game, and that game theory is the appropriate logic for framing and understanding adaptations. Its scope can include behaviours within species, state-dependent strategies (such as male, female and so much more), speciation and coevolution, and expands beyond microevolution to macroevolution. Game theory clarifies aspects of ecological and evolutionary stability in ways useful to understanding eco-evolutionary dynamics, niche construction and ecosystem engineering. In short, I would like to think that Darwin would have found game theory uniquely useful for his theory of natural selection. Let us see why this is so. PMID:27605503
Why Darwin would have loved evolutionary game theory.
Brown, Joel S
2016-09-14
Humans have marvelled at the fit of form and function, the way organisms' traits seem remarkably suited to their lifestyles and ecologies. While natural selection provides the scientific basis for the fit of form and function, Darwin found certain adaptations vexing or particularly intriguing: sex ratios, sexual selection and altruism. The logic behind these adaptations resides in frequency-dependent selection where the value of a given heritable phenotype (i.e. strategy) to an individual depends upon the strategies of others. Game theory is a branch of mathematics that is uniquely suited to solving such puzzles. While game theoretic thinking enters into Darwin's arguments and those of evolutionists through much of the twentieth century, the tools of evolutionary game theory were not available to Darwin or most evolutionists until the 1970s, and its full scope has only unfolded in the last three decades. As a consequence, game theory is applied and appreciated rather spottily. Game theory not only applies to matrix games and social games, it also applies to speciation, macroevolution and perhaps even to cancer. I assert that life and natural selection are a game, and that game theory is the appropriate logic for framing and understanding adaptations. Its scope can include behaviours within species, state-dependent strategies (such as male, female and so much more), speciation and coevolution, and expands beyond microevolution to macroevolution. Game theory clarifies aspects of ecological and evolutionary stability in ways useful to understanding eco-evolutionary dynamics, niche construction and ecosystem engineering. In short, I would like to think that Darwin would have found game theory uniquely useful for his theory of natural selection. Let us see why this is so. © 2016 The Author(s).
Improving Simulated Annealing by Replacing Its Variables with Game-Theoretic Utility Maximizers
NASA Technical Reports Server (NTRS)
Wolpert, David H.; Bandari, Esfandiar; Tumer, Kagan
2001-01-01
The game-theory field of Collective INtelligence (COIN) concerns the design of computer-based players engaged in a non-cooperative game so that as those players pursue their self-interests, a pre-specified global goal for the collective computational system is achieved as a side-effect. Previous implementations of COIN algorithms have outperformed conventional techniques by up to several orders of magnitude, on domains ranging from telecommunications control to optimization in congestion problems. Recent mathematical developments have revealed that these previously developed algorithms were based on only two of the three factors determining performance. Consideration of only the third factor would instead lead to conventional optimization techniques like simulated annealing that have little to do with non-cooperative games. In this paper we present an algorithm based on all three terms at once. This algorithm can be viewed as a way to modify simulated annealing by recasting it as a non-cooperative game, with each variable replaced by a player. This recasting allows us to leverage the intelligent behavior of the individual players to substantially improve the exploration step of the simulated annealing. Experiments are presented demonstrating that this recasting significantly improves simulated annealing for a model of an economic process run over an underlying small-worlds topology. Furthermore, these experiments reveal novel small-worlds phenomena, and highlight the shortcomings of conventional mechanism design in bounded rationality domains.
Connecting Fair Division and Game Theory through the Optimization of Knaster's Procedure
ERIC Educational Resources Information Center
Jones, Michael A.
2003-01-01
In 1945, Bronislaw Knaster proposed a procedure to divide any number of indivisible goods between a finite number of players requiring the players to place monetary values or bids on all of the goods. Often discussed in math for liberal arts courses that concentrate on contemporary applications of mathematics for non-major students, Knaster's…
LECTURES ON GAME THEORY, MARKOV CHAINS, AND RELATED TOPICS
DOE Office of Scientific and Technical Information (OSTI.GOV)
Thompson, G L
1958-03-01
Notes on nine lectures delivered at Sandin Corporation in August 1957 are given. Part one contains the manuscript of a paper concerning a judging problem. Part two is concerned with finite Markov-chain theory amd discusses regular Markov chains, absorbing Markov chains, the classification of states, application to the Leontief input-output model, and semimartingales. Part three contains notes on game theory and covers matrix games, the effect of psychological attitudes on the outcomes of games, extensive games, amd matrix theory applied to mathematical economics. (auth)
NASA Astrophysics Data System (ADS)
Wang, Yaqun
2017-03-01
The authors are to be congratulated for a thought-provoking article [1], which reviews the epigenetic game theory (epiGame) that utilizes differential equations to study the epigenetic control of embryo development. It is a novel application of evolutionary game theory and provides biology researchers with useful methodologies to address scientific questions related to biological coordination of competition and cooperation.
Mean Field Games with a Dominating Player
DOE Office of Scientific and Technical Information (OSTI.GOV)
Bensoussan, A., E-mail: axb046100@utdallas.edu; Chau, M. H. M., E-mail: michaelchaumanho@gmail.com; Yam, S. C. P., E-mail: scpyam@sta.cuhk.edu.hk
In this article, we consider mean field games between a dominating player and a group of representative agents, each of which acts similarly and also interacts with each other through a mean field term being substantially influenced by the dominating player. We first provide the general theory and discuss the necessary condition for the optimal controls and equilibrium condition by adopting adjoint equation approach. We then present a special case in the context of linear-quadratic framework, in which a necessary and sufficient condition can be asserted by stochastic maximum principle; we finally establish the sufficient condition that guarantees the uniquemore » existence of the equilibrium control. The proof of the convergence result of finite player game to mean field counterpart is provided in Appendix.« less
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.
Making Decisions about an Educational Game, Simulation or Workshop: A 'Game Theory' Perspective.
ERIC Educational Resources Information Center
Cryer, Patricia
1988-01-01
Uses game theory to help practitioners make decisions about educational games, simulations, or workshops whose outcomes depend to some extent on chance. Highlights include principles for making decisions involving risk; elementary laws of probability; utility theory; and principles for making decisions involving uncertainty. (eight references)…
Contributions to Pursuit-Evasion Game Theory
NASA Astrophysics Data System (ADS)
Oyler, Dave Wilson
This dissertation studies adversarial conflicts among a group of agents moving in the plane, possibly among obstacles, where some agents are pursuers and others are evaders. The goal of the pursuers is to capture the evaders, where capture requires a pursuer to be either co-located with an evader, or in close proximity. The goal of the evaders is to avoid capture. These scenarios, where different groups compete to accomplish conflicting goals, are referred to as pursuit-evasion games, and the agents are called players. Games featuring one pursuer and one evader are analyzed using dominance, where a point in the plane is said to be dominated by a player if that player is able to reach the point before the opposing players, regardless of the opposing players' actions. Two generalizations of the Apollonius circle are provided. One solves games with environments containing obstacles, and the other provides an alternative solution method for the Homicidal Chauffeur game. Optimal pursuit and evasion strategies based on dominance are provided. One benefit of dominance analysis is that it extends to games with many players. Two foundational games are studied; one features multiple pursuers against a single evader, and the other features a single pursuer against multiple evaders. Both are solved using dominance through a reduction to single pursuer, single evader games. Another game featuring competing teams of pursuers is introduced, where an evader cooperates with friendly pursuers to rendezvous before being captured by adversaries. Next, the assumption of complete and perfect information is relaxed, and uncertainties in player speeds, player positions, obstacle locations, and cost functions are studied. The sensitivity of the dominance boundary to perturbations in parameters is provided, and probabilistic dominance is introduced. The effect of information is studied by comparing solutions of games with perfect information to games with uncertainty. Finally, a pursuit law is developed that requires minimal information and highlights a limitation of dominance regions. These contributions extend pursuit-evasion game theory to a number of games that have not previously been solved, and in some cases, the solutions presented are more amenable to implementation than previous methods.
Auction and Game Theory Based Recommendations for DOD Acquisitions
2015-03-24
SPONSORED REPORT SERIES Auction and Game Theory Based Recommendations for DOD Acquisitions 24 March 2015 Justin Blott, 2d Lt; Nicholas...TYPE 3. DATES COVERED 00-00-2015 to 00-00-2015 4. TITLE AND SUBTITLE Auction and Game Theory Based Recommendations for DOD Acquisitions 5a...Postgraduate School Abstract This paper synthesizes auction and game theory literature into specific military acquisition improvement
Epidemiological game-theory dynamics of chickenpox vaccination in the USA and Israel
Liu, Jingzhou; Kochin, Beth F.; Tekle, Yonas I.; Galvani, Alison P.
2012-01-01
The general consensus from epidemiological game-theory studies is that vaccination coverage driven by self-interest (Nash vaccination) is generally lower than group-optimal coverage (utilitarian vaccination). However, diseases that become more severe with age, such as chickenpox, pose an exception to this general consensus. An individual choice to be vaccinated against chickenpox has the potential to harm those not vaccinated by increasing the average age at infection and thus the severity of infection as well as those already vaccinated by increasing the probability of breakthrough infection. To investigate the effects of these externalities on the relationship between Nash and utilitarian vaccination coverages for chickenpox, we developed a game-theory epidemic model that we apply to the USA and Israel, which has different vaccination programmes, vaccination and treatment costs, as well as vaccination coverage levels. We find that the increase in chickenpox severity with age can reverse the typical relationship between utilitarian and Nash vaccination coverages in both the USA and Israel. Our model suggests that to obtain herd immunity of chickenpox vaccination, subsidies or external regulation should be used if vaccination costs are high. By contrast, for low vaccination costs, improving awareness of the vaccine and the potential cost of chickenpox infection is crucial. PMID:21632611
Epidemiological game-theory dynamics of chickenpox vaccination in the USA and Israel.
Liu, Jingzhou; Kochin, Beth F; Tekle, Yonas I; Galvani, Alison P
2012-01-07
The general consensus from epidemiological game-theory studies is that vaccination coverage driven by self-interest (Nash vaccination) is generally lower than group-optimal coverage (utilitarian vaccination). However, diseases that become more severe with age, such as chickenpox, pose an exception to this general consensus. An individual choice to be vaccinated against chickenpox has the potential to harm those not vaccinated by increasing the average age at infection and thus the severity of infection as well as those already vaccinated by increasing the probability of breakthrough infection. To investigate the effects of these externalities on the relationship between Nash and utilitarian vaccination coverages for chickenpox, we developed a game-theory epidemic model that we apply to the USA and Israel, which has different vaccination programmes, vaccination and treatment costs, as well as vaccination coverage levels. We find that the increase in chickenpox severity with age can reverse the typical relationship between utilitarian and Nash vaccination coverages in both the USA and Israel. Our model suggests that to obtain herd immunity of chickenpox vaccination, subsidies or external regulation should be used if vaccination costs are high. By contrast, for low vaccination costs, improving awareness of the vaccine and the potential cost of chickenpox infection is crucial.
Just Society as a Fair Game: John Rawls and Game Theory in the 1950s.
Gališanka, Andrius
2017-01-01
I explore the influence of game theory on the political philosopher John Rawls as a way of analyzing the character of his democratic thought. Recent narratives bring Rawls closer to direct democracy as a result of game theory's influence. I argue that game theory prompted creative, organic developments in Rawls's political framework rather than shaping it. It prompted Rawls to emphasize autonomy and fairness, leading him to the analogy between a just society and a fair game. And it prompted thought experiments that analyzed our considered judgments. This was an idealized analysis unconnected to the vision of direct democracy.
Game Engagement Theory and Adult Learning
ERIC Educational Resources Information Center
Whitton, Nicola
2011-01-01
One of the benefits of computer game-based learning is the ability of certain types of game to engage and motivate learners. However, theories of learning and engagement, particularly in the sphere of higher education, typically fail to consider gaming engagement theory. In this article, the author examines the principles of engagement from games…
Computer Game Theories for Designing Motivating Educational Software: A Survey Study
ERIC Educational Resources Information Center
Ang, Chee Siang; Rao, G. S. V. Radha Krishna
2008-01-01
The purpose of this study is to evaluate computer game theories for educational software. We propose a framework for designing engaging educational games based on contemporary game studies which includes ludology and narratology. Ludology focuses on the study of computer games as play and game activities, while narratology revolves around the…
Iyer, Swami; Reyes, Joshua; Killingback, Timothy
2014-01-01
The Traveler's Dilemma game and the Minimum Effort Coordination game are two social dilemmas that have attracted considerable attention due to the fact that the predictions of classical game theory are at odds with the results found when the games are studied experimentally. Moreover, a direct application of deterministic evolutionary game theory, as embodied in the replicator dynamics, to these games does not explain the observed behavior. In this work, we formulate natural variants of these two games as smoothed continuous-strategy games. We study the evolutionary dynamics of these continuous-strategy games, both analytically and through agent-based simulations, and show that the behavior predicted theoretically is in accord with that observed experimentally. Thus, these variants of the Traveler's Dilemma and the Minimum Effort Coordination games provide a simple resolution of the paradoxical behavior associated with the original games. PMID:24709851
Iyer, Swami; Reyes, Joshua; Killingback, Timothy
2014-01-01
The Traveler's Dilemma game and the Minimum Effort Coordination game are two social dilemmas that have attracted considerable attention due to the fact that the predictions of classical game theory are at odds with the results found when the games are studied experimentally. Moreover, a direct application of deterministic evolutionary game theory, as embodied in the replicator dynamics, to these games does not explain the observed behavior. In this work, we formulate natural variants of these two games as smoothed continuous-strategy games. We study the evolutionary dynamics of these continuous-strategy games, both analytically and through agent-based simulations, and show that the behavior predicted theoretically is in accord with that observed experimentally. Thus, these variants of the Traveler's Dilemma and the Minimum Effort Coordination games provide a simple resolution of the paradoxical behavior associated with the original games.
Asymmetric Evolutionary Games.
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.
Navigable networks as Nash equilibria of navigation games.
Gulyás, András; Bíró, József J; Kőrösi, Attila; Rétvári, Gábor; Krioukov, Dmitri
2015-07-03
Common sense suggests that networks are not random mazes of purposeless connections, but that these connections are organized so that networks can perform their functions well. One function common to many networks is targeted transport or navigation. Here, using game theory, we show that minimalistic networks designed to maximize the navigation efficiency at minimal cost share basic structural properties with real networks. These idealistic networks are Nash equilibria of a network construction game whose purpose is to find an optimal trade-off between the network cost and navigability. We show that these skeletons are present in the Internet, metabolic, English word, US airport, Hungarian road networks, and in a structural network of the human brain. The knowledge of these skeletons allows one to identify the minimal number of edges, by altering which one can efficiently improve or paralyse navigation in the network.
Why humans deviate from rational choice.
Hewig, Johannes; Kretschmer, Nora; Trippe, Ralf H; Hecht, Holger; Coles, Michael G H; Holroyd, Clay B; Miltner, Wolfgang H R
2011-04-01
Rational choice theory predicts that humans always optimize the expected utility of options when making decisions. However, in decision-making games, humans often punish their opponents even when doing so reduces their own reward. We used the Ultimatum and Dictator games to examine the affective correlates of decision-making. We show that the feedback negativity, an event-related brain potential that originates in the anterior cingulate cortex that has been related to reinforcement learning, predicts the decision to reject unfair offers in the Ultimatum game. Furthermore, the decision to reject is positively related to more negative emotional reactions and to increased autonomic nervous system activity. These findings support the idea that subjective emotional markers guide decision-making and that the anterior cingulate cortex integrates instances of reinforcement and punishment to provide such affective markers. Copyright © 2010 Society for Psychophysiological Research.
A formulation and analysis of combat games
NASA Technical Reports Server (NTRS)
Heymann, M.; Ardema, M. D.; Rajan, N.
1984-01-01
Combat which is formulated as a dynamical encounter between two opponents, each of whom has offensive capabilities and objectives is outlined. A target set is associated with each opponent 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, occurs. Resolution of the encounter is formulated as a combat game; 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 nonzero sum game. Since optimal combat strategies may frequently not exist, approximate or delta combat games are also formulated leading to approximate or delta optimal strategies. The turret game is used to illustrate combat games. This game is sufficiently complex to exhibit a rich variety of combat behavior, much of which is not found in pursuit evasion games.
ERIC Educational Resources Information Center
Gummerum, Michaela; Hanoch, Yaniv; Keller, Monika
2008-01-01
Game theory has been one of the most prominent theories in the social sciences, influencing diverse academic disciplines such as anthropology, biology, economics, and political science. In recent years, economists have employed game theory to investigate behaviors relating to fairness, reciprocity, and trust. Surprisingly, this research has not…
Operation Exodus: The Massacre of 44 Philippine Police Commandos In Mamasapano Clash
2016-09-01
strategic thinking, utilizing Game Theory and Multi-Attribute Decision Making; the combination of these two dynamic tools is used to evaluate their...thinking, utilizing Game Theory and Multi-Attribute Decision Making; the combination of these two dynamic tools is used to evaluate their potential...35 A. GAME THEORETIC APPROACH ......................................................36 B. APPLYING GAME THEORY TO OPLAN: EXODUS
ERIC Educational Resources Information Center
Haagsma, Maria C.; King, Daniel L.; Pieterse, Marcel E.; Peters, Oscar
2013-01-01
Although excessive video gaming has been linked to a range of psychological problems in young people, there have been few systematic attempts to conceptualize problem gaming using established psychological theory. The aim of this study was to examine problematic game use (PGU) using the Theory of Planned Behavior (TPB). A two-wave, six-month…
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)).
Game-theoretic approach to joint transmitter adaptation and power control in wireless systems.
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.
The promotion of cooperation by the poor in dynamic chicken games
NASA Astrophysics Data System (ADS)
Ito, Hiromu; Katsumata, Yuki; Hasegawa, Eisuke; Yoshimura, Jin
2017-02-01
The evolution of cooperative behavior is one of the most important issues in game theory. Previous studies have shown that cooperation can evolve only under highly limited conditions, and various modifications have been introduced to games to explain the evolution of cooperation. Recently, a utility function basic to game theory was shown to be dependent on current wealth as a conditional (state) variable in a dynamic version of utility theory. Here, we introduce this dynamic utility function to several games. Under certain conditions, poor players exhibit cooperative behavior in two types of chicken games (the hawk-dove game and the snowdrift game) but not in the prisoner’s dilemma game and the stag hunt game. This result indicates that cooperation can be exhibited by the poor in some chicken games. Thus, the evolution of cooperation may not be as limited as has been suggested in previous studies.
Communication Games Reveal Preparation Contextuality.
Hameedi, Alley; Tavakoli, Armin; Marques, Breno; Bourennane, Mohamed
2017-12-01
A communication game consists of distributed parties attempting to jointly complete a task with restricted communication. Such games are useful tools for studying limitations of physical theories. A theory exhibits preparation contextuality whenever its predictions cannot be explained by a preparation noncontextual model. Here, we show that communication games performed in operational theories reveal the preparation contextuality of that theory. For statistics obtained in a particular family of communication games, we show a direct correspondence with correlations in spacelike separated events obeying the no-signaling principle. Using this, we prove that all mixed quantum states of any finite dimension are preparation contextual. We report on an experimental realization of a communication game involving three-level quantum systems from which we observe a strong violation of the constraints of preparation noncontextuality.
Communication Games Reveal Preparation Contextuality
NASA Astrophysics Data System (ADS)
Hameedi, Alley; Tavakoli, Armin; Marques, Breno; Bourennane, Mohamed
2017-12-01
A communication game consists of distributed parties attempting to jointly complete a task with restricted communication. Such games are useful tools for studying limitations of physical theories. A theory exhibits preparation contextuality whenever its predictions cannot be explained by a preparation noncontextual model. Here, we show that communication games performed in operational theories reveal the preparation contextuality of that theory. For statistics obtained in a particular family of communication games, we show a direct correspondence with correlations in spacelike separated events obeying the no-signaling principle. Using this, we prove that all mixed quantum states of any finite dimension are preparation contextual. We report on an experimental realization of a communication game involving three-level quantum systems from which we observe a strong violation of the constraints of preparation noncontextuality.
Chen, Bor-Sen; Yeh, Chin-Hsun
2017-12-01
We review current static and dynamic evolutionary game strategies of biological networks and discuss the lack of random genetic variations and stochastic environmental disturbances in these models. To include these factors, a population of evolving biological networks is modeled as a nonlinear stochastic biological system with Poisson-driven genetic variations and random environmental fluctuations (stimuli). To gain insight into the evolutionary game theory of stochastic biological networks under natural selection, the phenotypic robustness and network evolvability of noncooperative and cooperative evolutionary game strategies are discussed from a stochastic Nash game perspective. The noncooperative strategy can be transformed into an equivalent multi-objective optimization problem and is shown to display significantly improved network robustness to tolerate genetic variations and buffer environmental disturbances, maintaining phenotypic traits for longer than the cooperative strategy. However, the noncooperative case requires greater effort and more compromises between partly conflicting players. Global linearization is used to simplify the problem of solving nonlinear stochastic evolutionary games. Finally, a simple stochastic evolutionary model of a metabolic pathway is simulated to illustrate the procedure of solving for two evolutionary game strategies and to confirm and compare their respective characteristics in the evolutionary process. Copyright © 2017 Elsevier B.V. All rights reserved.
Optimal Analyses for 3×n AB Games in the Worst Case
NASA Astrophysics Data System (ADS)
Huang, Li-Te; Lin, Shun-Shii
The past decades have witnessed a growing interest in research on deductive games such as Mastermind and AB game. Because of the complicated behavior of deductive games, tree-search approaches are often adopted to find their optimal strategies. In this paper, a generalized version of deductive games, called 3×n AB games, is introduced. However, traditional tree-search approaches are not appropriate for solving this problem since it can only solve instances with smaller n. For larger values of n, a systematic approach is necessary. Therefore, intensive analyses of playing 3×n AB games in the worst case optimally are conducted and a sophisticated method, called structural reduction, which aims at explaining the worst situation in this game is developed in the study. Furthermore, a worthwhile formula for calculating the optimal numbers of guesses required for arbitrary values of n is derived and proven to be final.
Negotiation in the Operational Environment
2012-12-06
sentence. The question then becomes what to do? See Robert Axelrod , The Evolution of Cooperation (New York: Basic Books, 1984) and S. J . Brams, Game...33 Robert Axelrod , The Evolution of Cooperation (New York: Basic Books, 1984); S. J . Brams, Game Theory and...1944). 27 Ibid.,75-100. 28 Steven J . Brams, Game Theory and Politics (Mineola, NY: Dover Publications Inc., 1975); and, Morton D. Davis, Game Theory
Active Learning with Monty Hall in a Game Theory Class
ERIC Educational Resources Information Center
Brokaw, Alan J.; Merz, Thomas E.
2004-01-01
The authors describe a game that students can play on the first day of a game theory class. The game introduces the 4 essential elements of any game and is designed so that its sequel, also played on the first day of class, has students playing the well-known Monty Hall game, which raises the question: Should you switch doors? By implementing a…
Linear game non-contextuality and Bell inequalities—a graph-theoretic approach
NASA Astrophysics Data System (ADS)
Rosicka, M.; Ramanathan, R.; Gnaciński, P.; Horodecki, K.; Horodecki, M.; Horodecki, P.; Severini, S.
2016-04-01
We study the classical and quantum values of a class of one- and two-party unique games, that generalizes the well-known XOR games to the case of non-binary outcomes. In the bipartite case the generalized XOR (XOR-d) games we study are a subclass of the well-known linear games. We introduce a ‘constraint graph’ associated to such a game, with the constraints defining the game represented by an edge-coloring of the graph. We use the graph-theoretic characterization to relate the task of finding equivalent games to the notion of signed graphs and switching equivalence from graph theory. We relate the problem of computing the classical value of single-party anti-correlation XOR games to finding the edge bipartization number of a graph, which is known to be MaxSNP hard, and connect the computation of the classical value of XOR-d games to the identification of specific cycles in the graph. We construct an orthogonality graph of the game from the constraint graph and study its Lovász theta number as a general upper bound on the quantum value even in the case of single-party contextual XOR-d games. XOR-d games possess appealing properties for use in device-independent applications such as randomness of the local correlated outcomes in the optimal quantum strategy. We study the possibility of obtaining quantum algebraic violation of these games, and show that no finite XOR-d game possesses the property of pseudo-telepathy leaving the frequently used chained Bell inequalities as the natural candidates for such applications. We also show this lack of pseudo-telepathy for multi-party XOR-type inequalities involving two-body correlation functions.
"Depletion": A Game with Natural Rules for Teaching Reaction Rate Theory.
ERIC Educational Resources Information Center
Olbris, Donald J.; Herzfeld, Judith
2002-01-01
Depletion is a game that reinforces central concepts of reaction rate theory through simulation. Presents the game with a set of follow-up questions suitable for either a quiz or discussion. Also describes student reaction to the game. (MM)
Improving Preschoolers' Theory of Mind Skills with Digital Games: A Training Study
ERIC Educational Resources Information Center
Nikolayev, Mariya
2015-01-01
This single-subject research study examined functional relation between digital games enriched with voice-overs and theory of mind (ToM) when game play was either followed or not followed by a discussion focused on the game's content. The study employed multiple baseline design across participants to evaluate the effects of games with mental state…
Linking Pedagogical Theory of Computer Games to their Usability
ERIC Educational Resources Information Center
Ang, Chee Siang; Avni, Einav; Zaphiris, Panayiotis
2008-01-01
This article reviews a range of literature of computer games and learning theories and attempts to establish a link between them by proposing a typology of games which we use as a new usability measure for the development of guidelines for game-based learning. First, we examine game literature in order to understand the key elements that…
ERIC Educational Resources Information Center
Shor, Mikhael
2003-01-01
States making game theory relevant and accessible to students is challenging. Describes the primary goal of GameTheory.net is to provide interactive teaching tools. Indicates the site strives to unite educators from economics, political and computer science, and ecology by providing a repository of lecture notes and tests for courses using…
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.
Evolution of optimal Hill coefficients in nonlinear public goods games.
Archetti, Marco; Scheuring, István
2016-10-07
In evolutionary game theory, the effect of public goods like diffusible molecules has been modelled using linear, concave, sigmoid and step functions. The observation that biological systems are often sigmoid input-output functions, as described by the Hill equation, suggests that a sigmoid function is more realistic. The Michaelis-Menten model of enzyme kinetics, however, predicts a concave function, and while mechanistic explanations of sigmoid kinetics exist, we lack an adaptive explanation: what is the evolutionary advantage of a sigmoid benefit function? We analyse public goods games in which the shape of the benefit function can evolve, in order to determine the optimal and evolutionarily stable Hill coefficients. We find that, while the dynamics depends on whether output is controlled at the level of the individual or the population, intermediate or high Hill coefficients often evolve, leading to sigmoid input-output functions that for some parameters are so steep to resemble a step function (an on-off switch). Our results suggest that, even when the shape of the benefit function is unknown, biological public goods should be modelled using a sigmoid or step function rather than a linear or concave function. Copyright © 2016 Elsevier Ltd. All rights reserved.
Games microbes play: The game theory behind cooperative sucrose metabolism in yeast
NASA Astrophysics Data System (ADS)
Gore, Jeff
2010-03-01
The origin of cooperation is a central challenge to our understanding of evolution. Microbial interactions can be manipulated in ways that animal interactions cannot, thus leading to growing interest in microbial models of cooperation and competition. In order for the budding yeast S. cerevisiae to grow on sucrose, the disaccharide must first be hydrolyzed by the enzyme invertase. This hydrolysis reaction is performed outside of the cytoplasm in the periplasmic space between the plasma membrane and the cell wall. Here we demonstrate that the vast majority (˜99%) of the monosaccharides created by sucrose hydrolysis diffuse away before they can be imported into the cell, thus making invertase production and secretion a cooperative behavior [1]. A mutant cheater strain that does not produce invertase is able to take advantage of and invade a population of wildtype cooperator cells. However, over a wide range of conditions, the wildtype cooperator can also invade a population of cheater cells. Therefore, we observe coexistence between the two strains in well-mixed culture at steady state resulting from the fact that rare strategies outperform common strategies---the defining features of what game theorists call the snowdrift game. A simple model of the cooperative interaction incorporating nonlinear benefits explains the origin of this coexistence. Glucose repression of invertase expression in wildtype cells produces a strategy which is optimal for the snowdrift game---wildtype cells cooperate only when competing against cheater cells. In disagreement with recent theory [2], we find that spatial structure always aids the evolution of cooperation in our experimental snowdrift game. [4pt] [1] Gore, J., Youk, H. & van Oudenaarden, A., Nature 459, 253 -- 256 (2009) [0pt] [2] Hauert, C. & Doebeli, M., Nature 428, 643 -- 646 (2004)
Collectives for Multiple Resource Job Scheduling Across Heterogeneous Servers
NASA Technical Reports Server (NTRS)
Tumer, K.; Lawson, J.
2003-01-01
Efficient management of large-scale, distributed data storage and processing systems is a major challenge for many computational applications. Many of these systems are characterized by multi-resource tasks processed across a heterogeneous network. Conventional approaches, such as load balancing, work well for centralized, single resource problems, but breakdown in the more general case. In addition, most approaches are often based on heuristics which do not directly attempt to optimize the world utility. In this paper, we propose an agent based control system using the theory of collectives. We configure the servers of our network with agents who make local job scheduling decisions. These decisions are based on local goals which are constructed to be aligned with the objective of optimizing the overall efficiency of the system. We demonstrate that multi-agent systems in which all the agents attempt to optimize the same global utility function (team game) only marginally outperform conventional load balancing. On the other hand, agents configured using collectives outperform both team games and load balancing (by up to four times for the latter), despite their distributed nature and their limited access to information.
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
Differences in game reading between selected and non-selected youth soccer players.
Den Hartigh, Ruud J R; Van Der Steen, Steffie; Hakvoort, Bas; Frencken, Wouter G P; Lemmink, Koen A P M
2018-02-01
Applying an established theory of cognitive development-Skill Theory-the current study compares the game-reading skills of youth players selected for a soccer school of a professional soccer club (n = 49) and their non-selected peers (n = 38). Participants described the actions taking place in videos of soccer game plays, and their verbalisations were coded using Skill Theory. Compared to the non-selected players, the selected players generally demonstrated higher levels of complexity in their game-reading, and structured the information of game elements-primarily the player, teammate and field-at higher complexity levels. These results demonstrate how Skill Theory can be used to assess, and distinguish game-reading of youth players with different expertise, a skill important for soccer, but also for other sports.
On Tradeoffs between Trust and Survivability using a Game Theoretic Approach
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
Stochastic game theory: for playing games, not just for doing theory.
Goeree, J K; Holt, C A
1999-09-14
Recent theoretical advances have dramatically increased the relevance of game theory for predicting human behavior in interactive situations. By relaxing the classical assumptions of perfect rationality and perfect foresight, we obtain much improved explanations of initial decisions, dynamic patterns of learning and adjustment, and equilibrium steady-state distributions.
Cognitive behavioral game design: a unified model for designing serious games
Starks, Katryna
2014-01-01
Video games have a unique ability to engage, challenge, and motivate, which has led teachers, psychology specialists, political activists and health educators to find ways of using them to help people learn, grow and change. Serious games, as they are called, are defined as games that have a primary purpose other than entertainment. However, it is challenging to create games that both educate and entertain. While game designers have embraced some psychological concepts such as flow and mastery, understanding how these concepts work together within established psychological theory would assist them in creating effective serious games. Similarly, game design professionals have understood the propensity of video games to teach while lamenting that educators do not understand how to incorporate educational principles into game play in a way that preserves the entertainment. Bandura (2006) social cognitive theory (SCT) has been used successfully to create video games that create positive behavior outcomes, and teachers have successfully used Gardner’s (1983) theory of multiple intelligences (MIs) to create engaging, immersive learning experiences. Cognitive behavioral game design is a new framework that incorporates SCT and MI with game design principles to create a game design blueprint for serious games. PMID:24550858
Cognitive behavioral game design: a unified model for designing serious games.
Starks, Katryna
2014-01-01
Video games have a unique ability to engage, challenge, and motivate, which has led teachers, psychology specialists, political activists and health educators to find ways of using them to help people learn, grow and change. Serious games, as they are called, are defined as games that have a primary purpose other than entertainment. However, it is challenging to create games that both educate and entertain. While game designers have embraced some psychological concepts such as flow and mastery, understanding how these concepts work together within established psychological theory would assist them in creating effective serious games. Similarly, game design professionals have understood the propensity of video games to teach while lamenting that educators do not understand how to incorporate educational principles into game play in a way that preserves the entertainment. Bandura (2006) social cognitive theory (SCT) has been used successfully to create video games that create positive behavior outcomes, and teachers have successfully used Gardner's (1983) theory of multiple intelligences (MIs) to create engaging, immersive learning experiences. Cognitive behavioral game design is a new framework that incorporates SCT and MI with game design principles to create a game design blueprint for serious games.
Game Theory in the Social Studies Classroom
ERIC Educational Resources Information Center
Vesperman, Dean Patrick; Clark, Chris H.
2016-01-01
This article explores using game theory in social studies classrooms as a heuristic to aid students in understanding strategic decision making. The authors provide examples of several simple games teachers can use. Next, we address how to help students design their own simple (2 × 2) games.
A quantum extension to inspection game
NASA Astrophysics Data System (ADS)
Deng, Xinyang; Deng, Yong; Liu, Qi; Chang, Shuhua; Wang, Zhen
2016-06-01
Quantum game theory is a new interdisciplinary field between game theory and system engineering research. In this paper, we extend the classical inspection game into a quantum game version by quantizing the strategy space and importing entanglement between players. Our results show that the quantum inspection game has various Nash equilibria depending on the initial quantum state of the game. It is also shown that quantization can respectively help each player to increase his own payoff, yet fails to bring Pareto improvement for the collective payoff in the quantum inspection game.
Sockolow, Paulina; Joppa, Meredith; Zhu, Jichen
2018-01-01
Adolescent sexual risk behavior (SRB), a major public health problem affects urban Black adolescent girls increasing their health disparities and risks for sexually transmitted infections. Collaborating with these adolescents, we designed a game for smartphones that incorporates elements of trauma-informed care and social cognitive theory to reduce SRB. Game researchers promote use of a comprehensive, multipurpose framework for development and evaluation of games for health applications. Our first game development step was framework selection and measurable health outcomes identification. Literature search identified two health game frameworks, both incorporating pedagogical theory, learning theory, and gaming requirements. Arnab used the IM + LM-GM framework to develop and implement a game in a school intervention program. Yusoff's framework was developed for use during game design. We investigated concordance and discordance between our SRB game design characteristics and each framework's components. Findings indicated Arnab's framework was sufficiently comprehensive to guide development of our game and outcome measure selection.
Navigable networks as Nash equilibria of navigation games
Gulyás, András; Bíró, József J.; Kőrösi, Attila; Rétvári, Gábor; Krioukov, Dmitri
2015-01-01
Common sense suggests that networks are not random mazes of purposeless connections, but that these connections are organized so that networks can perform their functions well. One function common to many networks is targeted transport or navigation. Here, using game theory, we show that minimalistic networks designed to maximize the navigation efficiency at minimal cost share basic structural properties with real networks. These idealistic networks are Nash equilibria of a network construction game whose purpose is to find an optimal trade-off between the network cost and navigability. We show that these skeletons are present in the Internet, metabolic, English word, US airport, Hungarian road networks, and in a structural network of the human brain. The knowledge of these skeletons allows one to identify the minimal number of edges, by altering which one can efficiently improve or paralyse navigation in the network. PMID:26138277
Quantum market games: implementing tactics via measurements
NASA Astrophysics Data System (ADS)
Pakula, I.; Piotrowski, E. W.; Sladkowski, J.
2006-02-01
A major development in applying quantum mechanical formalism to various fields has been made during the last few years. Quantum counterparts of Game Theory, Economy, as well as diverse approaches to Quantum Information Theory have been found and currently are being explored. Using connections between Quantum Game Theory and Quantum Computations, an application of the universality of a measurement based computation in Quantum Market Theory is presented.
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.
A pilot randomized, controlled trial of an active video game physical activity intervention.
Peng, Wei; Pfeiffer, Karin A; Winn, Brian; Lin, Jih-Hsuan; Suton, Darijan
2015-12-01
Active video games (AVGs) transform the sedentary screen time of video gaming into active screen time and have great potential to serve as a "gateway" tool to a more active lifestyle for the least active individuals. This pilot randomized trial was conducted to explore the potential of theory-guided active video games in increasing moderate-to-vigorous physical activity (MVPA) among young adults. In this pilot 4-week intervention, participants were randomly assigned to 1 of the following groups: an AVG group with all the self determination theory (SDT)-based game features turned off, an AVG group with all the SDT-based game features turned on, a passive gameplay group with all the SDT-based game features turned on, and a control group. Physical activity was measured using ActiGraph GT3X accelerometers. Other outcomes included attendance and perceived need satisfaction of autonomy, competence and relatedness. It was found that playing the self-determination theory supported AVG resulted in greater MVPA compared with the control group immediately postintervention. The AVG with the theory-supported features also resulted in greater attendance and psychological need satisfaction than the non-theory-supported one. An AVG designed with motivation theory informed features positively impacted attendance and MVPA immediately postintervention, suggesting that including AVG features guided with motivation theory may be a method of addressing common problems with adherence and increasing effectiveness of active gaming. (PsycINFO Database Record (c) 2015 APA, all rights reserved).
ERIC Educational Resources Information Center
Williams, Miriam F.
2012-01-01
The author uses game theoretical models to identify technical communication breakdowns encountered during the notoriously confusing Texas Two-Step voting and caucusing process. Specifically, the author uses narrative theory and game theory to highlight areas where caucus participants needed instructions to better understand the rules of the game…
Using Game Theory and the Bible to Build Critical Thinking Skills
ERIC Educational Resources Information Center
McCannon, Bryan C.
2007-01-01
The author describes a course designed to build the critical thinking skills of undergraduate economics students. The course introduces and uses game theory to study the Bible. Students gain experience using game theory to formalize events and, by drawing parallels between the Bible and common economic concepts, illustrate the pervasiveness of…
The method of planning the energy consumption for electricity market
NASA Astrophysics Data System (ADS)
Russkov, O. V.; Saradgishvili, S. E.
2017-10-01
The limitations of existing forecast models are defined. The offered method is based on game theory, probabilities theory and forecasting the energy prices relations. New method is the basis for planning the uneven energy consumption of industrial enterprise. Ecological side of the offered method is disclosed. The program module performed the algorithm of the method is described. Positive method tests at the industrial enterprise are shown. The offered method allows optimizing the difference between planned and factual consumption of energy every hour of a day. The conclusion about applicability of the method for addressing economic and ecological challenges is made.
NASA Astrophysics Data System (ADS)
Zheng, Xiu-Deng; Tao, Yi
2017-03-01
The evolutionary significance of the interaction between paternal and maternal genomes in fertilized zygotes is a very interesting and challenging question. Wang et al. developed the concept of epigenetic game theory, and they try to use this concept to explain the interaction between paternal and maternal genomes in fertilized zygotes [1]. They emphasize that the embryogenesis can be considered 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. More specifically, they integrate game theory to model the pattern of coordination of paternal genome and maternal genomes mediated by DNA methylation dynamics, and they called this epigenetic game theory.
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…
Jointly Optimal Design for MIMO Radar Frequency-Hopping Waveforms Using Game Theory
2016-04-01
Washington University in St . Louis St . Louis, MO, USA Using a colocated multiple input/multiple output (MIMO) radar system, we consider the problem of...Authors’ address: Preston M. Green Department of Electrical and Systems Engineering, Washington University in St . Louis, St . Louis, MO, 63130...engineering from Washington University in St . Louis, under the guidance of Dr. Arye Nehorai, in 2012 and 2015, respectively. His research interests
Decentralized Network Interdiction Games
2015-12-31
approach is termed as the sample average approximation ( SAA ) method, and theories on the asymptotic convergence to the original problem’s optimal...used in the SAA method’s convergence. While we provided detailed proof of such convergence in [P3], a side benefit of the proof is that it weakens the...conditions required when applying the general SAA approach to the block-structured stochastic programming problem 17. As the conditions known in the
Optimization of multicast optical networks with genetic algorithm
NASA Astrophysics Data System (ADS)
Lv, Bo; Mao, Xiangqiao; Zhang, Feng; Qin, Xi; Lu, Dan; Chen, Ming; Chen, Yong; Cao, Jihong; Jian, Shuisheng
2007-11-01
In this letter, aiming to obtain the best multicast performance of optical network in which the video conference information is carried by specified wavelength, we extend the solutions of matrix games with the network coding theory and devise a new method to solve the complex problems of multicast network switching. In addition, an experimental optical network has been testified with best switching strategies by employing the novel numerical solution designed with an effective way of genetic algorithm. The result shows that optimal solutions with genetic algorithm are accordance with the ones with the traditional fictitious play method.
Game relativity: how context influences strategic decision making.
Vlaev, Ivo; Chater, Nick
2006-01-01
Existing models of strategic decision making typically assume that only the attributes of the currently played game need be considered when reaching a decision. The results presented in this article demonstrate that the so-called "co-operativeness" of the previously played prisoner's dilemma games influence choices and predictions in the current prisoner's dilemma game, which suggests that games are not considered independently. These effects involved reinforcement-based assimilation to the previous choices and also a perceptual contrast of the present game with preceding games, depending on the range and the rank of their co-operativeness. A. Parducci's (1965) range frequency theory and H. Helson's (1964) adaptation level theory are plausible theories of relative judgment of magnitude information, which could provide an account of these context effects. ((c) 2006 APA, all rights reserved).
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.
Sanchis-Cano, Angel; Romero, Julián; Sacoto-Cabrera, Erwin J; Guijarro, Luis
2017-11-25
We analyze the feasibility of providing Wireless Sensor Network-data-based services in an Internet of Things scenario from an economical point of view. The scenario has two competing service providers with their own private sensor networks, a network operator and final users. The scenario is analyzed as two games using game theory. In the first game, sensors decide to subscribe or not to the network operator to upload the collected sensing-data, based on a utility function related to the mean service time and the price charged by the operator. In the second game, users decide to subscribe or not to the sensor-data-based service of the service providers based on a Logit discrete choice model related to the quality of the data collected and the subscription price. The sinks and users subscription stages are analyzed using population games and discrete choice models, while network operator and service providers pricing stages are analyzed using optimization and Nash equilibrium concepts respectively. The model is shown feasible from an economic point of view for all the actors if there are enough interested final users and opens the possibility of developing more efficient models with different types of services.
Stability of Zero-Sum Games in Evolutionary Game Theory
NASA Astrophysics Data System (ADS)
Knebel, Johannes; Krueger, Torben; Weber, Markus F.; Frey, Erwin
2014-03-01
Evolutionary game theory has evolved into a successful theoretical concept to study mechanisms that govern the evolution of ecological communities. On a mathematical level, this theory was formalized in the framework of the celebrated replicator equations (REs) and its stochastic generalizations. In our work, we analyze the long-time behavior of the REs for zero-sum games with arbitrarily many strategies, which are generalized versions of the children's game Rock-Paper-Scissors.[1] We demonstrate how to determine the strategies that survive and those that become extinct in the long run. Our results show that extinction of strategies is exponentially fast in generic setups, and that conditions for the survival can be formulated in terms of the Pfaffian of the REs' antisymmetric payoff matrix. Consequences for the stochastic dynamics, which arise in finite populations, are reflected by a generalized scaling law for the extinction time in the vicinity of critical reaction rates. Our findings underline the relevance of zero-sum games as a reference for the analysis of other models in evolutionary game theory.
The replicator equation and other game dynamics
Cressman, Ross; Tao, Yi
2014-01-01
The replicator equation is the first and most important game dynamics studied in connection with evolutionary game theory. It was originally developed for symmetric games with finitely many strategies. Properties of these dynamics are briefly summarized for this case, including the convergence to and stability of the Nash equilibria and evolutionarily stable strategies. The theory is then extended to other game dynamics for symmetric games (e.g., the best response dynamics and adaptive dynamics) and illustrated by examples taken from the literature. It is also extended to multiplayer, population, and asymmetric games. PMID:25024202
Wan, Chin-Sheng; Chiou, Wen-Bin
2006-06-01
Obviously, the negative impact of online games has received much attention as well as having become a popular research topic. This research explored, from flow theory and humanistic needs theory, the psychological motivations of Taiwanese adolescents who are addicted to online games. The purpose of Study 1 was to investigate the relationship between players' flow state and their online games addiction. The results indicated that flow state was negatively correlated with addictive inclination and it was not a significant predictor for players' subsequent additive inclination. Findings also revealed that the addicts' flow state was significantly lower than the nonaddicts. Thus, flow state might not be the key psychological mechanism of players' addiction. In Study 2, the results showed that the psychological needs of players of online games were close to the two-factor theory which depicts satisfaction and dissatisfaction dimensions. Addicted players' need-gratification was similar to the feature of dissatisfactory factor. That is, the absence of playing online games is more likely to generate sense of dissatisfaction; the addicts' compulsive use of online games seems to stem from the relief of dissatisfaction rather than the pursuit of satisfaction. In contrast, online games tend to provide the nonaddicts with a sense of satisfaction rather than a sense of dissatisfaction.
Game Theory Paradigm: A New Tool for Investigating Social Dysfunction in Major Depressive Disorders
Wang, Yun; Yang, Liu-Qing; Li, Shu; Zhou, Yuan
2015-01-01
Social dysfunction is a prominent source of distress and disability in patients with major depressive disorder (MDD) but is commonly omitted from current clinical studies, although some researchers propose an evolutionary strategy to understand these negative outcomes. Limited knowledge about the neural basis of social dysfunction in MDD results from traditional paradigms, which lack insights into social interactions. Game theoretical modeling offers a new tool for investigating social-interaction impairments in neuropsychiatric disorders. This review first introduces three widely used games from game theory and the major behavioral and neuroimaging findings obtained using these games in healthy populations. We also address the factors that modulate behaviors in games and their neural bases. We then summarize the current findings obtained by using these games in depressed patients and discuss the clinical implications of these abnormal game behaviors. Finally, we briefly discuss future prospects that may further elucidate the clinical use of a game theory paradigm in MDD. PMID:26441689
Game Theory Paradigm: A New Tool for Investigating Social Dysfunction in Major Depressive Disorders.
Wang, Yun; Yang, Liu-Qing; Li, Shu; Zhou, Yuan
2015-01-01
Social dysfunction is a prominent source of distress and disability in patients with major depressive disorder (MDD) but is commonly omitted from current clinical studies, although some researchers propose an evolutionary strategy to understand these negative outcomes. Limited knowledge about the neural basis of social dysfunction in MDD results from traditional paradigms, which lack insights into social interactions. Game theoretical modeling offers a new tool for investigating social-interaction impairments in neuropsychiatric disorders. This review first introduces three widely used games from game theory and the major behavioral and neuroimaging findings obtained using these games in healthy populations. We also address the factors that modulate behaviors in games and their neural bases. We then summarize the current findings obtained by using these games in depressed patients and discuss the clinical implications of these abnormal game behaviors. Finally, we briefly discuss future prospects that may further elucidate the clinical use of a game theory paradigm in MDD.
Game Theory in water resources management
NASA Astrophysics Data System (ADS)
Katsanevaki, Styliani Maria; Varouchakis, Emmanouil; Karatzas, George
2015-04-01
Rural water management is a basic requirement for the development of the primary sector and involves the exploitation of surface/ground-water resources. Rational management requires the study of parameters that determine their exploitation mainly environmental, economic and social. These parameters reflect the influence of irrigation on the aquifer behaviour and on the level-streamflow of nearby rivers as well as on the profit from the farming activity for the farmers' welfare. The question of rural water management belongs to the socio-political problems, since the factors involved are closely related to user behaviour and state position. By applying Game Theory one seeks to simulate the behaviour of the system 'surface/ground-water resources to water-users' with a model based on a well-known game, "The Prisoner's Dilemma" for economic development of the farmers without overexploitation of the water resources. This is a game of two players that have been extensively studied in Game Theory, economy and politics because it can describe real-world cases. The present proposal aims to investigate the rural water management issue that is referred to two competitive small partnerships organised to manage their agricultural production and to achieve a better profit. For the farmers' activities water is required and ground-water is generally preferable because consists a more stable recourse than river-water which in most of the cases in Greece are of intermittent flow. If the two farmer groups cooperate and exploit the agreed water quantities they will gain equal profits and benefit from the sustainable availability of the water recourses (p). If both groups overexploitate the resource to maximize profit, then in the medium-term they will incur a loss (g), due to the water resources reduction and the increase of the pumping costs. If one overexploit the resource while the other use the necessary required, then the first will gain great benefit (P), and the second will suffer a significant loss (G). According to Game Theory both parties, due to lack of confidence, will not cooperate and will eventually overexploit the resource, although their long-term interests would be the rational management. The lack of cooperation between the two players leads in the 3rd preference of each player, while cooperation secures their 2nd preference. In addition, the administrative authorities may intervene in the game by setting penalties (fines, irrigation block) on players who have "unorthodox" behaviour to ensure collaborative strategy. Game Theory techniques obtain the equilibrium point of the system as the outcome of interaction among stakeholders through a process of supply-demand under cooperation and conflict. For every strategy, functions will be formed such that to be used for any agricultural product and in different regions based on rural water costs. Thus, the game applies under variable annual strategies and time intervals providing the accumulated profit of the stakeholders with respect to the environmental cost. The outcome will provide a useful decision-making tool for both stakeholders and administrative authorities for optimal water resources management in relation to the agricultural development.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Bond, Alan; Research Unit for Environmental Sciences and Management, North-West University; Pope, Jenny
Game theory provides a useful theoretical framework to examine the decision process operating in the context of environmental assessment, and to examine the rationality and legitimacy of decision-making subject to Environmental Assessment (EA). The research uses a case study of the Environmental Impact Assessment and Sustainability Appraisal processes undertaken in England. To these are applied an analytical framework, based on the concept of decision windows to identify the decisions to be assessed. The conditions for legitimacy are defined, based on game theory, in relation to the timing of decision information, the behaviour type (competitive, reciprocal, equity) exhibited by the decisionmore » maker, and the level of public engagement; as, together, these control the type of rationality which can be brought to bear on the decision. Instrumental rationality is based on self-interest of individuals, whereas deliberative rationality seeks broader consensus and is more likely to underpin legitimate decisions. The results indicate that the Sustainability Appraisal process, conducted at plan level, is better than EIA, conducted at project level, but still fails to provide conditions that facilitate legitimacy. Game theory also suggests that Sustainability Appraisal is likely to deliver ‘least worst’ outcomes rather than best outcomes when the goals of the assessment process are considered; this may explain the propensity of such ‘least worst’ decisions in practise. On the basis of what can be learned from applying this game theory perspective, it is suggested that environmental assessment processes need to be redesigned and better integrated into decision making in order to guarantee the legitimacy of the decisions made. - Highlights: • Decision legitimacy is defined in terms of game theory. • Game theory is applied to EIA and SA decision windows. • Game theory suggests least worst outcomes prevail. • SA is more likely to be perceived legitimate than EIA.« less
Stochastic evolutionary dynamics in minimum-effort coordination games
NASA Astrophysics Data System (ADS)
Li, Kun; Cong, Rui; Wang, Long
2016-08-01
The minimum-effort coordination game draws recently more attention for the fact that human behavior in this social dilemma is often inconsistent with the predictions of classical game theory. Here, we combine evolutionary game theory and coalescence theory to investigate this game in finite populations. Both analytic results and individual-based simulations show that effort costs play a key role in the evolution of contribution levels, which is in good agreement with those observed experimentally. Besides well-mixed populations, set structured populations have also been taken into consideration. Therein we find that large number of sets and moderate migration rate greatly promote effort levels, especially for high effort costs.
Üçler, N; Engin, G Onkal; Köçken, H G; Öncel, M S
2015-05-01
In this study, game theory and fuzzy programming approaches were used to balance economic and environmental impacts in the Namazgah reservoir, Turkey. The main goals identified were to maximize economic benefits of land use and to protect water quality of reservoir and land resources. Total phosphorous load (kg ha(-1) year(-1)) and economic income (USD ha(-1) year(-1)) from land use were determined as environmental value and economic value, respectively. The surface area of existing land use types, which are grouped under 10 headings according to the investigations on the watershed area, and the constraint values for the watershed were calculated using aerial photos, master plans, and basin slope map. The results of fuzzy programming approach were found to be very close to the results of the game theory model. It was concluded that the amount of fertilizer used in the current situation presents a danger to the reservoir and, therefore, unnecessary fertilizer use should be prevented. Additionally, nuts, fruit, and vegetable cultivation, instead of wheat and corn cultivation, was found to be more suitable due to their high economic income and low total phosphorus (TP) load. Apart from agricultural activities, livestock farming should also be considered in the area as a second source of income. It is believed that the results obtained in this study will help decision makers to identify possible problems of the watershed.
Nash Equilibria in Theory of Reasoned Action
NASA Astrophysics Data System (ADS)
Almeida, Leando; Cruz, José; Ferreira, Helena; Pinto, Alberto Adrego
2009-08-01
Game theory and Decision Theory have been applied to many different areas such as Physics, Economics, Biology, etc. In its application to Psychology, we introduce, in the literature, a Game Theoretical Model of Planned Behavior or Reasoned Action by establishing an analogy between two specific theories. In this study we take in account that individual decision-making is an outcome of a process where group decisions can determine individual probabilistic behavior. Using Game Theory concepts, we describe how intentions can be transformed in behavior and according to the Nash Equilibrium, this process will correspond to the best individual decision/response taking in account the collective response. This analysis can be extended to several examples based in the Game Theoretical Model of Planned Behavior or Reasoned Action.
A trade based view on casino taxation: market conditions.
Li, Guoqiang; Gu, Xinhua; Wu, Jie
2015-06-01
This article presents a trade based theory of casino taxation along with empirical evidence found from Macao as a typical tourism resort. We prove that there is a unique optimum gaming tax in a particular market for casino gambling, argue that any change in this tax is engendered by external demand shifts, and suggest that the economic rent from gambling legalization should be shared through such optimal tax between the public and private sectors. Our work also studies the tradeoff between economic benefits and social costs arising from casino tourism, and provides some policy recommendations for the sustainable development of gaming-led economies. The theoretical arguments in this article turn out to be consistent with empirical observations on Macao realities over the recent decade.
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.
Reflexive Control in Operational Art: Designing Emergent Opportunity in the Vicksburg Campaign
2017-05-25
relating to game theory and deception. This theory relates to a human phenomenon not strictly tied to any specific systems or actors at any level of war... game theory.10 It is worth emphasizing that reflexive control theory is neither synonymous with, nor did it evolve specifically from, maskirovka or... Game of ? And ?," edited by Chet Richards and Chuck Spinney (Defense and the National Interest, 2006). 19 Field Manual 6-0, Mission Command
Optimal Distinctiveness Signals Membership Trust.
Leonardelli, Geoffrey J; Loyd, Denise Lewin
2016-07-01
According to optimal distinctiveness theory, sufficiently small minority groups are associated with greater membership trust, even among members otherwise unknown, because the groups are seen as optimally distinctive. This article elaborates on the prediction's motivational and cognitive processes and tests whether sufficiently small minorities (defined by relative size; for example, 20%) are associated with greater membership trust relative to mere minorities (45%), and whether such trust is a function of optimal distinctiveness. Two experiments, examining observers' perceptions of minority and majority groups and using minimal groups and (in Experiment 2) a trust game, revealed greater membership trust in minorities than majorities. In Experiment 2, participants also preferred joining minorities over more powerful majorities. Both effects occurred only when minorities were 20% rather than 45%. In both studies, perceptions of optimal distinctiveness mediated effects. Discussion focuses on the value of relative size and optimal distinctiveness, and when membership trust manifests. © 2016 by the Society for Personality and Social Psychology, Inc.
NASA Technical Reports Server (NTRS)
Wolpert, David H.
2005-01-01
Probability theory governs the outcome of a game; there is a distribution over mixed strat.'s, not a single "equilibrium". To predict a single mixed strategy must use our loss function (external to the game's players. Provides a quantification of any strategy's rationality. Prove rationality falls as cost of computation rises (for players who have not previously interacted). All extends to games with varying numbers of players.
ERIC Educational Resources Information Center
Khan, Misbah Mahmood; Reed, Jonathan
2011-01-01
Games Based Learning needs to be linked to good learning theory to become an important educational intervention. This study examines the effectiveness of a collection of computer games called Neurogames®. Neurogames are a group of computer games aimed at improving reading and basic maths and are designed using neuropsychological theory. The…
Lazem, Shaimaa; Webster, Mary; Holmes, Wayne; Wolf, Motje
2015-09-02
Here we review 18 articles that describe the design and evaluation of 1 or more games for diabetes from technical, methodological, and theoretical perspectives. We undertook searches covering the period 2010 to May 2015 in the ACM, IEEE, Journal of Medical Internet Research, Studies in Health Technology and Informatics, and Google Scholar online databases using the keywords "children," "computer games," "diabetes," "games," "type 1," and "type 2" in various Boolean combinations. The review sets out to establish, for future research, an understanding of the current landscape of digital games designed for children with diabetes. We briefly explored the use and impact of well-established learning theories in such games. The most frequently mentioned theoretical frameworks were social cognitive theory and social constructivism. Due to the limitations of the reported evaluation methodologies, little evidence was found to support the strong promise of games for diabetes. Furthermore, we could not establish a relation between design features and the game outcomes. We argue that an in-depth discussion about the extent to which learning theories could and should be manifested in the design decisions is required. © 2015 Diabetes Technology Society.
Cooperation in two-person evolutionary games with complex personality profiles.
Płatkowski, Tadeusz
2010-10-21
We propose a theory of evolution of social systems which generalizes the standard proportional fitness rule of the evolutionary game theory. The formalism is applied to describe the dynamics of two-person one-shot population games. In particular it predicts the non-zero level of cooperation in the long run for the Prisoner's Dilemma games, the increase of the fraction of cooperators for general classes of the Snow-Drift game, and stable nonzero cooperation level for coordination games. Copyright © 2010 Elsevier Ltd. All rights reserved.
ERIC Educational Resources Information Center
Dixit, Avinash
2005-01-01
The author suggests methods for teaching game theory at an introductory level, using interactive games to be played in the classroom or in computer clusters, clips from movies to be screened and discussed, and excerpts from novels and historical books to be read and discussed.
Sex differences in Nintendo Wii performance as expected from hunter-gatherer selection.
Cherney, Isabelle D; Poss, Jordan L
2008-06-01
To test the hunter-gatherer theory of cognitive sex differences, men and women each played four video games on a Wii console: two games simulating skills necessary for hunting (navigation and shooting) and two games simulating skills necessary for gathering (fine motor and visual search). Men outperformed women on the two hunting games, whereas there were no sex differences on the gathering skill games. The findings are discussed in terms of evolutionary psychology theory.
Health Behavior Theory in Physical Activity Game Apps: A Content Analysis
Moxley, Victor BA; MacDonald, Elizabeth
2015-01-01
Background Physical activity games developed for a mobile phone platform are becoming increasingly popular, yet little is known about their content or inclusion of health behavior theory (HBT). Objective The objective of our study was to quantify elements of HBT in physical activity games developed for mobile phones and to assess the relationship between theoretical constructs and various app features. Methods We conducted an analysis of exercise and physical activity game apps in the Apple App Store in the fall of 2014. A total of 52 apps were identified and rated for inclusion of health behavior theoretical constructs using an established theory-based rubric. Each app was coded for 100 theoretical items, containing 5 questions for 20 different constructs. Possible total theory scores ranged from 0 to 100. Descriptive statistics and Spearman correlations were used to describe the HBT score and association with selected app features, respectively. Results The average HBT score in the sample was 14.98 out of 100. One outlier, SuperBetter, scored higher than the other apps with a score of 76. Goal setting, self-monitoring, and self-reward were the most-reported constructs found in the sample. There was no association between either app price and theory score (P=.5074), or number of gamification elements and theory score (P=.5010). However, Superbetter, with the highest HBT score, was also the most expensive app. Conclusions There are few content analyses of serious games for health, but a comparison between these findings and previous content analyses of non-game health apps indicates that physical activity mobile phone games demonstrate higher levels of behavior theory. The most common theoretical constructs found in this sample are known to be efficacious elements in physical activity interventions. It is unclear, however, whether app designers consciously design physical activity mobile phone games with specific constructs in mind; it may be that games lend themselves well to inclusion of theory and any constructs found in significant levels are coincidental. Health games developed for mobile phones could be potentially used in health interventions, but collaboration between app designers and behavioral specialists is crucial. Additionally, further research is needed to better characterize mobile phone health games and the relative importance of educational elements versus gamification elements in long-term behavior change. PMID:26168926
Health Behavior Theory in Physical Activity Game Apps: A Content Analysis.
Payne, Hannah E; Moxley, Victor Ba; MacDonald, Elizabeth
2015-07-13
Physical activity games developed for a mobile phone platform are becoming increasingly popular, yet little is known about their content or inclusion of health behavior theory (HBT). The objective of our study was to quantify elements of HBT in physical activity games developed for mobile phones and to assess the relationship between theoretical constructs and various app features. We conducted an analysis of exercise and physical activity game apps in the Apple App Store in the fall of 2014. A total of 52 apps were identified and rated for inclusion of health behavior theoretical constructs using an established theory-based rubric. Each app was coded for 100 theoretical items, containing 5 questions for 20 different constructs. Possible total theory scores ranged from 0 to 100. Descriptive statistics and Spearman correlations were used to describe the HBT score and association with selected app features, respectively. The average HBT score in the sample was 14.98 out of 100. One outlier, SuperBetter, scored higher than the other apps with a score of 76. Goal setting, self-monitoring, and self-reward were the most-reported constructs found in the sample. There was no association between either app price and theory score (P=.5074), or number of gamification elements and theory score (P=.5010). However, Superbetter, with the highest HBT score, was also the most expensive app. There are few content analyses of serious games for health, but a comparison between these findings and previous content analyses of non-game health apps indicates that physical activity mobile phone games demonstrate higher levels of behavior theory. The most common theoretical constructs found in this sample are known to be efficacious elements in physical activity interventions. It is unclear, however, whether app designers consciously design physical activity mobile phone games with specific constructs in mind; it may be that games lend themselves well to inclusion of theory and any constructs found in significant levels are coincidental. Health games developed for mobile phones could be potentially used in health interventions, but collaboration between app designers and behavioral specialists is crucial. Additionally, further research is needed to better characterize mobile phone health games and the relative importance of educational elements versus gamification elements in long-term behavior change.
Controlling herding in minority game systems
NASA Astrophysics Data System (ADS)
Zhang, Ji-Qiang; Huang, Zi-Gang; Wu, Zhi-Xi; Su, Riqi; Lai, Ying-Cheng
2016-02-01
Resource allocation takes place in various types of real-world complex systems such as urban traffic, social services institutions, economical and ecosystems. Mathematically, the dynamical process of resource allocation can be modeled as minority games. Spontaneous evolution of the resource allocation dynamics, however, often leads to a harmful herding behavior accompanied by strong fluctuations in which a large majority of agents crowd temporarily for a few resources, leaving many others unused. Developing effective control methods to suppress and eliminate herding is an important but open problem. Here we develop a pinning control method, that the fluctuations of the system consist of intrinsic and systematic components allows us to design a control scheme with separated control variables. A striking finding is the universal existence of an optimal pinning fraction to minimize the variance of the system, regardless of the pinning patterns and the network topology. We carry out a generally applicable theory to explain the emergence of optimal pinning and to predict the dependence of the optimal pinning fraction on the network topology. Our work represents a general framework to deal with the broader problem of controlling collective dynamics in complex systems with potential applications in social, economical and political systems.
Managing a Common Pool Resource: Real Time Decision-Making in a Groundwater Aquifer
NASA Astrophysics Data System (ADS)
Sahu, R.; McLaughlin, D.
2017-12-01
In a Common Pool Resource (CPR) such as a groundwater aquifer, multiple landowners (agents) are competing for a limited resource of water. Landowners pump out the water to grow their own crops. Such problems can be posed as differential games, with agents all trying to control the behavior of the shared dynamic system. Each agent aims to maximize his/her own personal objective like agriculture yield, being aware that the action of every other agent collectively influences the behavior of the shared aquifer. The agents therefore choose a subgame perfect Nash equilibrium strategy that derives an optimal action for each agent based on the current state of the aquifer and assumes perfect information of every other agents' objective function. Furthermore, using an Iterated Best Response approach and interpolating techniques, an optimal pumping strategy can be computed for a more-realistic description of the groundwater model under certain assumptions. The numerical implementation of dynamic optimization techniques for a relevant description of the physical system yields results qualitatively different from the previous solutions obtained from simple abstractions.This work aims to bridge the gap between extensive modeling approaches in hydrology and competitive solution strategies in differential game theory.
On optimal strategies in event-constrained differential games
NASA Technical Reports Server (NTRS)
Heymann, M.; Rajan, N.; Ardema, M.
1985-01-01
Combat games are formulated as zero-sum differential games with unilateral event constraints. An interior penalty function approach is employed to approximate optimal strategies for the players. The method is very attractive computationally and possesses suitable approximation and convergence properties.
The Application of Gaming Theory in Health Care.
Elzein, Ashley; Drenkard, Karen; Deyo, Patricia; Swartwout, Ellen
2015-01-01
As the US health care system moves rapidly toward a population health management focus in communities and care settings, the chief nursing officer has an opportunity to lead innovation efforts for patient care. One innovative strategy for use to influence patient behavior change, ongoing clinical education, and prelicensure education is the application of gaming theory into learning strategies. With the ever-increasing emphasis the general public is placing on social media and online gaming, there has been a significant push by the health sector in recent years to harness this medium for use in health management, education, and behavior change. A number of organizations and insurers have dedicated significant resources to researching and developing games and apps to help patients manage diseases, track self-management activities, and motivate behavior change for healthy lifestyles. This article shares information about gaming theory and its application to health care including a review of the science behind the theory, the use of technology, and gaming education strategies for both patients and clinicians.
Explicit Lower and Upper Bounds on the Entangled Value of Multiplayer XOR Games
NASA Astrophysics Data System (ADS)
Briët, Jop; Vidick, Thomas
2013-07-01
The study of quantum-mechanical violations of Bell inequalities is motivated by the investigation, and the eventual demonstration, of the nonlocal properties of entanglement. In recent years, Bell inequalities have found a fruitful re-formulation using the language of multiplayer games originating from Computer Science. This paper studies the nonlocal properties of entanglement in the context of the simplest such games, called XOR games. When there are two players, it is well known that the maximum bias—the advantage over random play—of players using entanglement can be at most a constant times greater than that of classical players. Recently, Pérez-García et al. (Commun. Mathe. Phys. 279:455, 2008) showed that no such bound holds when there are three or more players: the use of entanglement can provide an unbounded advantage, and scale with the number of questions in the game. Their proof relies on non-trivial results from operator space theory, and gives a non-explicit existence proof, leading to a game with a very large number of questions and only a loose control over the local dimension of the players' shared entanglement. We give a new, simple and explicit (though still probabilistic) construction of a family of three-player XOR games which achieve a large quantum-classical gap (QC-gap). This QC-gap is exponentially larger than the one given by Pérez-García et. al. in terms of the size of the game, achieving a QC-gap of order {√{N}} with N 2 questions per player. In terms of the dimension of the entangled state required, we achieve the same (optimal) QC-gap of {√{N}} for a state of local dimension N per player. Moreover, the optimal entangled strategy is very simple, involving observables defined by tensor products of the Pauli matrices. Additionally, we give the first upper bound on the maximal QC-gap in terms of the number of questions per player, showing that our construction is only quadratically off in that respect. Our results rely on probabilistic estimates on the norm of random matrices and higher-order tensors which may be of independent interest.
Investigating the Learning-Theory Foundations of Game-Based Learning: A Meta-Analysis
ERIC Educational Resources Information Center
Wu, W-H.; Hsiao, H-C.; Wu, P-L.; Lin, C-H.; Huang, S-H.
2012-01-01
Past studies on the issue of learning-theory foundations in game-based learning stressed the importance of establishing learning-theory foundation and provided an exploratory examination of established learning theories. However, we found research seldom addressed the development of the use or failure to use learning-theory foundations and…
Evolutionary game theory: cells as players.
Hummert, Sabine; Bohl, Katrin; Basanta, David; Deutsch, Andreas; Werner, Sarah; Theissen, Günter; Schroeter, Anja; Schuster, Stefan
2014-12-01
In two papers we review game theory applications in biology below the level of cognitive living beings. It can be seen that evolution and natural selection replace the rationality of the actors appropriately. Even in these micro worlds, competing situations and cooperative relationships can be found and modeled by evolutionary game theory. Also those units of the lowest levels of life show different strategies for different environmental situations or different partners. We give a wide overview of evolutionary game theory applications to microscopic units. In this first review situations on the cellular level are tackled. In particular metabolic problems are discussed, such as ATP-producing pathways, secretion of public goods and cross-feeding. Further topics are cyclic competition among more than two partners, intra- and inter-cellular signalling, the struggle between pathogens and the immune system, and the interactions of cancer cells. Moreover, we introduce the theoretical basics to encourage scientists to investigate problems in cell biology and molecular biology by evolutionary game theory.
A Model for Comparing Game Theory and Artificial Intelligence Decision Making Processes
1989-12-01
I V. Re-visions to PALANTIR Program .. .. .... .... .... ..... 20 4.1 Rewritten in the C Programming Lanigiiage...The PALANTIR , created by Capt Robert Palmer, had two uses: to train per- sonnel on the use of satellites and to provide insight into the movements...zero-sum game theory approach to reach decisions (11:23). This approach is discussed further in Chapter 2. 2 Although PALANTIR used game theory players
Identifying Key Actors in Heterogeneous Networks
2017-11-29
analysis (SNA) and game theory (GT) to improve accuracy for detecting significant or “powerful” actors within a total actor space when both resource...coalesce in order to achieve a desired outcome. Cooperative game theory (CGT) models of coalition formation are based on two limiting assumptions: that...demonstration of a new approach for synthesizing social network analysis and game theory. The ultimate goal of this research agenda is to generalize
Video game practice optimizes executive control skills in dual-task and task switching situations.
Strobach, Tilo; Frensch, Peter A; Schubert, Torsten
2012-05-01
We examined the relation of action video game practice and the optimization of executive control skills that are needed to coordinate two different tasks. As action video games are similar to real life situations and complex in nature, and include numerous concurrent actions, they may generate an ideal environment for practicing these skills (Green & Bavelier, 2008). For two types of experimental paradigms, dual-task and task switching respectively; we obtained performance advantages for experienced video gamers compared to non-gamers in situations in which two different tasks were processed simultaneously or sequentially. This advantage was absent in single-task situations. These findings indicate optimized executive control skills in video gamers. Similar findings in non-gamers after 15 h of action video game practice when compared to non-gamers with practice on a puzzle game clarified the causal relation between video game practice and the optimization of executive control skills. Copyright © 2012 Elsevier B.V. All rights reserved.
Saposnik, Gustavo; Johnston, S Claiborne
2016-04-01
Acute stroke care represents a challenge for decision makers. Decisions based on erroneous assessments may generate false expectations of patients and their family members, and potentially inappropriate medical advice. Game theory is the analysis of interactions between individuals to study how conflict and cooperation affect our decisions. We reviewed principles of game theory that could be applied to medical decisions under uncertainty. Medical decisions in acute stroke care are usually made under constrains: short period of time, with imperfect clinical information, limit understanding about patients and families' values and beliefs. Game theory brings some strategies to help us manage complex medical situations under uncertainty. For example, it offers a different perspective by encouraging the consideration of different alternatives through the understanding of patients' preferences and the careful evaluation of cognitive distortions when applying 'real-world' data. The stag-hunt game teaches us the importance of trust to strength cooperation for a successful patient-physician interaction that is beyond a good or poor clinical outcome. The application of game theory to stroke care may improve our understanding of complex medical situations and help clinicians make practical decisions under uncertainty. © 2016 World Stroke Organization.
Digital Game-Based Learning Supports Student Motivation, Cognitive Success, and Performance Outcomes
ERIC Educational Resources Information Center
Woo, Jeng-Chung
2014-01-01
Traditional multimedia learning is primarily based on the cognitive load concept of information processing theory. Recent digital game-based learning (DGBL) studies have focused on exploring content support for learning motivation and related game characteristics. Motivation, volition, and performance (MVP) theory indicates that cognitive load and…
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…
Knowledge-Directed Theory Revision
NASA Astrophysics Data System (ADS)
Ali, Kamal; Leung, Kevin; Konik, Tolga; Choi, Dongkyu; Shapiro, Dan
Using domain knowledge to speed up learning is widely accepted but theory revision of such knowledge continues to use general syntactic operators. Using such operators for theory revision of teleoreactive logic programs is especially expensive in which proof of a top-level goal involves playing a game. In such contexts, one should have the option to complement general theory revision with domain-specific knowledge. Using American football as an example, we use Icarus' multi-agent teleoreactive logic programming ability to encode a coach agent whose concepts correspond to faults recognized in execution of the play and whose skills correspond to making repairs in the goals of the player agents. Our results show effective learning using as few as twenty examples. We also show that structural changes made by such revision can produce performance gains that cannot be matched by doing only numeric optimization.
Romero, Julián; Sacoto-Cabrera, Erwin J.
2017-01-01
We analyze the feasibility of providing Wireless Sensor Network-data-based services in an Internet of Things scenario from an economical point of view. The scenario has two competing service providers with their own private sensor networks, a network operator and final users. The scenario is analyzed as two games using game theory. In the first game, sensors decide to subscribe or not to the network operator to upload the collected sensing-data, based on a utility function related to the mean service time and the price charged by the operator. In the second game, users decide to subscribe or not to the sensor-data-based service of the service providers based on a Logit discrete choice model related to the quality of the data collected and the subscription price. The sinks and users subscription stages are analyzed using population games and discrete choice models, while network operator and service providers pricing stages are analyzed using optimization and Nash equilibrium concepts respectively. The model is shown feasible from an economic point of view for all the actors if there are enough interested final users and opens the possibility of developing more efficient models with different types of services. PMID:29186847
Optimal generator bidding strategies for power and ancillary services
NASA Astrophysics Data System (ADS)
Morinec, Allen G.
As the electric power industry transitions to a deregulated market, power transactions are made upon price rather than cost. Generator companies are interested in maximizing their profits rather than overall system efficiency. A method to equitably compensate generation providers for real power, and ancillary services such as reactive power and spinning reserve, will ensure a competitive market with an adequate number of suppliers. Optimizing the generation product mix during bidding is necessary to maximize a generator company's profits. The objective of this research work is to determine and formulate appropriate optimal bidding strategies for a generation company in both the energy and ancillary services markets. These strategies should incorporate the capability curves of their generators as constraints to define the optimal product mix and price offered in the day-ahead and real time spot markets. In order to achieve such a goal, a two-player model was composed to simulate market auctions for power generation. A dynamic game methodology was developed to identify Nash Equilibria and Mixed-Strategy Nash Equilibria solutions as optimal generation bidding strategies for two-player non-cooperative variable-sum matrix games with incomplete information. These games integrated the generation product mix of real power, reactive power, and spinning reserve with the generators's capability curves as constraints. The research includes simulations of market auctions, where strategies were tested for generators with different unit constraints, costs, types of competitors, strategies, and demand levels. Studies on the capability of large hydrogen cooled synchronous generators were utilized to derive useful equations that define the exact shape of the capability curve from the intersections of the arcs defined by the centers and radial vectors of the rotor, stator, and steady-state stability limits. The available reactive reserve and spinning reserve were calculated given a generator operating point in the P-Q plane. Four computer programs were developed to automatically perform the market auction simulations using the equal incremental cost rule. The software calculates the payoffs for the two competing competitors, dispatches six generators, and allocates ancillary services for 64 combinations of bidding strategies, three levels of system demand, and three different types of competitors. Matrix Game theory was utilized to calculate Nash Equilibrium solutions and mixed-strategy Nash solutions as the optimal generator bidding strategies. A method to incorporate ancillary services into the generation bidding strategy, to assure an adequate supply of ancillary services, and to allocate these necessary resources to the on-line units was devised. The optimal generator bid strategy in a power auction was shown to be the Nash Equilibrium solution found in two-player variable-sum matrix games.
2016-05-01
Algorithm for Overcoming the Curse of Dimensionality for Certain Non-convex Hamilton-Jacobi Equations, Projections and Differential Games Yat Tin...subproblems. Our approach is expected to have wide applications in continuous dynamic games , control theory problems, and elsewhere. Mathematics...differential dynamic games , control theory problems, and dynamical systems coming from the physical world, e.g. [11]. An important application is to
Implications of Modern Decision Science for Military Decision-Support Systems
2005-01-01
B. Another major challenge is learning how to exploit the technology of modern recreational games , including massively parallel online activities... online .7 In preparing this monograph, we also concluded that the most valuable aspects of game theory for high-level decision support are the basic...Philosophy, online at http://plato.stanford.edu/ entries/ game -theory. 8 In one example that still rankles, some Cold War game theorists (and military
Quantum gambling using mesoscopic ring qubits
NASA Astrophysics Data System (ADS)
Pakuła, Ireneusz
2007-07-01
Quantum Game Theory provides us with new tools for practising games and some other risk related enterprices like, for example, gambling. The two party gambling protocol presented by Goldenberg {\\it et al} is one of the simplest yet still hard to implement applications of Quantum Game Theory. We propose potential physical realisation of the quantum gambling protocol with use of three mesoscopic ring qubits. We point out problems in implementation of such game.
Tziraki, Chariklia; Berenbaum, Rakel; Gross, Daniel; Abikhzer, Judith; Ben-David, Boaz M
2017-07-31
The field of serious games for people with dementia (PwD) is mostly driven by game-design principals typically applied to games created by and for younger individuals. Little has been done developing serious games to help PwD maintain cognition and to support functionality. We aimed to create a theory-based serious game for PwD, with input from a multi-disciplinary team familiar with aging, dementia, and gaming theory, as well as direct input from end users (the iterative process). Targeting enhanced self-efficacy in daily activities, the goal was to generate a game that is acceptable, accessible and engaging for PwD. The theory-driven game development was based on the following learning theories: learning in context, errorless learning, building on capacities, and acknowledging biological changes-all with the aim to boost self-efficacy. The iterative participatory process was used for game screen development with input of 34 PwD and 14 healthy community dwelling older adults, aged over 65 years. Development of game screens was informed by the bio-psychological aging related disabilities (ie, motor, visual, and perception) as well as remaining neuropsychological capacities (ie, implicit memory) of PwD. At the conclusion of the iterative development process, a prototype game with 39 screens was used for a pilot study with 24 PwD and 14 healthy community dwelling older adults. The game was played twice weekly for 10 weeks. Quantitative analysis showed that the average speed of successful screen completion was significantly longer for PwD compared with healthy older adults. Both PwD and controls showed an equivalent linear increase in the speed for task completion with practice by the third session (P<.02). Most important, the rate of improved processing speed with practice was not statistically different between PwD and controls. This may imply that some form of learning occurred for PwD at a nonsignificantly different rate than for controls. Qualitative results indicate that PwD found the game engaging and fun. Healthy older adults found the game too easy. Increase in self-reported self-efficacy was documented with PwD only. Our study demonstrated that PwD's speed improved with practice at the same rate as healthy older adults. This implies that when tasks are designed to match PwD's abilities, learning ensues. In addition, this pilot study of a serious game, designed for PwD, was accessible, acceptable, and enjoyable for end users. Games designed based on learning theories and input of end users and a multi-disciplinary team familiar with dementia and aging may have the potential of maintaining capacity and improving functionality of PwD. A larger longer study is needed to confirm our findings and evaluate the use of these games in assessing cognitive status and functionality. ©Chariklia Tziraki, Rakel Berenbaum, Daniel Gross, Judith Abikhzer, Boaz M Ben-David. Originally published in JMIR Serious Games (http://games.jmir.org), 31.07.2017.
Defense Acquisition Research Journal. Volume 21, Number 1, Issue 68
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
Application of Game Theory Approaches in Routing Protocols for Wireless Networks
NASA Astrophysics Data System (ADS)
Javidi, Mohammad M.; Aliahmadipour, Laya
2011-09-01
An important and essential issue for wireless networks is routing protocol design that is a major technical challenge due to the function of the network. Game theory is a powerful mathematical tool that analyzes the strategic interactions among multiple decision makers and the results of researches show that applied game theory in routing protocol lead to improvement the network performance through reduce overhead and motivates selfish nodes to collaborate in the network. This paper presents a review and comparison for typical representatives of routing protocols designed that applied game theory approaches for various wireless networks such as ad hoc networks, mobile ad hoc networks and sensor networks that all of them lead to improve the network performance.
Multi - party Game Analysis of Coal Industry and Industry Regulation Policy Optimization
NASA Astrophysics Data System (ADS)
Jiang, Tianqi
2018-01-01
In the face of the frequent occurrence of coal mine safety accidents, this paper analyses the relationship between central and local governments, coal mining enterprises and miners from the perspective of multi - group game. In the actual production, the decision of one of the three groups can affect the game strategy of the other of the three, so we should assume the corresponding game order. In this order, the game analysis of the income and decision of the three is carried out, and the game decision of the government, the enterprise and the workers is obtained through the establishment of the benefit matrix and so on. And then on the existing system to optimize the coal industry regulation proposed practical recommendations to reduce the frequency of industry safety accidents, optimize the industry production environment.
On Nash Equilibrium and Evolutionarily Stable States That Are Not Characterised by the Folk Theorem
Li, Jiawei; Kendall, Graham
2015-01-01
In evolutionary game theory, evolutionarily stable states are characterised by the folk theorem because exact solutions to the replicator equation are difficult to obtain. It is generally assumed that the folk theorem, which is the fundamental theory for non-cooperative games, defines all Nash equilibria in infinitely repeated games. Here, we prove that Nash equilibria that are not characterised by the folk theorem do exist. By adopting specific reactive strategies, a group of players can be better off by coordinating their actions in repeated games. We call it a type-k equilibrium when a group of k players coordinate their actions and they have no incentive to deviate from their strategies simultaneously. The existence and stability of the type-k equilibrium in general games is discussed. This study shows that the sets of Nash equilibria and evolutionarily stable states have greater cardinality than classic game theory has predicted in many repeated games. PMID:26288088
Optimal strategies for electric energy contract decision making
NASA Astrophysics Data System (ADS)
Song, Haili
2000-10-01
The power industry restructuring in various countries in recent years has created an environment where trading of electric energy is conducted in a market environment. In such an environment, electric power companies compete for the market share through spot and bilateral markets. Being profit driven, electric power companies need to make decisions on spot market bidding, contract evaluation, and risk management. New methods and software tools are required to meet these upcoming needs. In this research, bidding strategy and contract pricing are studied from a market participant's viewpoint; new methods are developed to guide a market participant in spot and bilateral market operation. A supplier's spot market bidding decision is studied. Stochastic optimization is formulated to calculate a supplier's optimal bids in a single time period. This decision making problem is also formulated as a Markov Decision Process. All the competitors are represented by their bidding parameters with corresponding probabilities. A systematic method is developed to calculate transition probabilities and rewards. The optimal strategy is calculated to maximize the expected reward over a planning horizon. Besides the spot market, a power producer can also trade in the bilateral markets. Bidding strategies in a bilateral market are studied with game theory techniques. Necessary and sufficient conditions of Nash Equilibrium (NE) bidding strategy are derived based on the generators' cost and the loads' willingness to pay. The study shows that in any NE, market efficiency is achieved. Furthermore, all Nash equilibria are revenue equivalent for the generators. The pricing of "Flexible" contracts, which allow delivery flexibility over a period of time with a fixed total amount of electricity to be delivered, is analyzed based on the no-arbitrage pricing principle. The proposed algorithm calculates the price based on the optimality condition of the stochastic optimization formulation. Simulation examples illustrate the tradeoffs between prices and scheduling flexibility. Spot bidding and contract pricing are not independent decision processes. The interaction between spot bidding and contract evaluation is demonstrated with game theory equilibrium model and market simulation results. It leads to the conclusion that a market participant's contract decision making needs to be further investigated as an integrated optimization formulation.
Teaching Public Goods Theory with a Classroom Game
ERIC Educational Resources Information Center
Pickhardt, Michael
2005-01-01
The author extends the work of Holt and Laury (1997) on a simple noncomputerized card game for teaching the essential aspects of public goods theory. He suggests a course of several lectures and discusses the behavior of subjects in various game sessions. Among other things, the results provide experimental evidence with respect to the private…
The Quark Box--A Particle Physics Game.
ERIC Educational Resources Information Center
Swedler, James A.
This game is designed to be used in junior and senior high school science classes with the purpose of introducing quark theory to students. This material expands on atomic theory and subatomic structure. Quarks are the fundamental building blocks of protons and neutrons. The game will teach students about the standard model of elementary…
Using Insights from Game Theory in Evaluating Tenured Teachers.
ERIC Educational Resources Information Center
Hyman, Ronald T.
Using game theory as a model, suggestions are made to improve tenured public school teachers' individualized professional improvement plans. Seven basic concepts are discussed: (1) the game concept, a situation which involves decision making by the participants; (2) strategy--a plan for behavior under varied circumstances; (3) payoff--the value of…
Game Theory and Educational Policy: Private Education Legislation in China
ERIC Educational Resources Information Center
Law, Wing-Wah; Pan, Su-Yan
2009-01-01
This article presents a game theory analysis of legislating private education in China, based on set of primary and secondary documents related to this issue. The article argues that shaping educational legislation is a dynamic, repeated game of negotiation, cooperation, and/or competition on multiple occasions among various interested actors,…
A Review of Humor for Computer Games: Play, Laugh and More
ERIC Educational Resources Information Center
Dormann, Claire; Biddle, Robert
2009-01-01
Computer games are now becoming ways to communicate, teach, and influence attitudes and behavior. In this article, we address the role of humor in computer games, especially in support of serious purposes. We begin with a review of the main theories of humor, including superiority, incongruity, and relief. These theories and their…
Game theory and strategy in medical training.
Blake, Amy; Carroll, Bryan T
2016-11-01
This paper analyses how game theory can provide a framework for understanding the strategic decision-making that occurs in everyday scenarios in medical training and practice, and ultimately serves as a tool for improving the work environment and patient care. Game theory has been applied to a variety of fields outside of its native economics, but has not been thoroughly studied in the context of health care provision. The paper discusses four of the most common 'games' and applies each to a scenario in medicine to provide new insight on the incentives and drivers for certain types of behaviour and a deeper understanding of why certain results are valued more strongly than others. Using game theory as an integrative tool, in conjunction with good judgement and a sound knowledge base, trainees and physicians can work to better recognise where competing priorities exist, understand the motivations and interactions of the various players, and learn to adjust their approaches in order to 'change the game' when their preferred outcome is not the most likely one. © 2016 John Wiley & Sons Ltd and The Association for the Study of Medical Education.
Evolutionary Game Theory Analysis of Tumor Progression
NASA Astrophysics Data System (ADS)
Wu, Amy; Liao, David; Sturm, James; Austin, Robert
2014-03-01
Evolutionary game theory applied to two interacting cell populations can yield quantitative prediction of the future densities of the two cell populations based on the initial interaction terms. We will discuss how in a complex ecology that evolutionary game theory successfully predicts the future densities of strains of stromal and cancer cells (multiple myeloma), and discuss the possible clinical use of such analysis for predicting cancer progression. Supported by the National Science Foundation and the National Cancer Institute.
Games and teams with shared constraints.
Kulkarni, Ankur A
2017-08-13
Energy systems of the future are envisaged to encompass multiple interacting autonomous entities. The theory of games provides the foundations for the design and analysis of such systems. This paper reviews models and results that would be of use for such analysis. Classically, games have involved players whose strategies are coupled only through the dependence of utility functions on strategies of other players. However, in many practical settings in the energy domain, system-level limitations bind the choices players can make. In 1965, Rosen ( Econometrica 33 , 520-534 (doi:10.2307/1911749)) pioneered the study of a class of games where there is a common constraint, called a shared constraint , that couples the strategies available to the players. We discuss how this seemingly benign extension has important ramifications, ranging from the very definition of an equilibrium concept, to other key issues such as existence, uniqueness and efficiency of equilibria. We show how the presence of a shared constraint naturally leads to notions of a price and forms the motivations for more recent models. Although most of the paper has the character of a survey, occasionally we also prove new results.This article is part of the themed issue 'Energy management: flexibility, risk and optimization'. © 2017 The Author(s).
NASA Technical Reports Server (NTRS)
Haefner, L. E.
1975-01-01
Mathematical and philosophical approaches are presented for evaluation and implementation of ground and air transportation systems. Basic decision processes are examined that are used for cost analyses and planning (i.e, statistical decision theory, linear and dynamic programming, optimization, game theory). The effects on the environment and the community that a transportation system may have are discussed and modelled. Algorithmic structures are examined and selected bibliographic annotations are included. Transportation dynamic models were developed. Citizen participation in transportation projects (i.e, in Maryland and Massachusetts) is discussed. The relevance of the modelling and evaluation approaches to air transportation (i.e, airport planning) is examined in a case study in St. Louis, Missouri.
Evolutionary game theory using agent-based methods.
Adami, Christoph; Schossau, Jory; Hintze, Arend
2016-12-01
Evolutionary game theory is a successful mathematical framework geared towards understanding the selective pressures that affect the evolution of the strategies of agents engaged in interactions with potential conflicts. While a mathematical treatment of the costs and benefits of decisions can predict the optimal strategy in simple settings, more realistic settings such as finite populations, non-vanishing mutations rates, stochastic decisions, communication between agents, and spatial interactions, require agent-based methods where each agent is modeled as an individual, carries its own genes that determine its decisions, and where the evolutionary outcome can only be ascertained by evolving the population of agents forward in time. While highlighting standard mathematical results, we compare those to agent-based methods that can go beyond the limitations of equations and simulate the complexity of heterogeneous populations and an ever-changing set of interactors. We conclude that agent-based methods can predict evolutionary outcomes where purely mathematical treatments cannot tread (for example in the weak selection-strong mutation limit), but that mathematics is crucial to validate the computational simulations. Copyright © 2016 Elsevier B.V. All rights reserved.
Development of a Coding Instrument to Assess the Quality and Content of Anti-Tobacco Video Games.
Alber, Julia M; Watson, Anna M; Barnett, Tracey E; Mercado, Rebeccah; Bernhardt, Jay M
2015-07-01
Previous research has shown the use of electronic video games as an effective method for increasing content knowledge about the risks of drugs and alcohol use for adolescents. Although best practice suggests that theory, health communication strategies, and game appeal are important characteristics for developing games, no instruments are currently available to examine the quality and content of tobacco prevention and cessation electronic games. This study presents the systematic development of a coding instrument to measure the quality, use of theory, and health communication strategies of tobacco cessation and prevention electronic games. Using previous research and expert review, a content analysis coding instrument measuring 67 characteristics was developed with three overarching categories: type and quality of games, theory and approach, and type and format of messages. Two trained coders applied the instrument to 88 games on four platforms (personal computer, Nintendo DS, iPhone, and Android phone) to field test the instrument. Cohen's kappa for each item ranged from 0.66 to 1.00, with an average kappa value of 0.97. Future research can adapt this coding instrument to games addressing other health issues. In addition, the instrument questions can serve as a useful guide for evidence-based game development.
Development of a Coding Instrument to Assess the Quality and Content of Anti-Tobacco Video Games
Alber, Julia M.; Watson, Anna M.; Barnett, Tracey E.; Mercado, Rebeccah
2015-01-01
Abstract Previous research has shown the use of electronic video games as an effective method for increasing content knowledge about the risks of drugs and alcohol use for adolescents. Although best practice suggests that theory, health communication strategies, and game appeal are important characteristics for developing games, no instruments are currently available to examine the quality and content of tobacco prevention and cessation electronic games. This study presents the systematic development of a coding instrument to measure the quality, use of theory, and health communication strategies of tobacco cessation and prevention electronic games. Using previous research and expert review, a content analysis coding instrument measuring 67 characteristics was developed with three overarching categories: type and quality of games, theory and approach, and type and format of messages. Two trained coders applied the instrument to 88 games on four platforms (personal computer, Nintendo DS, iPhone, and Android phone) to field test the instrument. Cohen's kappa for each item ranged from 0.66 to 1.00, with an average kappa value of 0.97. Future research can adapt this coding instrument to games addressing other health issues. In addition, the instrument questions can serve as a useful guide for evidence-based game development. PMID:26167842
Game theory as a conceptual framework for managing insect pests.
Brown, Joel S; Staňková, Kateřina
2017-06-01
For over 100 years it has been recognized that insect pests evolve resistance to chemical pesticides. More recently, managers have advocated restrained use of pesticides, crop rotation, the use of multiple pesticides, and pesticide-free sanctuaries as resistance management practices. Game theory provides a conceptual framework for combining the resistance strategies of the insects and the control strategies of the pest manager into a unified conceptual and modelling framework. Game theory can contrast an ecologically enlightened application of pesticides with an evolutionarily enlightened one. In the former case the manager only considers ecological consequences whereas the latter anticipates the evolutionary response of the pests. Broader applications of this game theory approach include anti-biotic resistance, fisheries management and therapy resistance in cancer. Copyright © 2017 Elsevier Inc. All rights reserved.
Teaching Prospect Theory with the "Deal or No Deal" Game Show
ERIC Educational Resources Information Center
Baker, Ardith; Bittner, Teresa; Makrigeorgis, Christos; Johnson, Gloria; Haefner, Joseph
2010-01-01
Recent evidence indicates that decision makers are more sensitive to potential losses than gains. Loss aversion psychology has led behavioural economists to look beyond expected utility by developing "prospect theory." We demonstrate this theory using the "Deal or No Deal" game show.
ERIC Educational Resources Information Center
2002
This document contains three papers from a symposium on tools in human resource development (HRD). "Game Theory Methodology in HRD" (Thomas J. Chermack, Richard A. Swanson) explores the utility of game theory in helping the HRD profession address the complexity of integrating multiple theories for disciplinary understanding and…
Gross, Daniel; Abikhzer, Judith
2017-01-01
Background The field of serious games for people with dementia (PwD) is mostly driven by game-design principals typically applied to games created by and for younger individuals. Little has been done developing serious games to help PwD maintain cognition and to support functionality. Objectives We aimed to create a theory-based serious game for PwD, with input from a multi-disciplinary team familiar with aging, dementia, and gaming theory, as well as direct input from end users (the iterative process). Targeting enhanced self-efficacy in daily activities, the goal was to generate a game that is acceptable, accessible and engaging for PwD. Methods The theory-driven game development was based on the following learning theories: learning in context, errorless learning, building on capacities, and acknowledging biological changes—all with the aim to boost self-efficacy. The iterative participatory process was used for game screen development with input of 34 PwD and 14 healthy community dwelling older adults, aged over 65 years. Development of game screens was informed by the bio-psychological aging related disabilities (ie, motor, visual, and perception) as well as remaining neuropsychological capacities (ie, implicit memory) of PwD. At the conclusion of the iterative development process, a prototype game with 39 screens was used for a pilot study with 24 PwD and 14 healthy community dwelling older adults. The game was played twice weekly for 10 weeks. Results Quantitative analysis showed that the average speed of successful screen completion was significantly longer for PwD compared with healthy older adults. Both PwD and controls showed an equivalent linear increase in the speed for task completion with practice by the third session (P<.02). Most important, the rate of improved processing speed with practice was not statistically different between PwD and controls. This may imply that some form of learning occurred for PwD at a nonsignificantly different rate than for controls. Qualitative results indicate that PwD found the game engaging and fun. Healthy older adults found the game too easy. Increase in self-reported self-efficacy was documented with PwD only. Conclusions Our study demonstrated that PwD’s speed improved with practice at the same rate as healthy older adults. This implies that when tasks are designed to match PwD’s abilities, learning ensues. In addition, this pilot study of a serious game, designed for PwD, was accessible, acceptable, and enjoyable for end users. Games designed based on learning theories and input of end users and a multi-disciplinary team familiar with dementia and aging may have the potential of maintaining capacity and improving functionality of PwD. A larger longer study is needed to confirm our findings and evaluate the use of these games in assessing cognitive status and functionality. PMID:28760730
Pricing in a two-echelon supply chain with different market powers: game theory approaches
NASA Astrophysics Data System (ADS)
Esmaeilzadeh, Afshin; Taleizadeh, Ata Allah
2016-03-01
In this research, the optimal pricing decisions for two complementary products in a two-echelon supply chain under two scenarios are studied. The proposed supply chain in each echelon includes one retailer and two manufacturers and the same complementary products are produced. In the first scenario, we assume the unit manufacturing costs of the complementary products in each echelon are the same, while in the second one the different unit manufacturing costs are supposed and lead to demand leakage from the echelon with the higher unit manufacturing cost to the echelon with the lower unit manufacturing cost. Moreover, under the second scenario, the products with lower price are replaced with the higher price products. The purpose of this study is to analyze the effects of different market powers between the manufacturers and the retailer and the demand leakage on the optimal wholesale and retail prices and also on the profit of the chain. The relationships between the manufacturers and the retailer are modeled by the MS-Stackelberg and MS-Bertrand game-theoretic approach where the manufacturers are leaders and the retailers are followers.
Concepts and Methods in Multi-Person Coordination and Control.
1981-10-01
games ", in: E . 0. Roxin, P. T. Liu, R.L. Sternberg, eds., Differential Games and Control Theory II, Marcel Dekker, New York, pp. 201-228. [11] Baqar...New York. (43] Blaquiere, A. (1973), ed., Topics in Differential Games , Nowth-Holland, Amsterdam. (44] Burger, E . (1966), Einfihrunx in die Theorie der...Equilibria in Stochastic Dynamic Games of Stackel- L. berg Tyve, Ph.D. Thesis, M.I.T., Electronic Systems Laboratory, Cambridge, Massachusetts. [51] Chen, C. I
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…
Balancing Play, Meaning and Reality: The Design Philosophy of LEVEE PATROLLER
ERIC Educational Resources Information Center
Harteveld, Casper; Guimaraes, Rui; Mayer, Igor S.; Bidarra, Rafael
2010-01-01
Most serious games have been developed without a proper and comprehensive design theory. To contribute to the development of such a theory, this article presents the underlying design philosophy of LEVEE PATROLLER, a game to train levee patrollers in the Netherlands. This philosophy stipulates that the design of a digital serious game is a…
Learner-Centred Pedagogy for Swim Coaching: A Complex Learning Theory-Informed Approach
ERIC Educational Resources Information Center
Light, Richard
2014-01-01
While constructivist theories of learning have been widely drawn on to understand and explain learning in games when using game-based approaches their use to inform pedagogy beyond games is limited. In particular, there has been little interest in applying constructivist perspectives on learning to sports in which technique is of prime importance.…
Digi Island: A Serious Game for Teaching and Learning Digital Circuit Optimization
NASA Technical Reports Server (NTRS)
Harper, Michael; Miller, Joseph; Shen, Yuzhong
2011-01-01
Karnaugh maps, also known as K-maps, are a tool used to optimize or simplify digital logic circuits. A K-map is a graphical display of a logic circuit. K-map optimization is essentially the process of finding a minimum number of maximal aggregations of K-map cells. with values of 1 according to a set of rules. The Digi Island is a serious game designed for aiding students to learn K-map optimization. The game takes place on an exotic island (called Digi Island) in the Pacific Ocean . The player is an adventurer to the Digi Island and will transform it into a tourist attraction by developing real estates, such as amusement parks.and hotels. The Digi Island game elegantly converts boring 1s and Os in digital circuits into usable and unusable spaces on a beautiful island and transforms K-map optimization into real estate development, an activity with which many students are familiar and also interested in. This paper discusses the design, development, and some preliminary results of the Digi Island game.
Ma, Qingguo; Pei, Guanxiong; Meng, Liang
2017-01-01
The balance between task demand and one's competence is critical for the maintenance of intrinsic motivation. According to Flow theory and Self-determination theory, optimal challenge gives rise to the maximum intrinsic motivation, and an inverted U-shaped curvilinear relationship between perceived challenge and one's intrinsic motivation is suggested. In order to provide direct experimental evidences for predictions of these theories, in this study, we employed the two-player StopWatch game that we previously designed, which made references to the game format of a badminton tournament. According to our manipulation, a male participant was defeated by the same-sex player paired with him (played by a well-trained confederate of the experimenter) in two matches, one with a wide margin (the complete defeat condition) and another with a narrow one (the near miss condition). Participants performed better and reported to enjoy the near miss match to a greater extent. Besides, an enlarged Stimulus-preceding negativity was elicited when participants were actively anticipating outcomes in the near miss condition, suggesting greater anticipatory attention toward the outcome and an enhanced intrinsic motivation to win. Thus, converging electrophysiological evidences from this study and our former study confirmed the inverted U-shaped curvilinear relationship between perceived challenge and one's intrinsic motivation.
Simmons, Joseph P; Massey, Cade
2012-11-01
Is optimism real, or are optimistic forecasts just cheap talk? To help answer this question, we investigated whether optimistic predictions persist in the face of large incentives to be accurate. We asked National Football League football fans to predict the winner of a single game. Roughly half (the partisans) predicted a game involving their favorite team, and the other half (the neutrals) predicted a game involving 2 teams they were neutral about. Participants were promised either a small incentive ($5) or a large incentive ($50) for correctly predicting the game's winner. Optimism emerged even when incentives were large, as partisans were much more likely than neutrals to predict partisans' favorite teams to win. Strong optimism also emerged among participants whose responses to follow-up questions strongly suggested that they believed the predictions they made. This research supports the claim that optimism is real. (PsycINFO Database Record (c) 2012 APA, all rights reserved).
Emphasizing Saddle Points through Game Theory: A Classroom Activity.
ERIC Educational Resources Information Center
Dorrington, Jenny; Jones, Michael A.
2000-01-01
Introduces the necessary game-theoretic background and explains how game-theoretic experiments of the Matching Pennies game can be used as a classroom activity to develop intuition about saddle points. (Author/ASK)
NASA Astrophysics Data System (ADS)
Sharif, Puya; Heydari, Hoshang
We give a self contained introduction to a few quantum game protocols, starting with the quantum version of the two-player two-choice game of Prisoners dilemma, followed by an n-player generalization trough the quantum minority games, and finishing with a contribution towards an n-player m-choice generalization with a quantum version of a three-player Kolkata restaurant problem. We have omitted some technical details accompanying these protocols, and instead laid the focus on presenting some general aspects of the field as a whole. This review contains an introduction to the formalism of quantum information theory, as well as to important game theoretical concepts, and is aimed to work as a review suiting economists and game theorists with limited knowledge of quantum physics as well as to physicists with limited knowledge of game theory.
Quantum Barro-Gordon game in monetary economics
NASA Astrophysics Data System (ADS)
Samadi, Ali Hussein; Montakhab, Afshin; Marzban, Hussein; Owjimehr, Sakine
2018-01-01
Classical game theory addresses decision problems in multi-agent environment where one rational agent's decision affects other agents' payoffs. Game theory has widespread application in economic, social and biological sciences. In recent years quantum versions of classical games have been proposed and studied. In this paper, we consider a quantum version of the classical Barro-Gordon game which captures the problem of time inconsistency in monetary economics. Such time inconsistency refers to the temptation of weak policy maker to implement high inflation when the public expects low inflation. The inconsistency arises when the public punishes the weak policy maker in the next cycle. We first present a quantum version of the Barro-Gordon game. Next, we show that in a particular case of the quantum game, time-consistent Nash equilibrium could be achieved when public expects low inflation, thus resolving the game.
Time-Extended Payoffs for Collectives of Autonomous Agents
NASA Technical Reports Server (NTRS)
Tumer, Kagan; Agogino, Adrian K.
2002-01-01
A collective is a set of self-interested agents which try to maximize their own utilities, along with a a well-defined, time-extended world utility function which rates the performance of the entire system. In this paper, we use theory of collectives to design time-extended payoff utilities for agents that are both aligned with the world utility, and are "learnable", i.e., the agents can readily see how their behavior affects their utility. We show that in systems where each agent aims to optimize such payoff functions, coordination arises as a byproduct of the agents selfishly pursuing their own goals. A game theoretic analysis shows that such payoff functions have the net effect of aligning the Nash equilibrium, Pareto optimal solution and world utility optimum, thus eliminating undesirable behavior such as agents working at cross-purposes. We then apply collective-based payoff functions to the token collection in a gridworld problem where agents need to optimize the aggregate value of tokens collected across an episode of finite duration (i.e., an abstracted version of rovers on Mars collecting scientifically interesting rock samples, subject to power limitations). We show that, regardless of the initial token distribution, reinforcement learning agents using collective-based payoff functions significantly outperform both natural extensions of single agent algorithms and global reinforcement learning solutions based on "team games".
Prisoner's Dilemma and Chicken: A Communications Perspective.
ERIC Educational Resources Information Center
Dauber, Cori
1990-01-01
Analyzes nuclear strategic doctrine by applying understandings of human communication processes to deterrence theory and game theory. Focuses on communication as risk. Demonstrates flaws in game theory because of its mechanistic view, stressing that communication is a process not an event, and actions are bound by cultural dispositions. Advocates…
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
Evolutionary game theory: molecules as players.
Bohl, Katrin; Hummert, Sabine; Werner, Sarah; Basanta, David; Deutsch, Andreas; Schuster, Stefan; Theissen, Günter; Schroeter, Anja
2014-12-01
In this and an accompanying paper we review the use of game theoretical concepts in cell biology and molecular biology. This review focuses on the subcellular level by considering viruses, genes, and molecules as players. We discuss in which way catalytic RNA can be treated by game theory. Moreover, genes can compete for success in replication and can have different strategies in interactions with other genetic elements. Also transposable elements, or "jumping genes", can act as players because they usually bear different traits or strategies. Viruses compete in the case of co-infecting a host cell. Proteins interact in a game theoretical sense when forming heterodimers. Finally, we describe how the Shapley value can be applied to enzymes in metabolic pathways. We show that game theory can be successfully applied to describe and analyse scenarios at the molecular level resulting in counterintuitive conclusions.
Lazem, Shaimaa; Webster, Mary; Holmes, Wayne; Wolf, Motje
2015-01-01
Here we review 18 articles that describe the design and evaluation of 1 or more games for diabetes from technical, methodological, and theoretical perspectives. We undertook searches covering the period 2010 to May 2015 in the ACM, IEEE, Journal of Medical Internet Research, Studies in Health Technology and Informatics, and Google Scholar online databases using the keywords “children,” “computer games,” “diabetes,” “games,” “type 1,” and “type 2” in various Boolean combinations. The review sets out to establish, for future research, an understanding of the current landscape of digital games designed for children with diabetes. We briefly explored the use and impact of well-established learning theories in such games. The most frequently mentioned theoretical frameworks were social cognitive theory and social constructivism. Due to the limitations of the reported evaluation methodologies, little evidence was found to support the strong promise of games for diabetes. Furthermore, we could not establish a relation between design features and the game outcomes. We argue that an in-depth discussion about the extent to which learning theories could and should be manifested in the design decisions is required. PMID:26337753
Design and evaluation of a computer game to promote a healthy diet for young adults.
Peng, Wei
2009-03-01
This article reports the development and evaluation of a computer game (RightWay Café) as a special medium to promote a healthy diet for young adults. Structural features of computer games, such as interactive tailoring, role playing, the element of fun, and narrative, were operationalized in the RightWay Café game to afford behavior rehearsal in a safe and entertaining way. Theories such as the health belief model, social cognitive theory, and theory of reasoned action guided the content design of the game to influence mediators of behavior change, including self-efficacy, perceived benefits, perceived barriers, and behavior change intention. A randomized controlled evaluation study with pretest, posttest, and follow-up design demonstrated that this game was effective in teaching nutrition and weight management knowledge and increasing people's self-efficacy and perceived benefits of healthy eating, as well as their intention to be on a healthy diet. Limited long-term effects were also found: participants in the game-playing group had greater self-efficacy than participants in the control group after 1 month. This study validates the computer game-based approach to health promotion for young adults. Limitations and implications are also discussed.
Game as a Career Metaphor: A Chaos Theory Career Counselling Application
ERIC Educational Resources Information Center
Pryor, Robert George Leslie; Bright, Jim E. H.
2009-01-01
The potential of game as a career metaphor for use in counselling is explored and it is argued that it has been largely overlooked in the literature to date. This metaphor is then explicitly linked with the Chaos Theory of Careers (CTC), by showing how the notion of attractors within the CTC can be illustrated effectively using games metaphors.…
Finke, Erinn H; Hickerson, Benjamin; McLaughlin, Eileen
2015-04-01
The purpose of this study was to determine parental attitudes regarding engagement with video games by their children with autism spectrum disorder (ASD) and whether attitudes vary based on ASD symptom severity. Online survey methodology was used to gather information from parents of children with ASD between the ages of 8 and 12 years. The finalized data set included 152 cases. Descriptive statistics and frequency analyses were used to examine participant demographics and video game play. Descriptive and inferential statistics were used to evaluate questions on the theory of planned behavior. Regression analyses determined the predictive ability of the theory of planned behavior constructs, and t tests provided additional descriptive information about between-group differences. Children with ASD play video games. There are no significant differences in the time, intensity, or types of games played based on severity of ASD symptoms (mild vs. moderate). Parents of children with ASD had positive attitudes about video game play. Parents of children with ASD appear to support video game play. On average, parents indicated video game play was positive for their children with ASD, particularly if they believed the games were having a positive impact on their child's development.
Studies in the Theory of Quantum Games
NASA Astrophysics Data System (ADS)
Iqbal, Azhar
2005-03-01
Theory of quantum games is a new area of investigation that has gone through rapid development during the last few years. Initial motivation for playing games, in the quantum world, comes from the possibility of re-formulating quantum communication protocols, and algorithms, in terms of games between quantum and classical players. The possibility led to the view that quantum games have a potential to provide helpful insight into working of quantum algorithms, and even in finding new ones. This thesis analyzes and compares some interesting games when played classically and quantum mechanically. A large part of the thesis concerns investigations into a refinement notion of the Nash equilibrium concept. The refinement, called an evolutionarily stable strategy (ESS), was originally introduced in 1970s by mathematical biologists to model an evolving population using techniques borrowed from game theory. Analysis is developed around a situation when quantization changes ESSs without affecting corresponding Nash equilibria. Effects of quantization on solution-concepts other than Nash equilibrium are presented and discussed. For this purpose the notions of value of coalition, backwards-induction outcome, and subgame-perfect outcome are selected. Repeated games are known to have different information structure than one-shot games. Investigation is presented into a possible way where quantization changes the outcome of a repeated game. Lastly, two new suggestions are put forward to play quantum versions of classical matrix games. The first one uses the association of De Broglie's waves, with travelling material objects, as a resource for playing a quantum game. The second suggestion concerns an EPR type setting exploiting directly the correlations in Bell's inequalities to play a bi-matrix game.
Abele, Susanne; Stasser, Garold; Chartier, Christopher
2010-11-01
Conflicts between individual and collective interests are ubiquitous in social life. Experimental studies have investigated the resolution of such conflicts using public goods games with either continuous or step-level payoff functions. Game theory and social interdependence theory identify consequential differences between these two types of games. Continuous function games are prime examples of social dilemmas because they always contain a conflict between individual and collective interests, whereas step-level games can be construed as social coordination games. Step-level games often provide opportunities for coordinated solutions that benefit both the collective and the individuals. For this and other reasons, the authors conclude that one cannot safely generalize results obtained from step-level to continuous-form games (or vice versa). Finally, the authors identify specific characteristics of the payoff function in public goods games that conceptually mark the transition from a pure dilemma to a coordination problem nested within a dilemma.
Economic principles in communication: an experimental study.
De Jaegher, Kris; Rosenkranz, Stephanie; Weitzel, Utz
2014-12-21
This paper experimentally investigates how economic principles affect communication. In a simple sender-receiver game with common interests over payoffs, the sender can send a signal without a pre-given meaning in an infrequent or frequent state of the world. When the signal is costly, several theories (focal point theory, the intuitive criterion, evolutionary game theory) predict an efficient separating equilibrium, where the signal is sent in the infrequent state of the world (also referred to as Horn׳s rule). To analyze whether Horn׳s rule applies, and if so, which theory best explains it, we develop and test variants of the sender-receiver game where the theories generate discriminatory hypotheses. In costly signaling variants, our participants follow Horn׳s rule most of the time, in a manner that is best explained by focal point theory. In costless signaling variants, evolutionary game theory best explains our results. Here participants coordinate significantly more (less) often on a separating equilibrium where the signal is sent in the frequent state if they are primed to associate the absence of a signal with the infrequent (frequent) state of the world. We also find indications that a similar priming effect applies to costly signals. Thus, while the frequency with which participants follow Horn׳s rule in costly signaling variants is best explained by Horn׳s rule, the priming effect shows that some of our participants׳ behavior is best explained by evolutionary game theory even when signals are costly. Copyright © 2014 Elsevier Ltd. All rights reserved.
Interference of quantum market strategies
NASA Astrophysics Data System (ADS)
Piotrowski, Edward W.; Sładkowski, Jan; Syska, Jacek
2003-02-01
Recent development in quantum computation and quantum information theory allows to extend the scope of game theory for the quantum world. The paper is devoted to the analysis of interference of quantum strategies in quantum market games.
Iyer, Swami; Killingback, Timothy
2014-10-01
The traveler's dilemma game and the minimum-effort coordination game are social dilemmas that have received significant attention resulting from the fact that the predictions of classical game theory are inconsistent with the results found when the games are studied experimentally. Moreover, both the traveler's dilemma and the minimum-effort coordination games have potentially important applications in evolutionary biology. Interestingly, standard deterministic evolutionary game theory, as represented by the replicator dynamics in a well-mixed population, is also inadequate to account for the behavior observed in these games. Here we study the evolutionary dynamics of both these games in populations with interaction patterns described by a variety of complex network topologies. We investigate the evolutionary dynamics of these games through agent-based simulations on both model and empirical networks. In particular, we study the effects of network clustering and assortativity on the evolutionary dynamics of both games. In general, we show that the evolutionary behavior of the traveler's dilemma and minimum-effort coordination games on complex networks is in good agreement with that observed experimentally. Thus, formulating the traveler's dilemma and the minimum-effort coordination games on complex networks neatly resolves the paradoxical aspects of these games.
An educational video game for nutrition of young people: Theory and design
Ledoux, Tracey; Griffith, Melissa; Thompson, Debbe; Nguyen, Nga; Watson, Kathy; Baranowski, Janice; Buday, Richard; Abdelsamad, Dina; Baranowski, Tom
2016-01-01
Background Playing Escape from DIAB (DIAB) and Nanoswarm (NANO), epic video game adventures, increased fruit and vegetable consumption among a multi-ethnic sample of 10–12 year old children during pilot testing. Key elements of both games were educational mini-games embedded in the overall game that promoted knowledge acquisition regarding diet, physical activity and energy balance. 95–100% of participants demonstrated mastery of these mini-games suggesting knowledge acquisition. Aim This article describes the process of designing and developing the educational mini-games. A secondary purpose was to explore the experience of children while playing the games. Method The educational games were based on Social Cognitive and Mastery Learning Theories. A multidisciplinary team of behavioral nutrition, PA, and video game experts designed, developed, and tested the mini-games. Results Alpha testing revealed children generally liked the mini-games and found them to be reasonably challenging. Process evaluation data from pilot testing revealed almost all participants completed nearly all educational mini-games in a reasonable amount of time suggesting feasibility of this approach. Conclusions Future research should continue to explore the use of video games in educating children to achieve healthy behavior changes. PMID:27547019
An educational video game for nutrition of young people: Theory and design.
Ledoux, Tracey; Griffith, Melissa; Thompson, Debbe; Nguyen, Nga; Watson, Kathy; Baranowski, Janice; Buday, Richard; Abdelsamad, Dina; Baranowski, Tom
2016-08-01
Playing Escape from DIAB (DIAB) and Nanoswarm (NANO) , epic video game adventures, increased fruit and vegetable consumption among a multi-ethnic sample of 10-12 year old children during pilot testing. Key elements of both games were educational mini-games embedded in the overall game that promoted knowledge acquisition regarding diet, physical activity and energy balance. 95-100% of participants demonstrated mastery of these mini-games suggesting knowledge acquisition. This article describes the process of designing and developing the educational mini-games. A secondary purpose was to explore the experience of children while playing the games. The educational games were based on Social Cognitive and Mastery Learning Theories. A multidisciplinary team of behavioral nutrition, PA, and video game experts designed, developed, and tested the mini-games. Alpha testing revealed children generally liked the mini-games and found them to be reasonably challenging. Process evaluation data from pilot testing revealed almost all participants completed nearly all educational mini-games in a reasonable amount of time suggesting feasibility of this approach. Future research should continue to explore the use of video games in educating children to achieve healthy behavior changes.
NASA Astrophysics Data System (ADS)
Iyer, Swami; Killingback, Timothy
2014-10-01
The traveler's dilemma game and the minimum-effort coordination game are social dilemmas that have received significant attention resulting from the fact that the predictions of classical game theory are inconsistent with the results found when the games are studied experimentally. Moreover, both the traveler's dilemma and the minimum-effort coordination games have potentially important applications in evolutionary biology. Interestingly, standard deterministic evolutionary game theory, as represented by the replicator dynamics in a well-mixed population, is also inadequate to account for the behavior observed in these games. Here we study the evolutionary dynamics of both these games in populations with interaction patterns described by a variety of complex network topologies. We investigate the evolutionary dynamics of these games through agent-based simulations on both model and empirical networks. In particular, we study the effects of network clustering and assortativity on the evolutionary dynamics of both games. In general, we show that the evolutionary behavior of the traveler's dilemma and minimum-effort coordination games on complex networks is in good agreement with that observed experimentally. Thus, formulating the traveler's dilemma and the minimum-effort coordination games on complex networks neatly resolves the paradoxical aspects of these games.
ERIC Educational Resources Information Center
Smeyers, Paul; Fendler, Lynn
2015-01-01
Debates in science seem to depend on referential language-games, but in other senses they do not. Language works in more complex ways, even in work that purports to be purely scientific. This article investigates the scope and limitations of language-games in educational history and theory. The study addresses concepts and pictures as examples of…
Quantum Uncertainty and Decision-Making in Game Theory
NASA Astrophysics Data System (ADS)
Asano, M.; Ohya, M.; Tanaka, Y.; Khrennikov, A.; Basieva, I.
2011-01-01
Recently a few authors pointed to a possibility to apply the mathematical formalism of quantum mechanics to cognitive psychology, in particular, to games of the Prisoners Dilemma (PD) type.6_18 In this paper, we discuss the problem of rationality in game theory and point out that the quantum uncertainty is similar to the uncertainty of knowledge, which a player feels subjectively in his decision-making.
ERIC Educational Resources Information Center
Wan, Chin-Sheng; Chiou, Wen-Bin
2010-01-01
The negative impact of online gaming on adolescents has received much attention. The question of how to reduce their pathological use of online gaming is a critical issue. Based on the concept of external justification in dissonance theory, this experimental study aimed to examine whether severity of threat and justification of effort would impact…
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
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
Market mechanism based on the endogenous changing of game types such as Minority-Majority games
NASA Astrophysics Data System (ADS)
Ahn, Sanghyun; Lim, Gyuchang; Kim, Sooyong; Kim, Kyungsik
2010-03-01
In many social and biological systems agents simultaneously and adaptively compete for limited resources, thereby altering their environment. We propose a evolution function extending Minority-Majority Games that captures the competition between agents to make money. The dynamics changes the ratio of two types of boundedly rational traders, fundamentalists and chartists with the payoff function endogenously. In the previous game theories, the best strategies are not always targeting the minority but are shifting opportunistically between the minority and the majority. And using a mixture of local bifurcation theory and numerical methods, there are possible bifurcation routes to complicated asset price dynamics, chaotic attractors. Hereby we improve the thinking logic of the atoms for attaching the dynamics to the market. This working shows that removing unrealistic features of the game theories leads to models which reproduce a behavior close to what is observed in real markets.
A Pumping Algorithm for Ergodic Stochastic Mean Payoff Games with Perfect Information
NASA Astrophysics Data System (ADS)
Boros, Endre; Elbassioni, Khaled; Gurvich, Vladimir; Makino, Kazuhisa
In this paper, we consider two-person zero-sum stochastic mean payoff games with perfect information, or BWR-games, given by a digraph G = (V = V B ∪ V W ∪ V R , E), with local rewards r: E to { R}, and three types of vertices: black V B , white V W , and random V R . The game is played by two players, White and Black: When the play is at a white (black) vertex v, White (Black) selects an outgoing arc (v,u). When the play is at a random vertex v, a vertex u is picked with the given probability p(v,u). In all cases, Black pays White the value r(v,u). The play continues forever, and White aims to maximize (Black aims to minimize) the limiting mean (that is, average) payoff. It was recently shown in [7] that BWR-games are polynomially equivalent with the classical Gillette games, which include many well-known subclasses, such as cyclic games, simple stochastic games (SSG's), stochastic parity games, and Markov decision processes. In this paper, we give a new algorithm for solving BWR-games in the ergodic case, that is when the optimal values do not depend on the initial position. Our algorithm solves a BWR-game by reducing it, using a potential transformation, to a canonical form in which the optimal strategies of both players and the value for every initial position are obvious, since a locally optimal move in it is optimal in the whole game. We show that this algorithm is pseudo-polynomial when the number of random nodes is constant. We also provide an almost matching lower bound on its running time, and show that this bound holds for a wider class of algorithms. Let us add that the general (non-ergodic) case is at least as hard as SSG's, for which no pseudo-polynomial algorithm is known.
What Is True Halving in the Payoff Matrix of Game Theory?
Hasegawa, Eisuke; Yoshimura, Jin
2016-01-01
In game theory, there are two social interpretations of rewards (payoffs) for decision-making strategies: (1) the interpretation based on the utility criterion derived from expected utility theory and (2) the interpretation based on the quantitative criterion (amount of gain) derived from validity in the empirical context. A dynamic decision theory has recently been developed in which dynamic utility is a conditional (state) variable that is a function of the current wealth of a decision maker. We applied dynamic utility to the equal division in dove-dove contests in the hawk-dove game. Our results indicate that under the utility criterion, the half-share of utility becomes proportional to a player’s current wealth. Our results are consistent with studies of the sense of fairness in animals, which indicate that the quantitative criterion has greater validity than the utility criterion. We also find that traditional analyses of repeated games must be reevaluated. PMID:27487194
Chimpanzee choice rates in competitive games match equilibrium game theory predictions.
Martin, Christopher Flynn; Bhui, Rahul; Bossaerts, Peter; Matsuzawa, Tetsuro; Camerer, Colin
2014-06-05
The capacity for strategic thinking about the payoff-relevant actions of conspecifics is not well understood across species. We use game theory to make predictions about choices and temporal dynamics in three abstract competitive situations with chimpanzee participants. Frequencies of chimpanzee choices are extremely close to equilibrium (accurate-guessing) predictions, and shift as payoffs change, just as equilibrium theory predicts. The chimpanzee choices are also closer to the equilibrium prediction, and more responsive to past history and payoff changes, than two samples of human choices from experiments in which humans were also initially uninformed about opponent payoffs and could not communicate verbally. The results are consistent with a tentative interpretation of game theory as explaining evolved behavior, with the additional hypothesis that chimpanzees may retain or practice a specialized capacity to adjust strategy choice during competition to perform at least as well as, or better than, humans have.
What Is True Halving in the Payoff Matrix of Game Theory?
Ito, Hiromu; Katsumata, Yuki; Hasegawa, Eisuke; Yoshimura, Jin
2016-01-01
In game theory, there are two social interpretations of rewards (payoffs) for decision-making strategies: (1) the interpretation based on the utility criterion derived from expected utility theory and (2) the interpretation based on the quantitative criterion (amount of gain) derived from validity in the empirical context. A dynamic decision theory has recently been developed in which dynamic utility is a conditional (state) variable that is a function of the current wealth of a decision maker. We applied dynamic utility to the equal division in dove-dove contests in the hawk-dove game. Our results indicate that under the utility criterion, the half-share of utility becomes proportional to a player's current wealth. Our results are consistent with studies of the sense of fairness in animals, which indicate that the quantitative criterion has greater validity than the utility criterion. We also find that traditional analyses of repeated games must be reevaluated.
A short review of game theory for neurosurgeons.
Steiger, H-J; Steiger, U R
2011-02-01
Neurosurgery and medicine in general are increasingly dominated by economic factors and considerations. Physicians themselves have partially adopted economic terminology, although they rarely have a profound knowledge of economics. Today game theory is one of the most important factors driving microeconomics, which is the competition for limited resources within a small group of individuals. The purpose of this article is to give a short introduction to game theory and its application to the healthcare system. The Prisoner's Dilemma considers strategies between two persons. In the classic version two burglars are caught. Each could confess and be released from jail if the other does not confess--who will then get a long term in prison. If both confess, both get an intermediate time in jail, and if no one confesses, both get a mild sentence. Wanting to be released from jail, they both confess and get the intermediate term in prison. This remarkable result, initially described by John von Neumann in 1928 and showing that individually rational actions can result in both persons becoming worse off, had a great impact on modern social science. Other scenarios are more complex. The Nash Equilibrium is a wider concept. If there is a set of strategies with the property that no player can benefit by changing his strategy while the other players keep their strategies unchanged, then that set of strategies and the corresponding payoffs constitute the Nash Equilibrium. Another concept particularly important in sociology is the Pareto criterion. If no one can be made better off without making somebody else worse off, then that outcome is Pareto optimal. Respecting these basic principles is a necessary precondition for successful deals and cooperative projects. © Georg Thieme Verlag KG Stuttgart · New York.
Bribery games on inter-dependent regular networks.
Verma, Prateek; Nandi, Anjan K; Sengupta, Supratim
2017-02-16
We examine a scenario of social conflict that is manifest during an interaction between government servants providing a service and citizens who are legally entitled to the service, using evolutionary game-theory in structured populations characterized by an inter-dependent network. Bribe-demands by government servants during such transactions, called harassment bribes, constitute a widespread form of corruption in many countries. We investigate the effect of varying bribe demand made by corrupt officials and the cost of complaining incurred by harassed citizens, on the proliferation of corrupt strategies in the population. We also examine how the connectivity of the various constituent networks affects the spread of corrupt officials in the population. We find that incidents of bribery can be considerably reduced in a network-structured populations compared to mixed populations. Interestingly, we also find that an optimal range for the connectivity of nodes in the citizen's network (signifying the degree of influence a citizen has in affecting the strategy of other citizens in the network) as well as the interaction network aids in the fixation of honest officers. Our results reveal the important role of network structure and connectivity in asymmetric games.
Strategic tradeoffs in competitor dynamics on adaptive networks.
Hébert-Dufresne, Laurent; Allard, Antoine; Noël, Pierre-André; Young, Jean-Gabriel; Libby, Eric
2017-08-08
Recent empirical work highlights the heterogeneity of social competitions such as political campaigns: proponents of some ideologies seek debate and conversation, others create echo chambers. While symmetric and static network structure is typically used as a substrate to study such competitor dynamics, network structure can instead be interpreted as a signature of the competitor strategies, yielding competition dynamics on adaptive networks. Here we demonstrate that tradeoffs between aggressiveness and defensiveness (i.e., targeting adversaries vs. targeting like-minded individuals) creates paradoxical behaviour such as non-transitive dynamics. And while there is an optimal strategy in a two competitor system, three competitor systems have no such solution; the introduction of extreme strategies can easily affect the outcome of a competition, even if the extreme strategies have no chance of winning. Not only are these results reminiscent of classic paradoxical results from evolutionary game theory, but the structure of social networks created by our model can be mapped to particular forms of payoff matrices. Consequently, social structure can act as a measurable metric for social games which in turn allows us to provide a game theoretical perspective on online political debates.
Equilibria of an epidemic game with piecewise linear social distancing cost.
Reluga, Timothy C
2013-10-01
Around the world, infectious disease epidemics continue to threaten people's health. When epidemics strike, we often respond by changing our behaviors to reduce our risk of infection. This response is sometimes called "social distancing." Since behavior changes can be costly, we would like to know the optimal social distancing behavior. But the benefits of changes in behavior depend on the course of the epidemic, which itself depends on our behaviors. Differential population game theory provides a method for resolving this circular dependence. Here, I present the analysis of a special case of the differential SIR epidemic population game with social distancing when the relative infection rate is linear, but bounded below by zero. Equilibrium solutions are constructed in closed-form for an open-ended epidemic. Constructions are also provided for epidemics that are stopped by the deployment of a vaccination that becomes available a fixed-time after the start of the epidemic. This can be used to anticipate a window of opportunity during which mass vaccination can significantly reduce the cost of an epidemic.
Progress Report and Topical Survey, 1980-1981.
1981-03-01
Introduction. .. ........................... 1 TOPICAL SURVEY: GAMES WITH INCOMPLETE INFORMATION .. ........ 2 1. Extensive Games .. ..................... 3...2. Finitely Repeated Games .. ................. 9 3. Infinitely Repeated Games .. ................ 12 4. Nonrandomized Strategies...been focused on the application of results from game theory. Although this is only one of the several approaches to organizational design in the
First Steps and beyond: Serious Games as Preparation for Future Learning
ERIC Educational Resources Information Center
Reese, Debbie Denise
2007-01-01
Electronic game technologies can prepare novice learners for future learning of complex concepts. This paper describes the underlying instructional design, learning science, cognitive science, and game theory. A structural, or syntactic mapping (structure mapping), approach to game design can produce a game world relationally isomorphic to a…
LeGrand, Sara; Muessig, Kathryn Elizabeth; McNulty, Tobias; Soni, Karina; Knudtson, Kelly; Lemann, Alex; Nwoko, Nkechinyere; Hightow-Weidman, Lisa B
2016-05-13
In the United States, the human immunodeficiency virus (HIV) disproportionately affects young men who have sex with men (YMSM). For HIV-positive individuals, adherence to antiretroviral therapy (ART) is critical for achieving optimal health outcomes and reducing secondary transmission of HIV. However, YMSM often struggle with ART adherence. Novel mobile phone apps that incorporate game-based mechanics and social networking elements represent a promising intervention approach for improving ART adherence among YMSM. This study used a multiphase, iterative development process to create an ART adherence app for YMSM. The three-phase development process included: (1) theory-based concept development jointly by public health researchers and the technology team, (2) assessment of the target population's ART adherence needs and app preferences and development and testing of a clickable app prototype, and (3) development and usability testing of the final app prototype. The initial theory-based app concept developed in Phase One included medication reminders, daily ART adherence tracking and visualization, ART educational modules, limited virtual interactions with other app users, and gamification elements. In Phase Two, adherence needs, including those related to information, motivation, and behavioral skills, were identified. Participants expressed preferences for an ART adherence app that was informational, interactive, social, and customizable. Based on the findings from Phase Two, additional gaming features were added in Phase Three, including an interactive battle, superhero app theme, and app storyline. Other features were modified to increase interactivity and customization options and integrate the game theme. During usability testing of the final prototype, participants were able to understand and navigate the app successfully and rated the app favorably. An iterative development process was critical for the development of an ART adherence game app that was viewed as highly acceptable, relevant, and useful by YMSM.
Muessig, Kathryn Elizabeth; McNulty, Tobias; Soni, Karina; Knudtson, Kelly; Lemann, Alex; Nwoko, Nkechinyere; Hightow-Weidman, Lisa B
2016-01-01
Background In the United States, the human immunodeficiency virus (HIV) disproportionately affects young men who have sex with men (YMSM). For HIV-positive individuals, adherence to antiretroviral therapy (ART) is critical for achieving optimal health outcomes and reducing secondary transmission of HIV. However, YMSM often struggle with ART adherence. Novel mobile phone apps that incorporate game-based mechanics and social networking elements represent a promising intervention approach for improving ART adherence among YMSM. Objective This study used a multiphase, iterative development process to create an ART adherence app for YMSM. Methods The three-phase development process included: (1) theory-based concept development jointly by public health researchers and the technology team, (2) assessment of the target population’s ART adherence needs and app preferences and development and testing of a clickable app prototype, and (3) development and usability testing of the final app prototype. Results The initial theory-based app concept developed in Phase One included medication reminders, daily ART adherence tracking and visualization, ART educational modules, limited virtual interactions with other app users, and gamification elements. In Phase Two, adherence needs, including those related to information, motivation, and behavioral skills, were identified. Participants expressed preferences for an ART adherence app that was informational, interactive, social, and customizable. Based on the findings from Phase Two, additional gaming features were added in Phase Three, including an interactive battle, superhero app theme, and app storyline. Other features were modified to increase interactivity and customization options and integrate the game theme. During usability testing of the final prototype, participants were able to understand and navigate the app successfully and rated the app favorably. Conclusions An iterative development process was critical for the development of an ART adherence game app that was viewed as highly acceptable, relevant, and useful by YMSM. PMID:27178752
Game theory and reciprocity in some extensive form experimental games.
McCabe, K A; Rassenti, S J; Smith, V L
1996-11-12
We examine decision making in two-person extensive form game trees using nine treatments that vary matching protocol, payoffs, and payoff information. Our objective is to establish replicable principles of cooperative versus noncooperative behavior that involve the use of signaling, reciprocity, and backward induction strategies, depending on the availability of dominated direct punishing strategies and the probability of repeated interaction with the same partner. Contrary to the predictions of game theory, we find substantial support for cooperation under complete information even in various single-play treatments.
Quantum gambling based on Nash-equilibrium
NASA Astrophysics Data System (ADS)
Zhang, Pei; Zhou, Xiao-Qi; Wang, Yun-Long; Liu, Bi-Heng; Shadbolt, Pete; Zhang, Yong-Sheng; Gao, Hong; Li, Fu-Li; O'Brien, Jeremy L.
2017-06-01
The problem of establishing a fair bet between spatially separated gambler and casino can only be solved in the classical regime by relying on a trusted third party. By combining Nash-equilibrium theory with quantum game theory, we show that a secure, remote, two-party game can be played using a quantum gambling machine which has no classical counterpart. Specifically, by modifying the Nash-equilibrium point we can construct games with arbitrary amount of bias, including a game that is demonstrably fair to both parties. We also report a proof-of-principle experimental demonstration using linear optics.
ERIC Educational Resources Information Center
Vangsnes, Vigdis; Gram Okland, Nils Tore; Krumsvik, Rune
2012-01-01
This article focuses on the didactical implications when commercial educational computer games are used in Norwegian kindergartens by analysing the dramaturgy and the didactics of one particular game and the game in use in a pedagogical context. Our justification for analysing the game by using dramaturgic theory is that we consider the game to be…
Evolutionary stability for matrix games under time constraints.
Garay, József; Csiszár, Villő; Móri, Tamás F
2017-02-21
Game theory focuses on payoffs and typically ignores time constraints that play an important role in evolutionary processes where the repetition of games can depend on the strategies, too. We introduce a matrix game under time constraints, where each pairwise interaction has two consequences: both players receive a payoff and they cannot play the next game for a specified time duration. Thus our model is defined by two matrices: a payoff matrix and an average time duration matrix. Maynard Smith's concept of evolutionary stability is extended to this class of games. We illustrate the effect of time constraints by the well-known prisoner's dilemma game, where additional time constraints can ensure the existence of unique evolutionary stable strategies (ESS), both pure and mixed, or the coexistence of two pure ESS. Our general results may be useful in several fields of biology where evolutionary game theory is applied, principally in ecological games, where time constraints play an inevitable role. Copyright © 2016 Elsevier Ltd. All rights reserved.
When Playing Meets Learning: Methodological Framework for Designing Educational Games
NASA Astrophysics Data System (ADS)
Linek, Stephanie B.; Schwarz, Daniel; Bopp, Matthias; Albert, Dietrich
Game-based learning builds upon the idea of using the motivational potential of video games in the educational context. Thus, the design of educational games has to address optimizing enjoyment as well as optimizing learning. Within the EC-project ELEKTRA a methodological framework for the conceptual design of educational games was developed. Thereby state-of-the-art psycho-pedagogical approaches were combined with insights of media-psychology as well as with best-practice game design. This science-based interdisciplinary approach was enriched by enclosed empirical research to answer open questions on educational game-design. Additionally, several evaluation-cycles were implemented to achieve further improvements. The psycho-pedagogical core of the methodology can be summarized by the ELEKTRA's 4Ms: Macroadaptivity, Microadaptivity, Metacognition, and Motivation. The conceptual framework is structured in eight phases which have several interconnections and feedback-cycles that enable a close interdisciplinary collaboration between game design, pedagogy, cognitive science and media psychology.
Optimally designing games for behavioural research
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
A Monte-Carlo game theoretic approach for Multi-Criteria Decision Making under uncertainty
NASA Astrophysics Data System (ADS)
Madani, Kaveh; Lund, Jay R.
2011-05-01
Game theory provides a useful framework for studying Multi-Criteria Decision Making problems. This paper suggests modeling Multi-Criteria Decision Making problems as strategic games and solving them using non-cooperative game theory concepts. The suggested method can be used to prescribe non-dominated solutions and also can be used as a method to predict the outcome of a decision making problem. Non-cooperative stability definitions for solving the games allow consideration of non-cooperative behaviors, often neglected by other methods which assume perfect cooperation among decision makers. To deal with the uncertainty in input variables a Monte-Carlo Game Theory (MCGT) approach is suggested which maps the stochastic problem into many deterministic strategic games. The games are solved using non-cooperative stability definitions and the results include possible effects of uncertainty in input variables on outcomes. The method can handle multi-criteria multi-decision-maker problems with uncertainty. The suggested method does not require criteria weighting, developing a compound decision objective, and accurate quantitative (cardinal) information as it simplifies the decision analysis by solving problems based on qualitative (ordinal) information, reducing the computational burden substantially. The MCGT method is applied to analyze California's Sacramento-San Joaquin Delta problem. The suggested method provides insights, identifies non-dominated alternatives, and predicts likely decision outcomes.
Rigidity of the magic pentagram game
NASA Astrophysics Data System (ADS)
Kalev, Amir; Miller, Carl A.
2018-01-01
A game is rigid if a near-optimal score guarantees, under the sole assumption of the validity of quantum mechanics, that the players are using an approximately unique quantum strategy. Rigidity has a vital role in quantum cryptography as it permits a strictly classical user to trust behavior in the quantum realm. This property can be traced back as far as 1998 (Mayers and Yao) and has been proved for multiple classes of games. In this paper we prove ridigity for the magic pentagram game, a simple binary constraint satisfaction game involving two players, five clauses and ten variables. We show that all near-optimal strategies for the pentagram game are approximately equivalent to a unique strategy involving real Pauli measurements on three maximally-entangled qubit pairs.
Rigidity of the magic pentagram game.
Kalev, Amir; Miller, Carl A
2018-01-01
A game is rigid if a near-optimal score guarantees, under the sole assumption of the validity of quantum mechanics, that the players are using an approximately unique quantum strategy. Rigidity has a vital role in quantum cryptography as it permits a strictly classical user to trust behavior in the quantum realm. This property can be traced back as far as 1998 (Mayers and Yao) and has been proved for multiple classes of games. In this paper we prove ridigity for the magic pentagram game, a simple binary constraint satisfaction game involving two players, five clauses and ten variables. We show that all near-optimal strategies for the pentagram game are approximately equivalent to a unique strategy involving real Pauli measurements on three maximally-entangled qubit pairs.
Econophysics: from Game Theory and Information Theory to Quantum Mechanics
NASA Astrophysics Data System (ADS)
Jimenez, Edward; Moya, Douglas
2005-03-01
Rationality is the universal invariant among human behavior, universe physical laws and ordered and complex biological systems. Econophysics isboth the use of physical concepts in Finance and Economics, and the use of Information Economics in Physics. In special, we will show that it is possible to obtain the Quantum Mechanics principles using Information and Game Theory.
Multi-Objective Optimization for Trustworthy Tactical Networks: A Survey and Insights
2013-06-01
existing data sources, gathering and maintaining the data needed , and completing and reviewing the collection of information. Send comments regarding...problems: using repeated cooperative games [12], hedonic games [25], and nontransferable utility cooperative games [27]. It should be noted that trust...examined an optimal task allocation problem in a distributed computing system where program modules need to be allocated to different processors to
An Architecture for Designing Content Agnostic Game Mechanics for Educational Burst Games
ERIC Educational Resources Information Center
Baron, Tyler
2017-01-01
Currently, educational games are designed with the educational content as the primary factor driving the design of the game. While this may seem to be the optimal approach, this design paradigm causes multiple issues. For one, the games themselves are often not engaging as game design principles were put aside in favor of increasing the…
Decision and Game Theory for Security
NASA Astrophysics Data System (ADS)
Alpcan, Tansu; Buttyán, Levente; Baras, John S.
Attack--defense trees are used to describe security weaknesses of a system and possible countermeasures. In this paper, the connection between attack--defense trees and game theory is made explicit. We show that attack--defense trees and binary zero-sum two-player extensive form games have equivalent expressive power when considering satisfiability, in the sense that they can be converted into each other while preserving their outcome and their internal structure.
Universality, Limits and Predictability of Gold-Medal Performances at the Olympic Games
Radicchi, Filippo
2012-01-01
Inspired by the Games held in ancient Greece, modern Olympics represent the world’s largest pageant of athletic skill and competitive spirit. Performances of athletes at the Olympic Games mirror, since 1896, human potentialities in sports, and thus provide an optimal source of information for studying the evolution of sport achievements and predicting the limits that athletes can reach. Unfortunately, the models introduced so far for the description of athlete performances at the Olympics are either sophisticated or unrealistic, and more importantly, do not provide a unified theory for sport performances. Here, we address this issue by showing that relative performance improvements of medal winners at the Olympics are normally distributed, implying that the evolution of performance values can be described in good approximation as an exponential approach to an a priori unknown limiting performance value. This law holds for all specialties in athletics–including running, jumping, and throwing–and swimming. We present a self-consistent method, based on normality hypothesis testing, able to predict limiting performance values in all specialties. We further quantify the most likely years in which athletes will breach challenging performance walls in running, jumping, throwing, and swimming events, as well as the probability that new world records will be established at the next edition of the Olympic Games. PMID:22808137
Hybrid protection algorithms based on game theory in multi-domain optical networks
NASA Astrophysics Data System (ADS)
Guo, Lei; Wu, Jingjing; Hou, Weigang; Liu, Yejun; Zhang, Lincong; Li, Hongming
2011-12-01
With the network size increasing, the optical backbone is divided into multiple domains and each domain has its own network operator and management policy. At the same time, the failures in optical network may lead to a huge data loss since each wavelength carries a lot of traffic. Therefore, the survivability in multi-domain optical network is very important. However, existing survivable algorithms can achieve only the unilateral optimization for profit of either users or network operators. Then, they cannot well find the double-win optimal solution with considering economic factors for both users and network operators. Thus, in this paper we develop the multi-domain network model with involving multiple Quality of Service (QoS) parameters. After presenting the link evaluation approach based on fuzzy mathematics, we propose the game model to find the optimal solution to maximize the user's utility, the network operator's utility, and the joint utility of user and network operator. Since the problem of finding double-win optimal solution is NP-complete, we propose two new hybrid protection algorithms, Intra-domain Sub-path Protection (ISP) algorithm and Inter-domain End-to-end Protection (IEP) algorithm. In ISP and IEP, the hybrid protection means that the intelligent algorithm based on Bacterial Colony Optimization (BCO) and the heuristic algorithm are used to solve the survivability in intra-domain routing and inter-domain routing, respectively. Simulation results show that ISP and IEP have the similar comprehensive utility. In addition, ISP has better resource utilization efficiency, lower blocking probability, and higher network operator's utility, while IEP has better user's utility.
An educational video game for nutrition of young people: Theory and design
USDA-ARS?s Scientific Manuscript database
Playing Escape from Diab (DIAB) and Nanoswarm (NANO), epic video game adventures, increased fruit and vegetable consumption among a multi-ethnic sample of 10-12 year old children during pilot testing. Key elements of both games were educational mini-games embedded in the overall game that promoted k...
Using a Digital Game as an Advance Organizer
ERIC Educational Resources Information Center
Denham, André R.
2018-01-01
The use of digital games as an instructional tool has garnered increasing attention in the education community. Empirical work supported by theory on the learning affordances of digital games allowed the game-based learning community to arrive at the consensus that digital games provide an excellent medium for the acquisition of skills and the…
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…
Designing an Electronic Educational Game to Facilitate Immersion and Flow
ERIC Educational Resources Information Center
Ma, Yuxin; Williams, Doug; Prejean, Louise
2014-01-01
Advocates of electronic educational games often cite the work on motivation to support the use of games in education. However, motivation alone is inadequate to facilitate learning. Many of the educational games that focused their game design solely on the motivational effect failed to be either educational or entertaining. Theory and research is…
NASA Technical Reports Server (NTRS)
Varaiya, P. P.
1972-01-01
General discussion of the theory of differential games with two players and zero sum. Games starting at a fixed initial state and ending at a fixed final time are analyzed. Strategies for the games are defined. The existence of saddle values and saddle points is considered. A stochastic version of a differential game is used to examine the synthesis problem.
Morals matter in economic games.
Brodbeck, Felix C; Kugler, Katharina G; Reif, Julia A M; Maier, Markus A
2013-01-01
Contrary to predictions from Expected Utility Theory and Game Theory, when making economic decisions in interpersonal situations, people take the interest of others into account and express various forms of solidarity, even in one-shot interactions with anonymous strangers. Research in other-regarding behavior is dominated by behavioral economical and evolutionary biological approaches. Psychological theory building, which addresses mental processes underlying other-regarding behavior, is rare. Based on Relational Models Theory (RMT, [1]) and Relationship Regulation Theory (RRT, [2]) it is proposed that moral motives influence individuals' decision behavior in interpersonal situations via conscious and unconscious (automatic) processes. To test our propositions we developed the 'Dyadic Solidarity Game' and its solitary equivalent, the 'Self-Insurance Game'. Four experiments, in which the moral motives "Unity" and "Proportionality" were manipulated, support the propositions made. First, it was shown that consciously activated moral motives (via framing of the overall goal of the experiment) and unconsciously activated moral motives (via subliminal priming) influence other-regarding behavior. Second, this influence was only found in interpersonal, not in solitary situations. Third, by combining the analyses of the two experimental games the extent to which participants apply the Golden Rule ("treat others how you wish to be treated") could be established. Individuals with a "Unity" motive treated others like themselves, whereas individuals with a "Proportionality" motive gave others less then they gave themselves. The four experiments not only support the assumption that morals matter in economic games, they also deliver new insights in how morals matter in economic decision making.
NASA Astrophysics Data System (ADS)
Zhang, Le; Zhang, Shaoxiang
2017-03-01
A body of research [1-7] has already shown that epigenetic reprogramming plays a critical role in maintaining the normal development of embryos. However, the mechanistic quantitation of the epigenetic interactions between sperms and oocytes and the related impact on embryo development are still not clear [6,7]. In this study, Wang et al., [8] develop a modeling framework that addresses this question by integrating game theory and the latest discoveries of the epigenetic control of embryo development.
A Game-Theoretic Approach to Information-Flow Control via Protocol Composition
NASA Astrophysics Data System (ADS)
Alvim, Mário; Chatzikokolakis, Konstantinos; Kawamoto, Yusuke; Palamidessi, Catuscia
2018-05-01
In the inference attacks studied in Quantitative Information Flow (QIF), the attacker typically tries to interfere with the system in the attempt to increase its leakage of secret information. The defender, on the other hand, typically tries to decrease leakage by introducing some controlled noise. This noise introduction can be modeled as a type of protocol composition, i.e., a probabilistic choice among different protocols, and its effect on the amount of leakage depends heavily on whether or not this choice is visible to the attacker. In this work, we consider operators for modeling visible and hidden choice in protocol composition, and we study their algebraic properties. We then formalize the interplay between defender and attacker in a game-theoretic framework adapted to the specific issues of QIF, where the payoff is information leakage. We consider various kinds of leakage games, depending on whether players act simultaneously or sequentially, and on whether or not the choices of the defender are visible to the attacker. In the case of sequential games, the choice of the second player is generally a function of the choice of the first player, and his/her probabilistic choice can be either over the possible functions (mixed strategy) or it can be on the result of the function (behavioral strategy). We show that when the attacker moves first in a sequential game with a hidden choice, then behavioral strategies are more advantageous for the defender than mixed strategies. This contrasts with the standard game theory, where the two types of strategies are equivalent. Finally, we establish a hierarchy of these games in terms of their information leakage and provide methods for finding optimal strategies (at the points of equilibrium) for both attacker and defender in the various cases.
Optimal advertising and pricing decisions for complementary products
NASA Astrophysics Data System (ADS)
Taleizadeh, Ata Allah; Charmchi, Masoud
2015-03-01
Cooperative advertising is an agreement between a manufacturer and a retailer to share advertising cost at the local level. Previous studies have not investigated cooperative advertising for complementary products and their main focus was only on one good. In this paper, we study a two-echelon supply chain consisting of one manufacturer and one retailer with two complementary goods. The demand of each good is influenced not only by its price but also by the price of the other product. We use two game theory approaches to model this problem; Stackelberg manufacturer and Stackelberg retailer.
Role of the superior colliculus in choosing mixed-strategy saccades.
Thevarajah, Dhushan; Mikulić, Areh; Dorris, Michael C
2009-02-18
Game theory outlines optimal response strategies during mixed-strategy competitions. The neural processes involved in choosing individual strategic actions, however, remain poorly understood. Here, we tested whether the superior colliculus (SC), a brain region critical for generating sensory-guided saccades, is also involved in choosing saccades under strategic conditions. Monkeys were free to choose either of two saccade targets as they competed against a computer opponent during the mixed-strategy game "matching pennies." The accuracy with which presaccadic SC activity predicted upcoming choice gradually increased in the time leading up to the saccade. Probing the SC with suprathreshold stimulation demonstrated that these evolving signals were functionally involved in preparing strategic saccades. Finally, subthreshold stimulation of the SC increased the likelihood that contralateral saccades were selected. Together, our results suggest that motor regions of the brain play an active role in choosing strategic actions rather than passively executing those prespecified by upstream executive regions.
Multiple Interacting Risk Factors: On Methods for Allocating Risk Factor Interactions.
Price, Bertram; MacNicoll, Michael
2015-05-01
A persistent problem in health risk analysis where it is known that a disease may occur as a consequence of multiple risk factors with interactions is allocating the total risk of the disease among the individual risk factors. This problem, referred to here as risk apportionment, arises in various venues, including: (i) public health management, (ii) government programs for compensating injured individuals, and (iii) litigation. Two methods have been described in the risk analysis and epidemiology literature for allocating total risk among individual risk factors. One method uses weights to allocate interactions among the individual risk factors. The other method is based on risk accounting axioms and finding an optimal and unique allocation that satisfies the axioms using a procedure borrowed from game theory. Where relative risk or attributable risk is the risk measure, we find that the game-theory-determined allocation is the same as the allocation where risk factor interactions are apportioned to individual risk factors using equal weights. Therefore, the apportionment problem becomes one of selecting a meaningful set of weights for allocating interactions among the individual risk factors. Equal weights and weights proportional to the risks of the individual risk factors are discussed. © 2015 Society for Risk Analysis.
Making objective decisions in mechanical engineering problems
NASA Astrophysics Data System (ADS)
Raicu, A.; Oanta, E.; Sabau, A.
2017-08-01
Decision making process has a great influence in the development of a given project, the goal being to select an optimal choice in a given context. Because of its great importance, the decision making was studied using various science methods, finally being conceived the game theory that is considered the background for the science of logical decision making in various fields. The paper presents some basic ideas regarding the game theory in order to offer the necessary information to understand the multiple-criteria decision making (MCDM) problems in engineering. The solution is to transform the multiple-criteria problem in a one-criterion decision problem, using the notion of utility, together with the weighting sum model or the weighting product model. The weighted importance of the criteria is computed using the so-called Step method applied to a relation of preferences between the criteria. Two relevant examples from engineering are also presented. The future directions of research consist of the use of other types of criteria, the development of computer based instruments for decision making general problems and to conceive a software module based on expert system principles to be included in the Wiki software applications for polymeric materials that are already operational.
Cooperation in group-structured populations with two layers of interactions
Zhang, Yanling; Fu, Feng; Chen, Xiaojie; Xie, Guangming; Wang, Long
2015-01-01
Recently there has been a growing interest in studying multiplex networks where individuals are structured in multiple network layers. Previous agent-based simulations of games on multiplex networks reveal rich dynamics arising from interdependency of interactions along each network layer, yet there is little known about analytical conditions for cooperation to evolve thereof. Here we aim to tackle this issue by calculating the evolutionary dynamics of cooperation in group-structured populations with two layers of interactions. In our model, an individual is engaged in two layers of group interactions simultaneously and uses unrelated strategies across layers. Evolutionary competition of individuals is determined by the total payoffs accrued from two layers of interactions. We also consider migration which allows individuals to move to a new group within each layer. An approach combining the coalescence theory with the theory of random walks is established to overcome the analytical difficulty upon local migration. We obtain the exact results for all “isotropic” migration patterns, particularly for migration tuned with varying ranges. When the two layers use one game, the optimal migration ranges are proved identical across layers and become smaller as the migration probability grows. PMID:26632251
Gaming the Game: A Study of the Gamer Mode in Educational Wargaming
ERIC Educational Resources Information Center
Frank, Anders
2012-01-01
A risk associated with the use of games in training and education is that players "game the game," instead of focusing on their learning goals. The term "gamer mode" is proposed to describe this attitude. A player with a gamer-mode attitude strives to achieve goals that are optimal for winning the game, but suboptimal with…
The Effects of Modified Games on the Development of Gross Motor Skill in Preschoolers
ERIC Educational Resources Information Center
Lestari, Indah; Ratnaningsih, Tri
2016-01-01
Gross motor skills on children must be optimized much earlier since it plays important role not only on their interaction process but also in supporting other multiple developments. One of the means in developing child's motor skill is by providing innovative games i.e. modified games including game format, game timing, and game sequence. The…
ERIC Educational Resources Information Center
Cryer, Patricia
1988-01-01
Develops models for participants' behaviors in games, simulations, and workshops based on Catastrophe Theory and Herzberg's two-factor theory of motivation. Examples are given of how these models can be used, both for describing and understanding the behaviors of individuals, and for eliciting insights into why participants behave as they do. (11…
Collaboration in classical political economy and noncooperative game theory.
McCain, Roger A
2014-06-01
This commentary suggests (1) that there are precedents for Smaldino's "collaboration" in the history of economic thought before 1900 and (2) that the distinction of collaboration from what is thought of as cooperation in game theory is less clear than Smaldino suggests.
ERIC Educational Resources Information Center
Tsekleves, Emmanuel; Cosmas, John; Aggoun, Amar
2016-01-01
Serious games and game-based learning have received increased attention in recent years as an adjunct to teaching and learning material. This has been well echoed in the literature with numerous articles on the use of games and game theory in education. Despite this, no policy for the incorporation of serious games in education exists to date.…
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…
Gaming the System: Culture, Process, and Perspectives Supporting a Game and App Design Curriculum
ERIC Educational Resources Information Center
Herro, Danielle
2015-01-01
Games and digital media experiences permeate the lives of youth. Researchers have argued the participatory attributes and cognitive benefits of gaming and media production for more than a decade, relying on socio-cultural theory to bolster their claims. Only recently have large-scale efforts ensued towards moving game play and design into formal…
ERIC Educational Resources Information Center
Gee, James Paul
2013-01-01
Today there is a great deal of interest in and a lot of hype about using video games in schools. Video games are a new silver bullet. Games can create good learning because they teach in powerful ways. The theory behind game-based learning is not really new, but a traditional and well-tested approach to deep and effective learning, often…
Stationary Anonymous Sequential Games with Undiscounted Rewards.
Więcek, Piotr; Altman, Eitan
Stationary anonymous sequential games with undiscounted rewards are a special class of games that combine features from both population games (infinitely many players) with stochastic games. We extend the theory for these games to the cases of total expected reward as well as to the expected average reward. We show that in the anonymous sequential game equilibria correspond to the limits of those of related finite population games as the number of players grows to infinity. We provide examples to illustrate our results.
Instructional Gaming: Implications for Instructional Technology.
ERIC Educational Resources Information Center
Dempsey, John V.; And Others
Instructional gaming, as distinguished from simulation, is defined as any overt instructional or learning format that involves competition and is rule-guided. The literature review identifies five categories of articles on instructional gaming: (1) research, (2) theory, (3) reviews, (4) discussion, and (5) development. Games have been found to…
Criteria for Evaluating a Game-Based CALL Platform
ERIC Educational Resources Information Center
Ní Chiaráin, Neasa; Ní Chasaide, Ailbhe
2017-01-01
Game-based Computer-Assisted Language Learning (CALL) is an area that currently warrants attention, as task-based, interactive, multimodal games increasingly show promise for language learning. This area is inherently multidisciplinary--theories from second language acquisition, games, and psychology must be explored and relevant concepts from…
Park, Bong-Won; Lee, Kun Chang
2011-01-01
The aims of this article are (1) to propose a modified theory of consumption values (MTCV) for investigation of online gamer perceptions of the value of purchasable game items and (2) to apply the developed MTCV to multiple game genres and player age groups. To address these aims, 327 valid questionnaires were obtained and analyzed. The original theory of consumption values (TCV) was modified to apply to the specific characteristics of online games. The original TCV specifies five types of consumption values: functional value, social value, emotional value, conditional value, and epistemic value. After revising the TCV to apply to the examination of online games, we proposed that the MTCV be composed of character competency value, enjoyment value, visual authority value, and monetary value. The validity of the MTCV was proven by statistically analyzing the responses provided by the 327 valid questionnaires. To examine the second aim, experiments were conducted to examine the MTCV in three online game genres-massive multiplayer online role-playing games, first-person shooters games, and casual games. The second aim was also studied via questionnaires that examined the ages of online gamers. It was determined that massive multiplayer online role-playing games players regard visual authority value and monetary value as more important than do casual gamers. It was also determined that younger gamers tend to be more interested in visual authority, whereas older gamers tend to be more interested in character competency. This research provides a foundation for future studies to extend the MTCV to consider other user factors, such as cultural effects.
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.
Beullens, Kathleen; Roe, Keith; Van den Bulck, Jan
2011-01-01
This study explored the impact of adolescents' playing of racing and drive'em up games on their risky driving behavior. Participants were 354 adolescent boys and girls who took part in a longitudinal panel survey on video game playing and risk taking attitudes, intentions and behaviors. In line with cultivation theory and theory of planned behavior the results showed that (even after controlling for aggression and sensation seeking) video game playing during adolescence succeeded in predicting later risky driving behavior through adolescents' attitudes and intentions to exhibit this behavior in the future. The results suggest that this relationship may in part be explained by the game content. Copyright © 2010 Elsevier Ltd. All rights reserved.
ERIC Educational Resources Information Center
Brams, Steven J.; And Others
This unit views applications of elementary game theory to international relations. It is noted that of all the significant world problems, the nuclear arms race has proved one of the most intractable. The main concern of the module is to investigate a possible solution to the arms race, based on extending the classic two-person game of Prisoner's…
Kang, Yibin; Pan, Qiuhui; Wang, Xueting; He, Mingfeng
2016-01-01
In this paper, we investigate the five-species Jungle game in the framework of evolutionary game theory. We address the coexistence and biodiversity of the system using mean-field theory and Monte Carlo simulations. Then, we find that the inhibition from the bottom-level species to the top-level species can be critical factors that affect biodiversity, no matter how it is distributed, whether homogeneously well mixed or structured. We also find that predators' different preferences for food affect species' coexistence.
NASA Astrophysics Data System (ADS)
Bompard, E.; Ma, Y. C.; Ragazzi, E.
2006-03-01
Competition has been introduced in the electricity markets with the goal of reducing prices and improving efficiency. The basic idea which stays behind this choice is that, in competitive markets, a greater quantity of the good is exchanged at a lower price, leading to higher market efficiency. Electricity markets are pretty different from other commodities mainly due to the physical constraints related to the network structure that may impact the market performance. The network structure of the system on which the economic transactions need to be undertaken poses strict physical and operational constraints. Strategic interactions among producers that game the market with the objective of maximizing their producer surplus must be taken into account when modeling competitive electricity markets. The physical constraints, specific of the electricity markets, provide additional opportunity of gaming to the market players. Game theory provides a tool to model such a context. This paper discussed the application of game theory to physical constrained electricity markets with the goal of providing tools for assessing the market performance and pinpointing the critical network constraints that may impact the market efficiency. The basic models of game theory specifically designed to represent the electricity markets will be presented. IEEE30 bus test system of the constrained electricity market will be discussed to show the network impacts on the market performances in presence of strategic bidding behavior of the producers.
Cooperation, psychological game theory, and limitations of rationality in social interaction.
Colman, Andrew M
2003-04-01
Rational choice theory enjoys unprecedented popularity and influence in the behavioral and social sciences, but it generates intractable problems when applied to socially interactive decisions. In individual decisions, instrumental rationality is defined in terms of expected utility maximization. This becomes problematic in interactive decisions, when individuals have only partial control over the outcomes, because expected utility maximization is undefined in the absence of assumptions about how the other participants will behave. Game theory therefore incorporates not only rationality but also common knowledge assumptions, enabling players to anticipate their co-players' strategies. Under these assumptions, disparate anomalies emerge. Instrumental rationality, conventionally interpreted, fails to explain intuitively obvious features of human interaction, yields predictions starkly at variance with experimental findings, and breaks down completely in certain cases. In particular, focal point selection in pure coordination games is inexplicable, though it is easily achieved in practice; the intuitively compelling payoff-dominance principle lacks rational justification; rationality in social dilemmas is self-defeating; a key solution concept for cooperative coalition games is frequently inapplicable; and rational choice in certain sequential games generates contradictions. In experiments, human players behave more cooperatively and receive higher payoffs than strict rationality would permit. Orthodox conceptions of rationality are evidently internally deficient and inadequate for explaining human interaction. Psychological game theory, based on nonstandard assumptions, is required to solve these problems, and some suggestions along these lines have already been put forward.
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…
SIMULATION GAMES AND SOCIAL THEORY. OCCASIONAL PAPER.
ERIC Educational Resources Information Center
COLEMAN, JAMES S.
GAMES INTEREST THE SOCIOLOGIST BY DEMONSTRATING MOTIVES AND BEHAVIOR THAT OCCUR IN REAL LIFE AND BY FACILITATING LEARNING THROUGH THEIR RULES, REWARDS, AND LOSSES. SOCIAL SIMULATION GAMES EXPLICITLY MIRROR CERTAIN SOCIAL PROCESSES. EXAMPLES ARE (1) THE FAMILY GAME, BETWEEN CHILD AND PARENT AND THE COMMUNITY OF CHILDREN AND PARENTS, (2) THE…
Using a TV Game Show to Explain the Concept of a Dominant Strategy.
ERIC Educational Resources Information Center
Trandel, Gregory A.
1999-01-01
Illustrates the game-theory concept of a dominant strategy using the MTV-network game show "Singled Out." Describes how the game show works and why this makes it attractive as an example of strategic behavior. Presents examples of how the show is used in class. (DSK)
Theorycrafting the Classroom: Constructing the Introductory Technical Communication Course as a Game
ERIC Educational Resources Information Center
Finseth, Carly
2015-01-01
When games are approached as a pedagogical methodology, the homologies between games and technical communication are highlighted: pedagogy that teaches people to play and succeed within certain confines; classroom assessment that provides meaningful feedback to encourage self-improvement; instructional design that incorporates gaming theory and…
Role Playing Games for Scientific Citizenship
ERIC Educational Resources Information Center
Gaydos, Matthew J.; Squire, Kurt D.
2012-01-01
Research has shown that video games can be good for learning, particularly for STEM topics. However, in order for games to be scalable and sustainable, associated research must move beyond considerations of efficacy towards theories that account for classroom ecologies of students and teachers. This study asks how a digital game called "Citizen…
Yokoi's Theory of Lateral Innovation: Applications for Learning Game Design
ERIC Educational Resources Information Center
Warren, Scott J.; Jones, Greg
2008-01-01
There are several major challenges for instructional designers seeking to design learning games. These include the lack of access, the cost of rapidly advancing/expensive technology tools that make developing games uneconomical, the institutional time constraints limiting game use, and the concerns that schools lack sufficiently robust computer…
Using Games to Creatively Enhance the Counselor Education Curriculum
ERIC Educational Resources Information Center
Swank, Jacqueline M.
2012-01-01
Utilizing games within the classroom may assist counselor educators with enhancing learning. Counselor educators may integrate games within the curriculum to assist students in learning and developing self-awareness and to assess knowledge and skills. This article describes the utilization of games within experiential-learning theory and presents…
Dealing with Piaget: Analyzing Card Games for Understanding Concepts.
ERIC Educational Resources Information Center
Weisskirch, Robert S.
Students who take developmental psychology courses have difficulty applying theoretical concepts to situations separate from the context of theory. When learning about Piagetian theory, students often confine their understanding to demonstrations of conservation tasks. Analyzing Card Games, an active learning activity, allows students to apply the…
Evolutionary Game Theory and Leadership
ERIC Educational Resources Information Center
Guastello, Stephen J.
2009-01-01
Comments on the article Leadership, followership, and evolution: Some lessons from the past by Van Vugt, Hogan, and Kaiser. This article offers a fresh perspective on leaders, followers, and their possible origins in nonhuman and primitive human behavior patterns. The connections between group coordination, leadership, and game theory have some…
An Examination of Game-Based Learning from Theories of Flow Experience and Cognitive Load
ERIC Educational Resources Information Center
Lai, Chih-Hung; Chu, Chih-Ming; Liu, Hsiang-Hsuan; Yang, Shun-Bo; Chen, Wei-Hsuan
2013-01-01
This study aims to discuss whether game-based learning with the integration of games and digital learning could enhance not only the flow experience in learning but achieve the same flow experience in pure games. In addition, the authors discovered that whether the game-based learning could make learners to reveal higher cognitive load. The…
A Meta-Analysis of Serious Digital Games for Healthy Lifestyle Promotion
DeSmet, Ann; Van Ryckeghem, Dimitri; Compernolle, Sofie; Baranowski, Tom; Thompson, Debbe; Crombez, Geert; Poels, Karolien; Van Lippevelde, Wendy; Bastiaensens, Sara; Van Cleemput, Katrien; Vandebosch, Heidi; De Bourdeaudhuij, Ilse
2015-01-01
Several systematic reviews have described health-promoting effects of serious games but so far no meta-analysis has been reported. This paper presents a meta-analysis of 54 serious digital game studies for healthy lifestyle promotion, in which we investigated the overall effectiveness of serious digital games on healthy lifestyle promotion outcomes and the role of theoretically and clinically important moderators. Findings showed serious games have small positive effects on healthy lifestyles (g=0.260, 95% CI 0.148; 0.373) and their determinants (g=0.334, 95% CI 0.260; 0.407), especially for knowledge. Effects on clinical outcomes were significant, but much smaller (g=0.079, 95% CI 0.038; 0.120). Long-term effects were maintained for all outcomes except for behavior. Serious games are best individually tailored to both socio-demographic and change need information, and benefit from a strong focus on game theories or a dual theoretical foundation in both behavioral prediction and game theories. They can be effective either as a stand-alone or multi-component programs, and appeal to populations regardless of age and gender. Given that effects of games remain heterogeneous, further exploration of which game features create larger effects are needed. PMID:25172024
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.
Defending Against Advanced Persistent Threats Using Game-Theory.
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.
Access point selection game with mobile users using correlated equilibrium.
Sohn, Insoo
2015-01-01
One of the most important issues in wireless local area network (WLAN) systems with multiple access points (APs) is the AP selection problem. Game theory is a mathematical tool used to analyze the interactions in multiplayer systems and has been applied to various problems in wireless networks. Correlated equilibrium (CE) is one of the powerful game theory solution concepts, which is more general than the Nash equilibrium for analyzing the interactions in multiplayer mixed strategy games. A game-theoretic formulation of the AP selection problem with mobile users is presented using a novel scheme based on a regret-based learning procedure. Through convergence analysis, we show that the joint actions based on the proposed algorithm achieve CE. Simulation results illustrate that the proposed algorithm is effective in a realistic WLAN environment with user mobility and achieves maximum system throughput based on the game-theoretic formulation.
Access Point Selection Game with Mobile Users Using Correlated Equilibrium
Sohn, Insoo
2015-01-01
One of the most important issues in wireless local area network (WLAN) systems with multiple access points (APs) is the AP selection problem. Game theory is a mathematical tool used to analyze the interactions in multiplayer systems and has been applied to various problems in wireless networks. Correlated equilibrium (CE) is one of the powerful game theory solution concepts, which is more general than the Nash equilibrium for analyzing the interactions in multiplayer mixed strategy games. A game-theoretic formulation of the AP selection problem with mobile users is presented using a novel scheme based on a regret-based learning procedure. Through convergence analysis, we show that the joint actions based on the proposed algorithm achieve CE. Simulation results illustrate that the proposed algorithm is effective in a realistic WLAN environment with user mobility and achieves maximum system throughput based on the game-theoretic formulation. PMID:25785726
Kang, Yibin; Pan, Qiuhui; Wang, Xueting; He, Mingfeng
2016-01-01
In this paper, we investigate the five-species Jungle game in the framework of evolutionary game theory. We address the coexistence and biodiversity of the system using mean-field theory and Monte Carlo simulations. Then, we find that the inhibition from the bottom-level species to the top-level species can be critical factors that affect biodiversity, no matter how it is distributed, whether homogeneously well mixed or structured. We also find that predators’ different preferences for food affect species’ coexistence. PMID:27332995
Chiou, Wen-Bin
2008-04-01
The negative impact of Internet use on adolescents has received much popular attention and has also become a popular research topic. How to induce adolescent players to change their attitudes toward online gaming is one of the most important issues in online gaming addiction. The present study is based on the less-leads-to-more effect of dissonance theory. Experimental research was conducted to examine the effects of rewards and decision freedom on attitude change toward online gaming among adolescents considered at risk for addiction. The results supported predictions based on external justification in dissonance theory. Specifically, fewer rewards produced greater attitude change toward online gaming in the condition of personal freedom of choice after participants exhibited attitude-discrepant behavior. However, the less-leads-to-more effect was not prominent in the condition without personal freedom of choice. Adopting a reward strategy to induce game players to disengage online gaming is discussed.
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…
Bauso, Dario; Dia, Ben Mansour; Djehiche, Boualem; Tembine, Hamidou; Tempone, Raul
2014-01-01
This article examines mean-field games for marriage. The results support the argument that optimizing the long-term well-being through effort and social feeling state distribution (mean-field) will help to stabilize marriage. However, if the cost of effort is very high, the couple fluctuates in a bad feeling state or the marriage breaks down. We then examine the influence of society on a couple using mean-field sentimental games. We show that, in mean-field equilibrium, the optimal effort is always higher than the one-shot optimal effort. We illustrate numerically the influence of the couple’s network on their feeling states and their well-being. PMID:24804835
Mean-field games for marriage.
Bauso, Dario; Dia, Ben Mansour; Djehiche, Boualem; Tembine, Hamidou; Tempone, Raul
2014-01-01
This article examines mean-field games for marriage. The results support the argument that optimizing the long-term well-being through effort and social feeling state distribution (mean-field) will help to stabilize marriage. However, if the cost of effort is very high, the couple fluctuates in a bad feeling state or the marriage breaks down. We then examine the influence of society on a couple using mean-field sentimental games. We show that, in mean-field equilibrium, the optimal effort is always higher than the one-shot optimal effort. We illustrate numerically the influence of the couple's network on their feeling states and their well-being.
Collective intelligence for control of distributed dynamical systems
NASA Astrophysics Data System (ADS)
Wolpert, D. H.; Wheeler, K. R.; Tumer, K.
2000-03-01
We consider the El Farol bar problem, also known as the minority game (W. B. Arthur, The American Economic Review, 84 (1994) 406; D. Challet and Y. C. Zhang, Physica A, 256 (1998) 514). We view it as an instance of the general problem of how to configure the nodal elements of a distributed dynamical system so that they do not "work at cross purposes", in that their collective dynamics avoids frustration and thereby achieves a provided global goal. We summarize a mathematical theory for such configuration applicable when (as in the bar problem) the global goal can be expressed as minimizing a global energy function and the nodes can be expressed as minimizers of local free energy functions. We show that a system designed with that theory performs nearly optimally for the bar problem.
ERIC Educational Resources Information Center
Wu, Min Lun
2018-01-01
This qualitative case study reports descriptive findings of digital game-based learning involving 15 Taiwanese middle school students' use of computational thinking skills elicited through programmed activities in a game design workshop. Situated learning theory is utilized as framework to evaluate novice game designers' individual advancement in…
Health Education Video Games for Children and Adolescents: Theory, Design, and Research Findings.
ERIC Educational Resources Information Center
Lieberman, Debra A.
This study examined whether video games could be effective health education and therapeutic interventions for children and adolescents with diabetes. KIDZ Health Software developed a game about diabetes self-management, and tested its effectiveness for children with diabetes. The Packy and Marlon Super Nintendo video game promotes fun,…
ERIC Educational Resources Information Center
Turkay, Selen; Hoffman, Daniel; Kinzer, Charles K.; Chantes, Pantiphar; Vicari, Christopher
2014-01-01
Researchers have argued that an effort should be made to raise teachers' and parents' awareness of the potentially positive educational benefits of playing video games (e.g., see Baek, 2008). One part of this effort should be to increase understanding of how video games can be situated within teachers' existing goals and knowledge…
ERIC Educational Resources Information Center
Seibold, David R.; Steinfatt, Thomas M.
To extend information on communication to game theory, a study was conducted (1) to determine whether there was a relationship between dogmatism of players in a creative alternative game and their game behavior, and (2) to compare the behavior of federal prison inmates playing a game under conditions of real rewards and full communication…
Assessing feedback in a mobile videogame
USDA-ARS?s Scientific Manuscript database
Player feedback is an important part of serious games, although there is no consensus regarding its delivery or optimal content. "Mommio" is a serious game designed to help mothers motivate their preschoolers to eat vegetables. The purpose of this study was to assess optimal format and content of pl...
Methodology for determination and use of the no-escape envelope of an air-to-air-missile
NASA Technical Reports Server (NTRS)
Neuman, Frank
1988-01-01
A large gap exists between optimal control and differential-game theory and their applications. The purpose of this paper is to show how this gap may be bridged. Missile-avoidance of realistically simulated infrared heat-seeking, fire-and-forget missile is studied. In detailed simulations, sweeping out the discretized initial condition space, avoidance methods based on pilot experience are combined with those based on simplified optimal control analysis to derive an approximation to the no-escape missile envelopes. The detailed missile equations and no-escape envelopes were then incorporated into an existing piloted simulation of air-to-air combat to generate missile firing decisions as well as missile avoidance commands. The use of these envelopes was found to be effective in both functions.
Review of game theory applications for situation awareness
NASA Astrophysics Data System (ADS)
Blasch, Erik; Shen, Dan; Pham, Khanh D.; Chen, Genshe
2015-05-01
Game theoretical methods have been used for spectral awareness, space situational awareness (SSA), cyber situational awareness (CSA), and Intelligence, Surveillance, and Reconnaissance situation awareness (ISA). Each of these cases, awareness is supported by sensor estimation for assessment and the situation is determined from the actions of multiple players. Game theory assumes rational actors in a defined scenario; however, variations in social, cultural and behavioral factors include the dynamic nature of the context. In a dynamic data-driven application system (DDDAS), modeling must include both the measurements but also how models are used by different actors with different priorities. In this paper, we highlight the applications of game theory by reviewing the literature to determine the current state of the art and future needs. Future developments would include building towards knowledge awareness with information technology (e.g., data aggregation, access, indexing); multiscale analysis (e.g., space, time, and frequency), and software methods (e.g., architectures, cloud computing, protocols).
NASA Astrophysics Data System (ADS)
Hanauske, Matthias; Kunz, Jennifer; Bernius, Steffen; König, Wolfgang
2010-11-01
The last financial and economic crisis demonstrated the dysfunctional long-term effects of aggressive behaviour in financial markets. Yet, evolutionary game theory predicts that under the condition of strategic dependence a certain degree of aggressive behaviour remains within a given population of agents. However, as a consequence of the financial crisis, it would be desirable to change the “rules of the game” in a way that prevents the occurrence of any aggressive behaviour and thereby also the danger of market crashes. The paper picks up this aspect. Through the extension of the well-known hawk-dove game by a quantum approach, we can show that dependent on entanglement, evolutionary stable strategies also can emerge, which are not predicted by the classical evolutionary game theory and where the total economic population uses a non-aggressive quantum strategy.
A consensus opinion model based on the evolutionary game
NASA Astrophysics Data System (ADS)
Yang, Han-Xin
2016-08-01
We propose a consensus opinion model based on the evolutionary game. In our model, both of the two connected agents receive a benefit if they have the same opinion, otherwise they both pay a cost. Agents update their opinions by comparing payoffs with neighbors. The opinion of an agent with higher payoff is more likely to be imitated. We apply this model in scale-free networks with tunable degree distribution. Interestingly, we find that there exists an optimal ratio of cost to benefit, leading to the shortest consensus time. Qualitative analysis is obtained by examining the evolution of the opinion clusters. Moreover, we find that the consensus time decreases as the average degree of the network increases, but increases with the noise introduced to permit irrational choices. The dependence of the consensus time on the network size is found to be a power-law form. For small or larger ratio of cost to benefit, the consensus time decreases as the degree exponent increases. However, for moderate ratio of cost to benefit, the consensus time increases with the degree exponent. Our results may provide new insights into opinion dynamics driven by the evolutionary game theory.
Bribery games on inter-dependent regular networks
NASA Astrophysics Data System (ADS)
Verma, Prateek; Nandi, Anjan K.; Sengupta, Supratim
2017-02-01
We examine a scenario of social conflict that is manifest during an interaction between government servants providing a service and citizens who are legally entitled to the service, using evolutionary game-theory in structured populations characterized by an inter-dependent network. Bribe-demands by government servants during such transactions, called harassment bribes, constitute a widespread form of corruption in many countries. We investigate the effect of varying bribe demand made by corrupt officials and the cost of complaining incurred by harassed citizens, on the proliferation of corrupt strategies in the population. We also examine how the connectivity of the various constituent networks affects the spread of corrupt officials in the population. We find that incidents of bribery can be considerably reduced in a network-structured populations compared to mixed populations. Interestingly, we also find that an optimal range for the connectivity of nodes in the citizen’s network (signifying the degree of influence a citizen has in affecting the strategy of other citizens in the network) as well as the interaction network aids in the fixation of honest officers. Our results reveal the important role of network structure and connectivity in asymmetric games.
Bribery games on inter-dependent regular networks
Verma, Prateek; Nandi, Anjan K.; Sengupta, Supratim
2017-01-01
We examine a scenario of social conflict that is manifest during an interaction between government servants providing a service and citizens who are legally entitled to the service, using evolutionary game-theory in structured populations characterized by an inter-dependent network. Bribe-demands by government servants during such transactions, called harassment bribes, constitute a widespread form of corruption in many countries. We investigate the effect of varying bribe demand made by corrupt officials and the cost of complaining incurred by harassed citizens, on the proliferation of corrupt strategies in the population. We also examine how the connectivity of the various constituent networks affects the spread of corrupt officials in the population. We find that incidents of bribery can be considerably reduced in a network-structured populations compared to mixed populations. Interestingly, we also find that an optimal range for the connectivity of nodes in the citizen’s network (signifying the degree of influence a citizen has in affecting the strategy of other citizens in the network) as well as the interaction network aids in the fixation of honest officers. Our results reveal the important role of network structure and connectivity in asymmetric games. PMID:28205644
Energy cost and game flow of 5 exer-games in trained players.
Bronner, Shaw; Pinsker, Russell; Noah, J Adam
2013-05-01
To determine energy expenditure and player experience in exer-games designed for novel platforms. Energy cost of 7 trained players was measured in 5 music-based exer-games. Participants answered a questionnaire about "game flow," experience of enjoyment, and immersion in game play. Energy expenditure during game play ranged from moderate to vigorous intensity (4 - 9 MET). Participant achieved highest MET levels and game flow while playing StepMania and lowest MET levels and game flow when playing Wii Just Dance 3(®) and Kinect Dance Central™. Game flow scores positively correlated with MET levels. Physiological measurement and game flow testing during game development may help to optimize exer-game player activity and experience.
On Social Optima of Non-Cooperative Mean Field Games
DOE Office of Scientific and Technical Information (OSTI.GOV)
Li, Sen; Zhang, Wei; Zhao, Lin
This paper studies the social optima in noncooperative mean-field games for a large population of agents with heterogeneous stochastic dynamic systems. Each agent seeks to maximize an individual utility functional, and utility functionals of different agents are coupled through a mean field term that depends on the mean of the population states/controls. The paper has the following contributions. First, we derive a set of control strategies for the agents that possess *-Nash equilibrium property, and converge to the mean-field Nash equilibrium as the population size goes to infinity. Second, we study the social optimal in the mean field game. Wemore » derive the conditions, termed the socially optimal conditions, under which the *-Nash equilibrium of the mean field game maximizes the social welfare. Third, a primal-dual algorithm is proposed to compute the *-Nash equilibrium of the mean field game. Since the *-Nash equilibrium of the mean field game is socially optimal, we can compute the equilibrium by solving the social welfare maximization problem, which can be addressed by a decentralized primal-dual algorithm. Numerical simulations are presented to demonstrate the effectiveness of the proposed approach.« less
Exploring the quantum speed limit with computer games
NASA Astrophysics Data System (ADS)
Sørensen, Jens Jakob W. H.; Pedersen, Mads Kock; Munch, Michael; Haikka, Pinja; Jensen, Jesper Halkjær; Planke, Tilo; Andreasen, Morten Ginnerup; Gajdacz, Miroslav; Mølmer, Klaus; Lieberoth, Andreas; Sherson, Jacob F.
2016-04-01
Humans routinely solve problems of immense computational complexity by intuitively forming simple, low-dimensional heuristic strategies. Citizen science (or crowd sourcing) is a way of exploiting this ability by presenting scientific research problems to non-experts. ‘Gamification’—the application of game elements in a non-game context—is an effective tool with which to enable citizen scientists to provide solutions to research problems. The citizen science games Foldit, EteRNA and EyeWire have been used successfully to study protein and RNA folding and neuron mapping, but so far gamification has not been applied to problems in quantum physics. Here we report on Quantum Moves, an online platform gamifying optimization problems in quantum physics. We show that human players are able to find solutions to difficult problems associated with the task of quantum computing. Players succeed where purely numerical optimization fails, and analyses of their solutions provide insights into the problem of optimization of a more profound and general nature. Using player strategies, we have thus developed a few-parameter heuristic optimization method that efficiently outperforms the most prominent established numerical methods. The numerical complexity associated with time-optimal solutions increases for shorter process durations. To understand this better, we produced a low-dimensional rendering of the optimization landscape. This rendering reveals why traditional optimization methods fail near the quantum speed limit (that is, the shortest process duration with perfect fidelity). Combined analyses of optimization landscapes and heuristic solution strategies may benefit wider classes of optimization problems in quantum physics and beyond.
Exploring the quantum speed limit with computer games.
Sørensen, Jens Jakob W H; Pedersen, Mads Kock; Munch, Michael; Haikka, Pinja; Jensen, Jesper Halkjær; Planke, Tilo; Andreasen, Morten Ginnerup; Gajdacz, Miroslav; Mølmer, Klaus; Lieberoth, Andreas; Sherson, Jacob F
2016-04-14
Humans routinely solve problems of immense computational complexity by intuitively forming simple, low-dimensional heuristic strategies. Citizen science (or crowd sourcing) is a way of exploiting this ability by presenting scientific research problems to non-experts. 'Gamification'--the application of game elements in a non-game context--is an effective tool with which to enable citizen scientists to provide solutions to research problems. The citizen science games Foldit, EteRNA and EyeWire have been used successfully to study protein and RNA folding and neuron mapping, but so far gamification has not been applied to problems in quantum physics. Here we report on Quantum Moves, an online platform gamifying optimization problems in quantum physics. We show that human players are able to find solutions to difficult problems associated with the task of quantum computing. Players succeed where purely numerical optimization fails, and analyses of their solutions provide insights into the problem of optimization of a more profound and general nature. Using player strategies, we have thus developed a few-parameter heuristic optimization method that efficiently outperforms the most prominent established numerical methods. The numerical complexity associated with time-optimal solutions increases for shorter process durations. To understand this better, we produced a low-dimensional rendering of the optimization landscape. This rendering reveals why traditional optimization methods fail near the quantum speed limit (that is, the shortest process duration with perfect fidelity). Combined analyses of optimization landscapes and heuristic solution strategies may benefit wider classes of optimization problems in quantum physics and beyond.
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…
Development and User Satisfaction of "Plan-It Commander," a Serious Game for Children with ADHD.
Bul, Kim C M; Franken, Ingmar H A; Van der Oord, Saskia; Kato, Pamela M; Danckaerts, Marina; Vreeke, Leonie J; Willems, Annik; van Oers, Helga J J; van den Heuvel, Ria; van Slagmaat, Rens; Maras, Athanasios
2015-12-01
The need for engaging treatment approaches within mental health care has led to the application of gaming approaches to existing behavioral training programs (i.e., gamification). Because children with attention deficit/hyperactivity disorder (ADHD) tend to have fewer problems with concentration and engagement when playing digital games, applying game technologies and design approaches to complement treatment may be a useful means to engage this population in their treatment. Unfortunately, gamified training programs currently available for ADHD have been limited in their ability to demonstrate in-game behavior skills that generalize to daily life situations. Therefore, we developed a new serious game (called "Plan-It Commander") that was specifically designed to promote behavioral learning and promotes strategy use in domains of daily life functioning such as time management, planning/organizing, and prosocial skills that are known to be problematic for children with ADHD. An interdisciplinary team contributed to the development of the game. The game's content and approach are based on psychological principles from the Self-Regulation Model, Social Cognitive Theory, and Learning Theory. In this article, game development and the scientific background of the behavioral approach are described, as well as results of a survey (n = 42) to gather user feedback on the first prototype of the game. The findings suggest that participants were satisfied with this game and provided the basis for further development and research to the game. Implications for developing serious games and applying user feedback in game development are discussed.
Zhang, Le; Zhang, Shaoxiang
2017-03-01
A body of research [1-7] has already shown that epigenetic reprogramming plays a critical role in maintaining the normal development of embryos. However, the mechanistic quantitation of the epigenetic interactions between sperms and oocytes and the related impact on embryo development are still not clear [6,7]. In this study, Wang et al., [8] develop a modeling framework that addresses this question by integrating game theory and the latest discoveries of the epigenetic control of embryo development. Copyright © 2017 Elsevier B.V. All rights reserved.
Gamification and serious games for personalized health.
McCallum, Simon
2012-01-01
Computer games are no longer just a trivial activity played by children in arcades. Social networking and casual gaming have broadened the market for, and acceptance of, games. This has coincided with a realization of their power to engage and motivate players. Good computer games are excellent examples of modern educational theory [1]. The military, health providers, governments, and educators, all use computer games. This paper focuses on Games for Health, discussing the range of areas and approaches to developing these games. We extend a taxonomy for Games for Health, describe a case study on games for dementia sufferers, and finally, present some challenges and research opportunities in this area.
Slezak, Diego Fernandez; Sigman, Mariano
2012-08-01
The time spent making a decision and its quality define a widely studied trade-off. Some models suggest that the time spent is set to optimize reward, as verified empirically in simple-decision making experiments. However, in a more complex perspective compromising components of regulation focus, ambitions, fear, risk and social variables, adjustment of the speed-accuracy trade-off may not be optimal. Specifically, regulatory focus theory shows that people can be set in a promotion mode, where focus is on seeking to approach a desired state (to win), or in a prevention mode, focusing to avoid undesired states (not to lose). In promotion, people are eager to take risks increasing speed and decreasing accuracy. In prevention, strategic vigilance increases, decreasing speed and improving accuracy. When time and accuracy have to be compromised, one can ask which of these 2 strategies optimizes reward, leading to optimal performance. This is investigated here in a unique experimental environment. Decision making is studied in rapid-chess (180 s per game), in which the goal of a player is to mate the opponent in a finite amount of time or, alternatively, time-out of the opponent with sufficient material to mate. In different games, players face strong and weak opponents. It was observed that (a) players adopt a more conservative strategy when facing strong opponents, with slower and more accurate moves, and (b) this strategy is suboptimal: Players increase their winning likelihood against strong opponents using the policy they adopt when confronting opponents with similar strength. (PsycINFO Database Record (c) 2012 APA, all rights reserved).
Nonlinear zero-sum differential game analysis by singular perturbation methods
NASA Technical Reports Server (NTRS)
Sinar, J.; Farber, N.
1982-01-01
A class of nonlinear, zero-sum differential games, exhibiting time-scale separation properties, can be analyzed by singular-perturbation techniques. The merits of such an analysis, leading to an approximate game solution, as well as the 'well-posedness' of the formulation, are discussed. This approach is shown to be attractive for investigating pursuit-evasion problems; the original multidimensional differential game is decomposed to a 'simple pursuit' (free-stream) game and two independent (boundary-layer) optimal-control problems. Using multiple time-scale boundary-layer models results in a pair of uniformly valid zero-order composite feedback strategies. The dependence of suboptimal strategies on relative geometry and own-state measurements is demonstrated by a three dimensional, constant-speed example. For game analysis with realistic vehicle dynamics, the technique of forced singular perturbations and a variable modeling approach is proposed. Accuracy of the analysis is evaluated by comparison with the numerical solution of a time-optimal, variable-speed 'game of two cars' in the horizontal plane.
ERIC Educational Resources Information Center
Simmons, Joseph P.; Massey, Cade
2012-01-01
Is optimism real, or are optimistic forecasts just cheap talk? To help answer this question, we investigated whether optimistic predictions persist in the face of large incentives to be accurate. We asked National Football League football fans to predict the winner of a single game. Roughly half (the partisans) predicted a game involving their…
Evolutionary game theory and multiple chemical sensitivity.
Newlin, D B
1999-01-01
Newlin's [Newlin D.B. Evolutionary game theory of tolerance and sensitization in substance abuse. Paper presented to the Research Society on Alcoholism, Hilton Head, SC, 1998] evolutionary game theory of addictive behavior specifies how evolutionarily stable strategies for survival and reproduction may lead to addiction. The game theory of multiple chemical sensitivity (MCS) assumes that: (1) the MCS patient responds to low-level toxicants as stressors or as direct threats to their survival and reproductive fitness, (2) this activates the cortico-mesolimbic dopamine system, (3) this system is a survival motivation center--not a 'reward center', (4) the subject emits a counter-response that is in the same direction as the naive response to the chemicals, (5) previously neutral stimuli associated with chemicals also trigger conditioned responses that mimic those to the chemicals, (6) these counter-responses further activate the dopaminergic survival motivation system, and (7) this produces a positive feedback loop that leads to strong neural sensitization in these structures and in behavior controlled by this system, despite a small initial response. Psychologically, the MCS patient with a sensitized cortico-mesolimbic dopamine system is behaving as though his/her survival is directly threatened by these chemicals. Non-MCS subjects have counter-responses opposite in direction to those of the chemicals and show tolerance. An autoshaping/sign-tracking model of this game is discussed. This evolutionary game makes several specific, testable predictions about differences between MCS subjects, non-MCS controls, and substance abusers in laboratory experiments, and between sensitized and nonsensitized animals.
Preparing Instructional Designers for Game-Based Learning: Part 1
ERIC Educational Resources Information Center
Hirumi, Atsusi; Appelman, Bob; Rieber, Lloyd; Van Eck, Richard
2010-01-01
Like many rapidly growing industries, advances in video game technology are far outpacing research on its design and effectiveness. Relatively little is understood about how to apply what we know about teaching and learning to optimize game-based learning. For the most part, instructional designers know little about game development and video game…
Information Theory - The Bridge Connecting Bounded Rational Game Theory and Statistical Physics
NASA Technical Reports Server (NTRS)
Wolpert, David H.
2005-01-01
A long-running difficulty with conventional game theory has been how to modify it to accommodate the bounded rationality of all red-world players. A recurring issue in statistical physics is how best to approximate joint probability distributions with decoupled (and therefore far more tractable) distributions. This paper shows that the same information theoretic mathematical structure, known as Product Distribution (PD) theory, addresses both issues. In this, PD theory not only provides a principle formulation of bounded rationality and a set of new types of mean field theory in statistical physics; it also shows that those topics are fundamentally one and the same.
Applying Developmental Theory and Research to the Creation of Educational Games
ERIC Educational Resources Information Center
Revelle, Glenda
2013-01-01
The field of developmental psychology has produced abundant theory and research about the physical, cognitive, social, and emotional development of children; however, to date there has been limited use of this wealth of knowledge by developers creating games for children. This chapter provides an overview of key theoretical observations and…
ERIC Educational Resources Information Center
Vierling-Claassen, Angela
2010-01-01
Ever had a roommate? Then you know that it can be difficult to share housekeeping duties. This article uses game theory to analyze situations in which there is a task to be done and two people who might do it. We then use our analysis to consider what game theory tells us about the gendered division of household labor.
A meta-analysis of serious digital games for healthy lifestyle promotion.
DeSmet, Ann; Van Ryckeghem, Dimitri; Compernolle, Sofie; Baranowski, Tom; Thompson, Debbe; Crombez, Geert; Poels, Karolien; Van Lippevelde, Wendy; Bastiaensens, Sara; Van Cleemput, Katrien; Vandebosch, Heidi; De Bourdeaudhuij, Ilse
2014-12-01
Several systematic reviews have described health-promoting effects of serious games but so far no meta-analysis has been reported. This paper presents a meta-analysis of 54 serious digital game studies for healthy lifestyle promotion, in which we investigated the overall effectiveness of serious digital games on healthy lifestyle promotion outcomes and the role of theoretically and clinically important moderators. Findings showed that serious games have small positive effects on healthy lifestyles (g=0.260, 95% CI 0.148; 0.373) and their determinants (g=0.334, 95% CI 0.260; 0.407), especially for knowledge. Effects on clinical outcomes were significant, but much smaller (g=0.079, 95% CI 0.038; 0.120). Long-term effects were maintained for all outcomes except for behavior. Serious games are best individually tailored to both socio-demographic and change need information, and benefit from a strong focus on game theories or a dual theoretical foundation in both behavioral prediction and game theories. They can be effective either as a stand-alone or multi-component programs, and appeal to populations regardless of age and gender. Given that effects of games remain heterogeneous, further explorations of which game features create larger effects are needed. Copyright © 2014 Elsevier Inc. All rights reserved.
Action Being Character: A Promising Perspective on the Solution Concept of Game Theory
Deng, Kuiying; Chu, Tianguang
2011-01-01
The inconsistency of predictions from solution concepts of conventional game theory with experimental observations is an enduring question. These solution concepts are based on the canonical rationality assumption that people are exclusively self-regarding utility maximizers. In this article, we think this assumption is problematic and, instead, assume that rational economic agents act as if they were maximizing their implicit utilities, which turns out to be a natural extension of the canonical rationality assumption. Implicit utility is defined by a player's character to reflect his personal weighting between cooperative, individualistic, and competitive social value orientations. The player who actually faces an implicit game chooses his strategy based on the common belief about the character distribution for a general player and the self-estimation of his own character, and he is not concerned about which strategies other players will choose and will never feel regret about his decision. It is shown by solving five paradigmatic games, the Dictator game, the Ultimatum game, the Prisoner's Dilemma game, the Public Goods game, and the Battle of the Sexes game, that the framework of implicit game and its corresponding solution concept, implicit equilibrium, based on this alternative assumption have potential for better explaining people's actual behaviors in social decision making situations. PMID:21573055
Action being character: a promising perspective on the solution concept of game theory.
Deng, Kuiying; Chu, Tianguang
2011-05-09
The inconsistency of predictions from solution concepts of conventional game theory with experimental observations is an enduring question. These solution concepts are based on the canonical rationality assumption that people are exclusively self-regarding utility maximizers. In this article, we think this assumption is problematic and, instead, assume that rational economic agents act as if they were maximizing their implicit utilities, which turns out to be a natural extension of the canonical rationality assumption. Implicit utility is defined by a player's character to reflect his personal weighting between cooperative, individualistic, and competitive social value orientations. The player who actually faces an implicit game chooses his strategy based on the common belief about the character distribution for a general player and the self-estimation of his own character, and he is not concerned about which strategies other players will choose and will never feel regret about his decision. It is shown by solving five paradigmatic games, the Dictator game, the Ultimatum game, the Prisoner's Dilemma game, the Public Goods game, and the Battle of the Sexes game, that the framework of implicit game and its corresponding solution concept, implicit equilibrium, based on this alternative assumption have potential for better explaining people's actual behaviors in social decision making situations.
Game Theoretic Modeling of Water Resources Allocation Under Hydro-Climatic Uncertainty
NASA Astrophysics Data System (ADS)
Brown, C.; Lall, U.; Siegfried, T.
2005-12-01
Typical hydrologic and economic modeling approaches rely on assumptions of climate stationarity and economic conditions of ideal markets and rational decision-makers. In this study, we incorporate hydroclimatic variability with a game theoretic approach to simulate and evaluate common water allocation paradigms. Game Theory may be particularly appropriate for modeling water allocation decisions. First, a game theoretic approach allows economic analysis in situations where price theory doesn't apply, which is typically the case in water resources where markets are thin, players are few, and rules of exchange are highly constrained by legal or cultural traditions. Previous studies confirm that game theory is applicable to water resources decision problems, yet applications and modeling based on these principles is only rarely observed in the literature. Second, there are numerous existing theoretical and empirical studies of specific games and human behavior that may be applied in the development of predictive water allocation models. With this framework, one can evaluate alternative orderings and rules regarding the fraction of available water that one is allowed to appropriate. Specific attributes of the players involved in water resources management complicate the determination of solutions to game theory models. While an analytical approach will be useful for providing general insights, the variety of preference structures of individual players in a realistic water scenario will likely require a simulation approach. We propose a simulation approach incorporating the rationality, self-interest and equilibrium concepts of game theory with an agent-based modeling framework that allows the distinct properties of each player to be expressed and allows the performance of the system to manifest the integrative effect of these factors. Underlying this framework, we apply a realistic representation of spatio-temporal hydrologic variability and incorporate the impact of decision-making a priori to hydrologic realizations and those made a posteriori on alternative allocation mechanisms. Outcomes are evaluated in terms of water productivity, net social benefit and equity. The performance of hydro-climate prediction modeling in each allocation mechanism will be assessed. Finally, year-to-year system performance and feedback pathways are explored. In this way, the system can be adaptively managed toward equitable and efficient water use.
A Probabilistic-Numerical Approximation for an Obstacle Problem Arising in Game Theory
DOE Office of Scientific and Technical Information (OSTI.GOV)
Gruen, Christine, E-mail: christine.gruen@univ-brest.fr
We investigate a two-player zero-sum stochastic differential game in which one of the players has more information on the game than his opponent. We show how to construct numerical schemes for the value function of this game, which is given by the solution of a quasilinear partial differential equation with obstacle.
Massively Multiplayer Online Role-Playing Games as Arenas for Second Language Learning
ERIC Educational Resources Information Center
Peterson, Mark
2010-01-01
This article investigates contemporary research on the use of massively multiplayer online role-playing games (MMORPGs) in language education. The development and key features of these games are explored. This is followed by an examination of the theories proposed as a basis for game-based learning, and the claims made regarding the value of…
Multiplayer Online Games as Educational Tools: Facing New Challenges in Learning
ERIC Educational Resources Information Center
Paraskeva, Fotini; Mysirlaki, Sofia; Papagianni, Aikaterini
2010-01-01
This paper outlines a proposal for the development of educational multiplayer online games based on the activity theory, as an alternative to the current trend in multiplayer gaming and a means of promoting collaboration among students. In order to examine whether online games are engaging for learners, we consider multiple factors regarding game…
On the Short Horizon of Spontaneous Iterative Reasoning in Logical Puzzles and Games
ERIC Educational Resources Information Center
Mazzocco, Ketti; Cherubini, Anna Maria; Cherubini, Paolo
2013-01-01
A reasoning strategy is iterative when the initial conclusion suggested by a set of premises is integrated into that set of premises in order to yield additional conclusions. Previous experimental studies on game theory-based strategic games (such as the beauty contest game) observed difficulty in reasoning iteratively, which has been partly…
Lewis, Melissa L; Weber, René; Bowman, Nicholas David
2008-08-01
This paper proposes a new and reliable metric for measuring character attachment (CA), the connection felt by a video game player toward a video game character. Results of construct validity analyses indicate that the proposed CA scale has a significant relationship with self-esteem, addiction, game enjoyment, and time spent playing games; all of these relationships are predicted by theory. Additionally, CA levels for role-playing games differ significantly from CA levels of other character-driven games.
Air pollution, athletic health and performance at the Olympic Games.
Fitch, Ken
2016-01-01
The objective of this study was to briefly review air pollution and its effects on athletes' health and performance and to examine air quality (AQ) at specific Olympic Summer Games between 1964 and 2008. It will focus on any attempts made by the cities hosting these Olympics to improve AQ for the Games and if undertaken, how successful these were. The author had a medical role at five of the seven Olympic Games that will be examined and hence has personal experiences. Information was obtained from the readily accessible official reports of the Olympic Games, relevant published papers and books and the internet. For each of these seven Olympic Games, monitoring AQ was far below current acceptable standards and for the majority, minimal or no data on major pollutants was available. From what can be ascertained, at these Games, AQ varied but was less than optimal in most if not all. Nevertheless, there were few reported or known unfavorable effects on the health of Olympic athletes. To date, there have been few reported consequences of sub-optimal AQ at Olympic Games. The focus on AQ at Olympic Games has gradually increased over the past five decades and is expected to continue into the future.
Multi-agent fare optimization model of two modes problem and its analysis based on edge of chaos
NASA Astrophysics Data System (ADS)
Li, Xue-yan; Li, Xue-mei; Li, Xue-wei; Qiu, He-ting
2017-03-01
This paper proposes a new framework of fare optimization & game model for studying the competition between two travel modes (high speed railway and civil aviation) in which passengers' group behavior is taken into consideration. The small-world network is introduced to construct the multi-agent model of passengers' travel mode choice. The cumulative prospect theory is adopted to depict passengers' bounded rationality, the heterogeneity of passengers' reference point is depicted using the idea of group emotion computing. The conceptions of "Langton parameter" and "evolution entropy" in the theory of "edge of chaos" are introduced to create passengers' "decision coefficient" and "evolution entropy of travel mode choice" which are used to quantify passengers' group behavior. The numerical simulation and the analysis of passengers' behavior show that (1) the new model inherits the features of traditional model well and the idea of self-organizing traffic flow evolution fully embodies passengers' bounded rationality, (2) compared with the traditional model (logit model), when passengers are in the "edge of chaos" state, the total profit of the transportation system is higher.
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.
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.
NASA Astrophysics Data System (ADS)
Dolfin, Marina
2016-03-01
The interesting novelty of the paper by Burini et al. [1] is that the authors present a survey and a new approach of collective learning based on suitable development of methods of the kinetic theory [2] and theoretical tools of evolutionary game theory [3]. Methods of statistical dynamics and kinetic theory lead naturally to stochastic and collective dynamics. Indeed, the authors propose the use of games where the state of the interacting entities is delivered by probability distributions.
Stochastic gradient ascent outperforms gamers in the Quantum Moves game
NASA Astrophysics Data System (ADS)
Sels, Dries
2018-04-01
In a recent work on quantum state preparation, Sørensen and co-workers [Nature (London) 532, 210 (2016), 10.1038/nature17620] explore the possibility of using video games to help design quantum control protocols. The authors present a game called "Quantum Moves" (https://www.scienceathome.org/games/quantum-moves/) in which gamers have to move an atom from A to B by means of optical tweezers. They report that, "players succeed where purely numerical optimization fails." Moreover, by harnessing the player strategies, they can "outperform the most prominent established numerical methods." The aim of this Rapid Communication is to analyze the problem in detail and show that those claims are untenable. In fact, without any prior knowledge and starting from a random initial seed, a simple stochastic local optimization method finds near-optimal solutions which outperform all players. Counterdiabatic driving can even be used to generate protocols without resorting to numeric optimization. The analysis results in an accurate analytic estimate of the quantum speed limit which, apart from zero-point motion, is shown to be entirely classical in nature. The latter might explain why gamers are reasonably good at the game. A simple modification of the BringHomeWater challenge is proposed to test this hypothesis.
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.
Defending Against Advanced Persistent Threats Using Game-Theory
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
Epigenetic game theory: How to compute the epigenetic control of maternal-to-zygotic transition.
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.
Practical example of game theory application for production route selection
NASA Astrophysics Data System (ADS)
Olender, M.; Krenczyk, D.
2017-08-01
The opportunity which opens before manufacturers on the dynamic market, especially before those from the sector of the small and medium-sized enterprises, is associated with the use of the virtual organizations concept. The planning stage of such organizations could be based on supporting decision-making tasks using the tools and formalisms taken from the game theory. In the paper the model of the virtual manufacturing network, along with the practical example of decision-making situation as two person game and the decision strategies with an analysis of calculation results are presented.
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.
Video Games for Neuro-Cognitive Optimization.
Mishra, Jyoti; Anguera, Joaquin A; Gazzaley, Adam
2016-04-20
Sophisticated video games that integrate engaging cognitive training with real-time biosensing and neurostimulation have the potential to optimize cognitive performance in health and disease. We argue that technology development must be paired with rigorous scientific validation and discuss academic and industry opportunities in this field. Copyright © 2016 Elsevier Inc. All rights reserved.
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…
ERIC Educational Resources Information Center
Heo, Jinmoo; Lee, Youngkhill
2010-01-01
This study investigated factors that explain the life satisfaction of Senior Games participants. One 193 older adults from the 2005 Michigan State Senior Games and the 2005 New York State Senior Games participated in the study. The results of the study show that one of the indicators of serious leisure (affective attachment) was positively…
Quantum 2-Player Gambling and Correlated Pay-Off
NASA Astrophysics Data System (ADS)
Witte, F. M. C.
2005-01-01
In recent years methods have been proposed to extend classical game theory into the quantum domain. In a previous publication the nature of several non-cummutative games was briefly analyzed. Here we give an analysis of the simplest non-commutative quantum game, which is a gambling game much like simple heads or tails. The quantum game displays strategies which, though non direct-product strategies, allow for correlations between the players pay-off.
NASA Astrophysics Data System (ADS)
Stohler, Michael Lehman
2002-01-01
Non-cooperative quantum games have received much attention recently. This thesis defines and divides current works into two major categories of gaming techniques with close attention paid to Nash equilibria, form and possibilities for the payoff functions, and the benefits of using a quantum strategy. In addition to comparing and contrasting these techniques, new applications and calculations are discussed. Finally, the techniques are expanded into 3 x 3 games which allows the study of non-transitive strategies in quantum games.
Using the Item Response Theory (IRT) for Educational Evaluation through Games
ERIC Educational Resources Information Center
Euzébio Batista, Marcelo Henrique; Victória Barbosa, Jorge Luis; da Rosa Tavares, João Elison; Hackenhaar, Jonathan Luis
2013-01-01
This article shows the application of Item Response Theory (IRT) for educational evaluation using games. The article proposes a computational model to create user profiles, called Psychometric Profile Generator (PPG). PPG uses the IRT mathematical model for exploring the levels of skills and behaviors in the form of items and/or stimuli. The model…
Designing and Testing a Mathematics Card Game for Teaching and Learning Elementary Group Theory
ERIC Educational Resources Information Center
Galarza, Patrick
2017-01-01
This paper explores the viability and development of the first edition of the researcher's mathematical card game, Groups, as a learning tool for elementary group theory, a topic in abstract algebra. "Groups" was play-tested by six undergraduate students in late 2016 who provided feedback on "Groups" from both utility-centric…
Perspective of Game Theory in Education for Sustainable Development
ERIC Educational Resources Information Center
Ahrens, A.; Zascerinska, J.
2012-01-01
The sustainable development of society has attracted a lot of research efforts. A strategic aspect to the society's evolution is introduced by the game theory (Fernandez, 2011, p. 1). The research question is as follows: how to organize the process of teaching and learning in education for sustainable development? The aim of the research is to…
Cooperation or Competition: Does Game Theory Have Relevance for Public Health?
ERIC Educational Resources Information Center
Westhoff, Wayne W.; Cohen, Cynthia F.; Cooper, Elizabeth Elliott; Corvin, Jaime; McDermott, Robert J.
2012-01-01
In this paper, we use game theory to understand decisions to cooperate or to compete in the delivery of public health services. Health care is a quasi-public good that is often associated with altruistic behavior, yet it operates in an increasingly competitive environment. With mounting health care regulation and changes in privatization,…
Using Game Theory and Competition-Based Learning to Stimulate Student Motivation and Performance
ERIC Educational Resources Information Center
Burguillo, Juan C.
2010-01-01
This paper introduces a framework for using Game Theory tournaments as a base to implement Competition-based Learning (CnBL), together with other classical learning techniques, to motivate the students and increase their learning performance. The paper also presents a description of the learning activities performed along the past ten years of a…
Determining A Purely Symbolic Transfer Function from Symbol Streams: Theory and Algorithms
DOE Office of Scientific and Technical Information (OSTI.GOV)
Griffin, Christopher H
Transfer function modeling is a \\emph{standard technique} in classical Linear Time Invariant and Statistical Process Control. The work of Box and Jenkins was seminal in developing methods for identifying parameters associated with classicalmore » $(r,s,k)$$ transfer functions. Discrete event systems are often \\emph{used} for modeling hybrid control structures and high-level decision problems. \\emph{Examples include} discrete time, discrete strategy repeated games. For these games, a \\emph{discrete transfer function in the form of} an accurate hidden Markov model of input-output relations \\emph{could be used to derive optimal response strategies.} In this paper, we develop an algorithm \\emph{for} creating probabilistic \\textit{Mealy machines} that act as transfer function models for discrete event dynamic systems (DEDS). Our models are defined by three parameters, $$(l_1, l_2, k)$ just as the Box-Jenkins transfer function models. Here $$l_1$$ is the maximal input history lengths to consider, $$l_2$$ is the maximal output history lengths to consider and $k$ is the response lag. Using related results, We show that our Mealy machine transfer functions are optimal in the sense that they maximize the mutual information between the current known state of the DEDS and the next observed input/output pair.« less
Optimal Power Control in Wireless Powered Sensor Networks: A Dynamic Game-Based Approach
Xu, Haitao; Guo, Chao; Zhang, Long
2017-01-01
In wireless powered sensor networks (WPSN), it is essential to research uplink transmit power control in order to achieve throughput performance balancing and energy scheduling. Each sensor should have an optimal transmit power level for revenue maximization. In this paper, we discuss a dynamic game-based algorithm for optimal power control in WPSN. The main idea is to use the non-cooperative differential game to control the uplink transmit power of wireless sensors in WPSN, to extend their working hours and to meet QoS (Quality of Services) requirements. Subsequently, the Nash equilibrium solutions are obtained through Bellman dynamic programming. At the same time, an uplink power control algorithm is proposed in a distributed manner. Through numerical simulations, we demonstrate that our algorithm can obtain optimal power control and reach convergence for an infinite horizon. PMID:28282945
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.
An Energy-Efficient Game-Theory-Based Spectrum Decision Scheme for Cognitive Radio Sensor Networks
Salim, Shelly; Moh, Sangman
2016-01-01
A cognitive radio sensor network (CRSN) is a wireless sensor network in which sensor nodes are equipped with cognitive radio. In this paper, we propose an energy-efficient game-theory-based spectrum decision (EGSD) scheme for CRSNs to prolong the network lifetime. Note that energy efficiency is the most important design consideration in CRSNs because it determines the network lifetime. The central part of the EGSD scheme consists of two spectrum selection algorithms: random selection and game-theory-based selection. The EGSD scheme also includes a clustering algorithm, spectrum characterization with a Markov chain, and cluster member coordination. Our performance study shows that EGSD outperforms the existing popular framework in terms of network lifetime and coordination overhead. PMID:27376290
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.
An Energy-Efficient Game-Theory-Based Spectrum Decision Scheme for Cognitive Radio Sensor Networks.
Salim, Shelly; Moh, Sangman
2016-06-30
A cognitive radio sensor network (CRSN) is a wireless sensor network in which sensor nodes are equipped with cognitive radio. In this paper, we propose an energy-efficient game-theory-based spectrum decision (EGSD) scheme for CRSNs to prolong the network lifetime. Note that energy efficiency is the most important design consideration in CRSNs because it determines the network lifetime. The central part of the EGSD scheme consists of two spectrum selection algorithms: random selection and game-theory-based selection. The EGSD scheme also includes a clustering algorithm, spectrum characterization with a Markov chain, and cluster member coordination. Our performance study shows that EGSD outperforms the existing popular framework in terms of network lifetime and coordination overhead.
ERIC Educational Resources Information Center
Triantafyllakos, George; Palaigeorgiou, George; Tsoukalas, Ioannis A.
2011-01-01
In this paper, we present a framework for the development of collaborative design games that can be employed in participatory design sessions with students for the design of educational applications. The framework is inspired by idea generation theory and the design games literature, and guides the development of board games which, through the use…
ERIC Educational Resources Information Center
Yang, Kai-Hsiang
2017-01-01
It is widely accepted that the digital game-based learning approach has the advantage of stimulating students' learning motivation, but simply using digital games in the classroom does not guarantee satisfactory learning achievement, especially in the case of the absence of a teacher. Integrating appropriate learning strategies into a game can…
The grey Shapley value: an axiomatization
NASA Astrophysics Data System (ADS)
Ekici, M.; Palanci, O.; Alparslan Gök, S. Z.
2018-01-01
This study focuses on an interesting class of cooperative games where the coalitional values are interval grey numbers. These cooper- ative games are called cooperative grey games. In this paper, we deal with an axiomatization of the grey Shapley value. We introduce the Banzhaf value and the egalitarian rule by using cooperative grey game theory. Finally, we conclude the paper with a conclusion.
Jin, Seung-A Annie
2010-08-01
This research explored the effects of priming interdependent self-construals (collective self ) versus independent self-construals (private self ) on exergame players' mood in response to negative performance feedback. An experiment was conducted to test the interaction effects of self-construal priming as a situational factor and game players' chronic regulatory focus as an individual difference factor. To this end, the author leveraged a video-game console (Wii) and an exergame (Dance Dance Revolution) in a controlled, randomized 2 x 2 (experimental priming: interdependent self-construal vs. independent self-construal x game players' chronic promotion regulatory focus: low vs. high) between-subjects factorial design experiment (N = 58). The results of a two-way analysis of variance demonstrated the proposed interaction effect between primed self-construal and game players' chronic regulatory focus on the game players' mood in response to negative performance. The theoretical mechanism underlying the two-way interaction is explicated by regulatory focus and the primed self-construals is explicated by regulatory focus theory and two-basket theory. Practical implications for game developers and theoretical contributions to video-game research are discussed.
Toward Theory Building in the Field of Instructional Games and Simulations
ERIC Educational Resources Information Center
Cruickshank, Donald R.; Mager, Gerald M.
1976-01-01
Three suggestions are made for improving on the present uncoordinated state of games and simulations: establish precise vocabulary, understand the relationships between simulation/gaming and other instructional alternatives, and instigate systematic research based on the descriptive--correlational--experimental loop model. (Author/LS)
Security Analysis of Selected AMI Failure Scenarios Using Agent Based Game Theoretic Simulation
DOE Office of Scientific and Technical Information (OSTI.GOV)
Abercrombie, Robert K; Schlicher, Bob G; Sheldon, Frederick T
Information security analysis can be performed using game theory implemented in dynamic Agent Based Game Theoretic (ABGT) simulations. Such simulations can be verified with the results from game theory analysis and further used to explore larger scale, real world scenarios involving multiple attackers, defenders, and information assets. We concentrated our analysis on the Advanced Metering Infrastructure (AMI) functional domain which the National Electric Sector Cyber security Organization Resource (NESCOR) working group has currently documented 29 failure scenarios. The strategy for the game was developed by analyzing five electric sector representative failure scenarios contained in the AMI functional domain. From thesemore » five selected scenarios, we characterize them into three specific threat categories affecting confidentiality, integrity and availability (CIA). The analysis using our ABGT simulation demonstrates how to model the AMI functional domain using a set of rationalized game theoretic rules decomposed from the failure scenarios in terms of how those scenarios might impact the AMI network with respect to CIA.« less
Duong, Manh Hong; Han, The Anh
2016-12-01
In this paper, we study the distribution and behaviour of internal equilibria in a d-player n-strategy random evolutionary game where the game payoff matrix is generated from normal distributions. The study of this paper reveals and exploits interesting connections between evolutionary game theory and random polynomial theory. The main contributions of the paper are some qualitative and quantitative results on the expected density, [Formula: see text], and the expected number, E(n, d), of (stable) internal equilibria. Firstly, we show that in multi-player two-strategy games, they behave asymptotically as [Formula: see text] as d is sufficiently large. Secondly, we prove that they are monotone functions of d. We also make a conjecture for games with more than two strategies. Thirdly, we provide numerical simulations for our analytical results and to support the conjecture. As consequences of our analysis, some qualitative and quantitative results on the distribution of zeros of a random Bernstein polynomial are also obtained.
Preliminary Work for Examining the Scalability of Reinforcement Learning
NASA Technical Reports Server (NTRS)
Clouse, Jeff
1998-01-01
Researchers began studying automated agents that learn to perform multiple-step tasks early in the history of artificial intelligence (Samuel, 1963; Samuel, 1967; Waterman, 1970; Fikes, Hart & Nilsonn, 1972). Multiple-step tasks are tasks that can only be solved via a sequence of decisions, such as control problems, robotics problems, classic problem-solving, and game-playing. The objective of agents attempting to learn such tasks is to use the resources they have available in order to become more proficient at the tasks. In particular, each agent attempts to develop a good policy, a mapping from states to actions, that allows it to select actions that optimize a measure of its performance on the task; for example, reducing the number of steps necessary to complete the task successfully. Our study focuses on reinforcement learning, a set of learning techniques where the learner performs trial-and-error experiments in the task and adapts its policy based on the outcome of those experiments. Much of the work in reinforcement learning has focused on a particular, simple representation, where every problem state is represented explicitly in a table, and associated with each state are the actions that can be chosen in that state. A major advantage of this table lookup representation is that one can prove that certain reinforcement learning techniques will develop an optimal policy for the current task. The drawback is that the representation limits the application of reinforcement learning to multiple-step tasks with relatively small state-spaces. There has been a little theoretical work that proves that convergence to optimal solutions can be obtained when using generalization structures, but the structures are quite simple. The theory says little about complex structures, such as multi-layer, feedforward artificial neural networks (Rumelhart & McClelland, 1986), but empirical results indicate that the use of reinforcement learning with such structures is promising. These empirical results make no theoretical claims, nor compare the policies produced to optimal policies. A goal of our work is to be able to make the comparison between an optimal policy and one stored in an artificial neural network. A difficulty of performing such a study is finding a multiple-step task that is small enough that one can find an optimal policy using table lookup, yet large enough that, for practical purposes, an artificial neural network is really required. We have identified a limited form of the game OTHELLO as satisfying these requirements. The work we report here is in the very preliminary stages of research, but this paper provides background for the problem being studied and a description of our initial approach to examining the problem. In the remainder of this paper, we first describe reinforcement learning in more detail. Next, we present the game OTHELLO. Finally we argue that a restricted form of the game meets the requirements of our study, and describe our preliminary approach to finding an optimal solution to the problem.
Economic game theory for mutualism and cooperation.
Archetti, Marco; Scheuring, István; Hoffman, Moshe; Frederickson, Megan E; Pierce, Naomi E; Yu, Douglas W
2011-12-01
We review recent work at the interface of economic game theory and evolutionary biology that provides new insights into the evolution of partner choice, host sanctions, partner fidelity feedback and public goods. (1) The theory of games with asymmetrical information shows that the right incentives allow hosts to screen-out parasites and screen-in mutualists, explaining successful partner choice in the absence of signalling. Applications range from ant-plants to microbiomes. (2) Contract theory distinguishes two longstanding but weakly differentiated explanations of host response to defectors: host sanctions and partner fidelity feedback. Host traits that selectively punish misbehaving symbionts are parsimoniously interpreted as pre-adaptations. Yucca-moth and legume-rhizobia mutualisms are argued to be examples of partner fidelity feedback. (3) The theory of public goods shows that cooperation in multi-player interactions can evolve in the absence of assortment, in one-shot social dilemmas among non-kin. Applications include alarm calls in vertebrates and exoenzymes in microbes. 2011 Blackwell Publishing Ltd/CNRS.
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
DOE Office of Scientific and Technical Information (OSTI.GOV)
Cardaliaguet, P., E-mail: cardaliaguet@ceremade.dauphine.fr; Rainer, C., E-mail: Catherine.Rainer@univ-brest.fr
We introduce a new notion of pathwise strategies for stochastic differential games. This allows us to give a correct meaning to some statement asserted in Cardaliaguet and Rainer (Appl. Math. Optim. 59: 1-36, 2009)
Feasibility Evaluation of an On-site Generator Network by the Cooperative Game Theory
NASA Astrophysics Data System (ADS)
Komiyama, Ryoichi; Hayashi, Taketo; Fujii, Yasumasa; Yamaji, Kenji
On-site generator, such as CGS (cogeneration system), is allegedly considered to be an effective end-use energy system in order to accomplish primary energy conservation, CO2 emission mitigation and system cost reduction, which characteristics eventually improve the whole performance of an existing energy system for the future. Considering the drawback of installing an end-use CGS into the customer with small or middle scale floor space, however, it is difficult to achieve those distinctive features because the thermal-electricity ratio of CGS does not always be in agreement with that of customer energy demand. In order to overcome that matching deficiency, it is hence better to organize an on-site generator network based on mutual electricity and heating transmission. But focusing on some cogenerators underlying their behaviors on maximizing their own profits, this on-site network, which situation corresponds to a grand coalition, is not necessarily established because of each cogenerator’s motivation to form a partial coalition and acquire its own profit as much as possible. In this paper, we attempt to analyze the optimal operation of an on-site generator network and identify by applying the nucleolus of the cooperative game theory the optimal benefit allocation strategy in order for the cogenerators to construct the network. Regarding the installation site of this network, the center of Tokyo area is assumed, which locational information includes floor space and so forth through a GIS (geographic information system) database. The results from the nucleolus suggest that all districts should impartially obtain the benefit from organizing network for the purpose of jointly attaining the system total cost reduction.
The puzzle of partial migration: Adaptive dynamics and evolutionary game theory perspectives.
De Leenheer, Patrick; Mohapatra, Anushaya; Ohms, Haley A; Lytle, David A; Cushing, J M
2017-01-07
We consider the phenomenon of partial migration which is exhibited by populations in which some individuals migrate between habitats during their lifetime, but others do not. First, using an adaptive dynamics approach, we show that partial migration can be explained on the basis of negative density dependence in the per capita fertilities alone, provided that this density dependence is attenuated for increasing abundances of the subtypes that make up the population. We present an exact formula for the optimal proportion of migrants which is expressed in terms of the vital rates of migrant and non-migrant subtypes only. We show that this allocation strategy is both an evolutionary stable strategy (ESS) as well as a convergence stable strategy (CSS). To establish the former, we generalize the classical notion of an ESS because it is based on invasion exponents obtained from linearization arguments, which fail to capture the stabilizing effects of the nonlinear density dependence. These results clarify precisely when the notion of a "weak ESS", as proposed in Lundberg (2013) for a related model, is a genuine ESS. Secondly, we use an evolutionary game theory approach, and confirm, once again, that partial migration can be attributed to negative density dependence alone. In this context, the result holds even when density dependence is not attenuated. In this case, the optimal allocation strategy towards migrants is the same as the ESS stemming from the analysis based on the adaptive dynamics. The key feature of the population models considered here is that they are monotone dynamical systems, which enables a rather comprehensive mathematical analysis. Copyright © 2016 Elsevier Ltd. All rights reserved.
Children's strategic theory of mind.
Sher, Itai; Koenig, Melissa; Rustichini, Aldo
2014-09-16
Human strategic interaction requires reasoning about other people's behavior and mental states, combined with an understanding of their incentives. However, the ontogenic development of strategic reasoning is not well understood: At what age do we show a capacity for sophisticated play in social interactions? Several lines of inquiry suggest an important role for recursive thinking (RT) and theory of mind (ToM), but these capacities leave out the strategic element. We posit a strategic theory of mind (SToM) integrating ToM and RT with reasoning about incentives of all players. We investigated SToM in 3- to 9-y-old children and adults in two games that represent prevalent aspects of social interaction. Children anticipate deceptive and competitive moves from the other player and play both games in a strategically sophisticated manner by 7 y of age. One game has a pure strategy Nash equilibrium: In this game, children achieve equilibrium play by the age of 7 y on the first move. In the other game, with a single mixed-strategy equilibrium, children's behavior moved toward the equilibrium with experience. These two results also correspond to two ways in which children's behavior resembles adult behavior in the same games. In both games, children's behavior becomes more strategically sophisticated with age on the first move. Beyond the age of 7 y, children begin to think about strategic interaction not myopically, but in a farsighted way, possibly with a view to cooperating and capitalizing on mutual gains in long-run relationships.
Children’s strategic theory of mind
Sher, Itai; Koenig, Melissa; Rustichini, Aldo
2014-01-01
Human strategic interaction requires reasoning about other people’s behavior and mental states, combined with an understanding of their incentives. However, the ontogenic development of strategic reasoning is not well understood: At what age do we show a capacity for sophisticated play in social interactions? Several lines of inquiry suggest an important role for recursive thinking (RT) and theory of mind (ToM), but these capacities leave out the strategic element. We posit a strategic theory of mind (SToM) integrating ToM and RT with reasoning about incentives of all players. We investigated SToM in 3- to 9-y-old children and adults in two games that represent prevalent aspects of social interaction. Children anticipate deceptive and competitive moves from the other player and play both games in a strategically sophisticated manner by 7 y of age. One game has a pure strategy Nash equilibrium: In this game, children achieve equilibrium play by the age of 7 y on the first move. In the other game, with a single mixed-strategy equilibrium, children’s behavior moved toward the equilibrium with experience. These two results also correspond to two ways in which children’s behavior resembles adult behavior in the same games. In both games, children’s behavior becomes more strategically sophisticated with age on the first move. Beyond the age of 7 y, children begin to think about strategic interaction not myopically, but in a farsighted way, possibly with a view to cooperating and capitalizing on mutual gains in long-run relationships. PMID:25197065
NASA Astrophysics Data System (ADS)
Buckley, Mark; Haddad, Brent M.
2006-07-01
Major transitions in a multiple-use or mosaic landscape often lead to frictions among new and existing users. In this article, we consider the problem of ecological restoration within a mosaic landscape in which restoration activities elicit feedbacks from individuals and groups that are harmed by restoration outcomes. Using game theory, we identify three potential outcomes ranked by the extent of restoration of ecosystem services and processes: nonstrategic, noncooperative strategic equilibrium, and cooperative bargaining solution. We identify conditions under which additional restoration can decrease the overall flow of ecosystem services and processes. A “strategic restorationist” will cease new restoration activities when the net effect of defensive response moves by farmers offsets gains. Imperfect information regarding expected payoffs to farmers can lead to inefficient overshooting or undershooting the optimal scale, geographical positioning, and form of restoration. Gains to all parties from cooperation might exist. As a case study and to aid model design, we consider restoration activities on California’s upper Sacramento River.
NASA Astrophysics Data System (ADS)
Mahmoudi, Reza; Hafezalkotob, Ashkan; Makui, Ahmad
2014-06-01
Pollution and environmental protection in the present century are extremely significant global problems. Power plants as the largest pollution emitting industry have been the cause of a great deal of scientific researches. The fuel or source type used to generate electricity by the power plants plays an important role in the amount of pollution produced. Governments should take visible actions to promote green fuel. These actions are often called the governmental financial interventions that include legislations such as green subsidiaries and taxes. In this paper, by considering the government role in the competition of two power plants, we propose a game theoretical model that will help the government to determine the optimal taxes and subsidies. The numerical examples demonstrate how government could intervene in a competitive market of electricity to achieve the environmental objectives and how power plants maximize their utilities in each energy source. The results also reveal that the government's taxes and subsidiaries effectively influence the selected fuel types of power plants in the competitive market.
Application of differential game theory to role-determination in aerial combat
NASA Technical Reports Server (NTRS)
Merz, A. W.
1975-01-01
The development of criteria which specify the roles of pursuer and evader as functions of the relative geometry and of the important parameters of the problem are discussed. A reduced-order model of the relative motion is derived and discussed. In this model, the two aircraft move in the same plane at unequal but constant speeds, and with different maximum turn rates. The equations of relative motion are of third order, the dependent variables being the relative range, bearing, and heading of the two aircraft. Termination of the pursuit-evasion game is defined by either the heading-limited or the range-limited end condition. These are geometric conditions for which the evading aircraft is in front of the other, with the relative heading and relative range satisfying certain inequalities. Retrograde solutions to the equations of relative motion were used with the derived optimal terminal maneuvers to find where an assumed set of end conditions could have begun.
Theory of mind and the Ultimatum Game in healthy adult aging.
Girardi, Alessandra; Sala, Sergio Della; MacPherson, Sarah E
2018-01-01
The Ultimatum Game assesses decision-making involved in cooperative interactions with others. However, little is known about the role that the ability to understand other people's intentions plays in these interactions. This study examined performance on the Ultimatum Game and theory of mind (ToM) tasks in younger and older adults. Age differences were not found on the ToM tasks, and a lack of variability in performance prevented analyses of the relationships between performance on the Ultimatum Game and ToM. However, age differences were found on the Ultimatum Game, with older adults accepting more unfair offers. Yet, the two age groups did not differ in their appreciation of fairness, as assessed using subjective fairness ratings. These findings suggest that older adults are more rational in their behavior, accepting unfair offers even when they know they are unfair, as it is in their self-interest to accept small monetary values rather than nothing at all.
Education as Simulation Game: A Critical Hermeneutic.
ERIC Educational Resources Information Center
Palermo, James
1979-01-01
This paper examines a specific educational game called "Popcorn Factory." First, it gives a detailed description of the game, then shifts the description into a critical hermeneutical framework, analyzing the deep structures at work in the "Popcorn Factory" according to the theories of Freud and Marcuse. (Author/SJL)
Construction of Barrier in a Fishing Game With Point Capture.
Zha, Wenzhong; Chen, Jie; Peng, Zhihong; Gu, Dongbing
2017-06-01
This paper addresses a particular pursuit-evasion game, called as "fishing game" where a faster evader attempts to pass the gap between two pursuers. We are concerned with the conditions under which the evader or pursuers can win the game. This is a game of kind in which an essential aspect, barrier, separates the state space into disjoint parts associated with each player's winning region. We present a method of explicit policy to construct the barrier. This method divides the fishing game into two subgames related to the included angle and the relative distances between the evader and the pursuers, respectively, and then analyzes the possibility of capture or escape for each subgame to ascertain the analytical forms of the barrier. Furthermore, we fuse the games of kind and degree by solving the optimal control strategies in the minimum time for each player when the initial state lies in their winning regions. Along with the optimal strategies, the trajectories of the players are delineated and the upper bounds of their winning times are also derived.
NASA Astrophysics Data System (ADS)
Li, Jing; Ma, Sujuan; Ma, Linqing
Firstly, in this article, we expound the theory of the educational games and multiple intelligence and analyze the relationship between them. Then, further, we elaborate educational games' effect on the development of students' multiple intelligence, taking logic-mathematics intelligence for example. Also, we discuss the strategies of using educational games to improve students' intelligence. In a word, we can use the computer games to develop the students' multi-intelligence.
The challenge of audience reception: a developmental model for educational game engagement.
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.
ERIC Educational Resources Information Center
Hirumi, Atsusi; Appelman, Bob; Rieber, Lloyd; Van Eck, Richard
2010-01-01
In this three part series, four professors who teach graduate level courses on the design of instructional video games discuss their perspectives on preparing instructional designers to optimize game-based learning. Part I set the context for the series and one of four panelists discussed what he believes instructional designers should know about…
ERIC Educational Resources Information Center
Barclay, Paul A.; Bowers, Clint
2018-01-01
Serious Educational Video Games (SEGs) play a large role in education for both children and adults. However, the budget for SEGs is typically lower than traditional entertainment video games, bringing with it the need to optimize the learning experience. This article looks at the role game immersion plays in improving learning outcomes, using the…
Ball game watching theory in the teaching site
NASA Astrophysics Data System (ADS)
Liu, Shugang; Li, Xiufang; Chuang, Chin-Jung
2017-08-01
Lecturing is a common approach in the traditional teaching site. In this paper, we bring a modern model "ball game watching theory" to explain the situation in the classroom. The reason why the audiences going to the court is to enjoy the atmosphere, and it is also the reason why student joining to the class. A successful class running is to create studious atmosphere. However, once the teacher does the demo in the class, the multimedia tool must be used to show the details, as the big display working in the court. The key moment is recorded and the details are magnified. when teaching aids are demonstrated, the multimedia tool plays an important role. The attention of students walks between the teacher and the display. In this ball game watching theory, the demonstrate experience is like the ball game, and the teacher works as an anchor. By following the demonstration proceeding, students build the knowledge by themselves. In addition, the demonstration must be designed to be interesting in order to make the class proceed fluently. The similarity between the ball game watching and the class will be discussed. Finally we suggest a modern class design which can raise learner motivation and achievement.
Chess Revision: Acquiring the Rules of Chess Variants through FOL Theory Revision from Examples
NASA Astrophysics Data System (ADS)
Muggleton, Stephen; Paes, Aline; Santos Costa, Vítor; Zaverucha, Gerson
The game of chess has been a major testbed for research in artificial intelligence, since it requires focus on intelligent reasoning. Particularly, several challenges arise to machine learning systems when inducing a model describing legal moves of the chess, including the collection of the examples, the learning of a model correctly representing the official rules of the game, covering all the branches and restrictions of the correct moves, and the comprehensibility of such a model. Besides, the game of chess has inspired the creation of numerous variants, ranging from faster to more challenging or to regional versions of the game. The question arises if it is possible to take advantage of an initial classifier of chess as a starting point to obtain classifiers for the different variants. We approach this problem as an instance of theory revision from examples. The initial classifier of chess is inspired by a FOL theory approved by a chess expert and the examples are defined as sequences of moves within a game. Starting from a standard revision system, we argue that abduction and negation are also required to best address this problem. Experimental results show the effectiveness of our approach.
Bacteria and game theory: the rise and fall of cooperation in spatially heterogeneous environments.
Lambert, Guillaume; Vyawahare, Saurabh; Austin, Robert H
2014-08-06
One of the predictions of game theory is that cooperative behaviours are vulnerable to exploitation by selfish individuals, but this result seemingly contradicts the survival of cooperation observed in nature. In this review, we will introduce game theoretical concepts that lead to this conclusion and show how the spatial competition dynamics between microorganisms can be used to model the survival and maintenance of cooperation. In particular, we focus on how Escherichia coli bacteria with a growth advantage in stationary phase (GASP) phenotype maintain a proliferative phenotype when faced with overcrowding to gain a fitness advantage over wild-type populations. We review recent experimental approaches studying the growth dynamics of competing GASP and wild-type strains of E. coli inside interconnected microfabricated habitats and use a game theoretical approach to analyse the observed inter-species interactions. We describe how the use of evolutionary game theory and the ideal free distribution accurately models the spatial distribution of cooperative and selfish individuals in spatially heterogeneous environments. Using bacteria as a model system of cooperative and selfish behaviours may lead to a better understanding of the competition dynamics of other organisms-including tumour-host interactions during cancer development and metastasis.
Global optimization of minority game by intelligent agents
NASA Astrophysics Data System (ADS)
Xie, Yan-Bo; Wang, Bing-Hong; Hu, Chin-Kun; Zhou, Tao
2005-10-01
We propose a new model of minority game with intelligent agents who use trail and error method to make a choice such that the standard deviation σ2 and the total loss in this model reach the theoretical minimum values in the long time limit and the global optimization of the system is reached. This suggests that the economic systems can self-organize into a highly optimized state by agents who make decisions based on inductive thinking, limited knowledge, and capabilities. When other kinds of agents are also present, the simulation results and analytic calculations show that the intelligent agent can gain profits from producers and are much more competent than the noise traders and conventional agents in original minority games proposed by Challet and Zhang.
Kazakova, Snezhanka; Cauberghe, Veroline; Pandelaere, Mario; De Pelsmacker, Patrick
2014-01-01
The current study explores how competition and gaming expertise affect the satisfaction of competence needs and gaming gratifications. We demonstrate that competition moderates the effect of gaming expertise on the satisfaction of competence needs, which in turn affects game enjoyment and replay intention. Gaming expertise predicted players' need satisfaction, game enjoyment, and replay intention significantly better in a competitive compared to a noncompetitive context. The effect of gaming expertise on game enjoyment and replay intention was, furthermore, mediated by the satisfaction of competence needs. Finally, gaming expertise positively affected the importance of competition for players' self-esteem only in the competitive gaming context. The present findings demonstrate the importance of competition and gaming expertise for the satisfaction of competence needs, gaming gratifications, and the pursuit of self-esteem during gameplay, attesting to the applicability of self-determination theory to gaming contexts.
ERIC Educational Resources Information Center
Wolfe, Joseph; Luethge, Denise J.
2003-01-01
Some game users have contended that students can be successful in games even if they "know little" about the rules and the underlying business theories driving them. Thus, if teams are uninvolved, it is possible that successful game play may not impart the learning typically found in experiential exercises nor that designed into games by their…
Prisoner's Dilemma Applied and in the Classroom: The TV Game Show "Friend or Foe"
ERIC Educational Resources Information Center
Coe, Paul R.; Alonzi, Loreto Peter; Condon, Daniel; Butterworth, William T.
2007-01-01
Prisoner's Dilemma is a common game theory scenario in which two players must choose between acting cooperatively or out of pure self-interest. What a player decides affects not only his own outcome but also that of the other player. "Friend or Foe," a TV game show that has appeared on the cable Game Show Network (GSN), places pairs of contestants…
Choi, Dongseong; Kim, Jinwoo
2004-02-01
As people increasingly play online games, numerous new features have been proposed to increase players' log-on time at online gaming sites. However, few studies have investigated why people continue to play certain online games or which design features are most closely related to the amount of time spent by players at particular online gaming sites. This study proposes a theoretical model using the concepts of customer loyalty, flow, personal interaction, and social interaction to explain why people continue to play online network games. The study then conducts a large-scale survey to validate the model. Finally, it analyzes current online games to identify design features that are closely related to the theoretical concepts. The results indicate that people continue to play online games if they have optimal experiences while playing the games. This optimal experience can be attained if the player has effective personal interaction with the system or pleasant social interactions with other people connected to the Internet. Personal interaction can be facilitated by providing appropriate goals, operators and feedback; social interaction can be facilitated through appropriate communication places and tools. This paper ends with the implications of applying the study results to other domains such as e-commerce and cyber communities.
ERIC Educational Resources Information Center
Sorebo, Oystein; Haehre, Reidar
2012-01-01
The purpose of this study is to explain students' perceived relevance of playing an educational game as a means for development of discipline competence. Based on self-determination theory and the concept of personal interest, we propose that: Satisfying students' basic needs for competence, autonomy, and relatedness when playing educational games…
Topography of Power Relations in Slovak Preschool Sector Based on Bourdieu's Field Theory
ERIC Educational Resources Information Center
Kašcák, Ondrej; Pupala, Branislav
2017-01-01
The article analyses the Slovak preschool education sector using Bourdieu's field theory. It describes stable and volatile points in the evolution of preschool education in terms of the power games occurring within the specific social field of power relations shaped during these games. It explores the groups of powerful players that represent the…
ERIC Educational Resources Information Center
Wang, Lijuan
2013-01-01
This study describes the beliefs of Physical Education (PE) teachers regarding Teaching Games for Understanding (TGfU) based on the Theory of Planned Behavior (TPB). Twenty PE teachers participated in this study. Data collection consisted of a survey on demographic data and semistructured interviews. The research results indicate that the teachers…
Pokémon Battles as a Context for Mathematical Modeling
ERIC Educational Resources Information Center
McGuffey, William
2017-01-01
In this article I explore some of the underlying mathematics of Poke´mon battles and describe ways that teachers at the secondary level could explore concepts of mathematical game theory in this context. I discuss various ways of representing and analyzing a Poke´mon battle using game theory and conclude with an example of applying concepts of…
Imitation dynamics of vaccine decision-making behaviours based on the game theory.
Yang, Junyuan; Martcheva, Maia; Chen, Yuming
2016-01-01
Based on game theory, we propose an age-structured model to investigate the imitation dynamics of vaccine uptake. We first obtain the existence and local stability of equilibria. We show that Hopf bifurcation can occur. We also establish the global stability of the boundary equilibria and persistence of the disease. The theoretical results are supported by numerical simulations.
A Frame-Reflective Discourse Analysis of Serious Games
ERIC Educational Resources Information Center
Mayer, Igor; Warmelink, Harald; Zhou, Qiqi
2016-01-01
The authors explore how framing theory and the method of frame-reflective discourse analysis provide foundations for the emerging discipline of serious games (SGs) research. Starting with Wittgenstein's language game and Berger and Luckmann's social constructivist view on science, the authors demonstrate why a definitional or taxonomic approach to…
An Exploratory Review of Design Principles in Constructivist Gaming Learning Environments
ERIC Educational Resources Information Center
Rosario, Roberto A. Munoz; Widmeyer, George R.
2009-01-01
Creating a design theory for Constructivist Gaming Learning Environment necessitates, among other things, the establishment of design principles. These principles have the potential to help designers produce games, where users achieve higher levels of learning. This paper focuses on twelve design principles: Probing, Distributed, Multiple Routes,…
Strengthening Parent-Child Relationships through Co-Playing Video Games
ERIC Educational Resources Information Center
Sheffield, Anneliese; Lin, Lin
2013-01-01
Parent-child relationships may be strengthened when parents and children play video games together. Literature is limited in addressing the impact of co-playing video games on parent-child relationships. Family systems theory, in particular, parental mediation through co-play, may provide insights into parent-child relationships. Parents who…
ERIC Educational Resources Information Center
Dormann, Claire; Biddle, Robert
2006-01-01
This paper focuses on the benefits and utilisation of humour in digital game-based learning. Through the activity theory framework, we emphasise the role of humour as a mediating tool which helps resolve contradictions within the activity system from conjoining educational objectives within the computer game. We then discuss the role of humour…
Terminological Ambiguity: Game and Simulation
ERIC Educational Resources Information Center
Klabbers, Jan H. G.
2009-01-01
Since its introduction in academia and professional practice during the 1950s, gaming has been linked to simulation. Although both fields have a few important characteristics in common, they are distinct in their form and underlying theories of knowledge and methodology. Nevertheless, in the literature, hybrid terms such as "gaming/simulation" and…
Linking Serious Game Narratives with Pedagogical Theories and Pedagogical Design Strategies
ERIC Educational Resources Information Center
De Troyer, Olga; Van Broeckhoven, Frederik; Vlieghe, Joachim
2017-01-01
Narrative-based serious games present pedagogical content and interventions through an interactive narrative. To ensure effective learning in such kind of serious games, designers are not only faced with the challenge of creating a compelling narrative, but also with the additional challenge of incorporating suitable pedagogical strategies.…
Gaming the Classroom Viewing Learning through the Lens Self Determination Theory
ERIC Educational Resources Information Center
Szymanski, Antonia; Benus, Matthew
2015-01-01
Educators, designers and curriculum creators are interested in developing educational experiences that replicate the fun aspect of video games to increase student intrinsic motivation. This aspect, which compels players to engage with the game and persist despite failing, has the potential to increase student academic success. Researchers used…
Trends in modern system theory
NASA Technical Reports Server (NTRS)
Athans, M.
1976-01-01
The topics considered are related to linear control system design, adaptive control, failure detection, control under failure, system reliability, and large-scale systems and decentralized control. It is pointed out that the design of a linear feedback control system which regulates a process about a desirable set point or steady-state condition in the presence of disturbances is a very important problem. The linearized dynamics of the process are used for design purposes. The typical linear-quadratic design involving the solution of the optimal control problem of a linear time-invariant system with respect to a quadratic performance criterion is considered along with gain reduction theorems and the multivariable phase margin theorem. The stumbling block in many adaptive design methodologies is associated with the amount of real time computation which is necessary. Attention is also given to the desperate need to develop good theories for large-scale systems, the beginning of a microprocessor revolution, the translation of the Wiener-Hopf theory into the time domain, and advances made in dynamic team theory, dynamic stochastic games, and finite memory stochastic control.
NASA Technical Reports Server (NTRS)
Ardema, M. D.; Heymann, M.; Rajan, N.
1985-01-01
A mathematical formulation is proposed of a combat game between two opponents with offensive capabilities and offensive objective is proposed. Resolution of the combat involves solving two differential games with state constraints. Depending on the game dynamics and parameters, the combat can terminate in one of four ways: the first player wins; the second player wins; a draw (neither wins); or joint capture. In the first two cases, the optimal strategies of the two players are determined from suitable zero-sum games, whereas in the latter two the relevant games are nonzero-sum. Further, to avoid certain technical difficulties, the concept of a delta-combat game is introduced.
Hopelessness is associated with decreased heart rate variability during championship chess games.
Schwarz, Alfons M; Schächinger, Hartmut; Adler, Rolf H; Goetz, Stefan M
2003-01-01
Clinical observations suggest that negative affects such as helplessness/hopelessness (HE/HO) may induce autonomic duration; affects were assessed for every move after reconstruction of the games. In all games compiled, 18 situation of intense confidence/optimism and 20 of intense helplessness/hopelessness were observed. Intense affects of HE/HO were associated with decreasing HF-HRV (Fisher exact test, p =.003), increasing "nervousness" (p =.0005), decreasing "optimism" (p =.0005), and decreasing "calmness" (p =.0005). Investigation of championship chess game players with an ELO strength > or = 2300 in a natural field setting revealed increasing HE/HO being associated with reduced HF-HRV suggestive of vagal withdrawal. Thus, our data may help link negative mood states, autonomic nervous system disturbances, and cardiac events.
Neuroeconomic approaches to mental disorders
Kishida, Kenneth T.; King-Casas, Brooks; Montague, P. Read
2010-01-01
The pervasiveness of decision-making in every area of human endeavor highlights the importance of understanding choice mechanisms and their detailed relationship to underlying neurobiological function. This review surveys the recent and productive application of game theoretic probes (economic games) to mental disorders. Such games typically possess concrete concepts of optimal play, thus providing quantitative ways to track when subjects’ choices match or deviate from optimal. This feature equips economic games with natural classes of control signals that should guide learning and choice in the agents that play them. These signals and their underlying physical correlates in the brain are now being used to generate objective biomarkers that may prove useful for exposing and understanding the neurogenetic basis of normal and pathological human cognition. Thus, game theoretic probes represent some of the first steps toward producing computationally principled, objective measures of cognitive function and dysfunction useful for the diagnosis, treatment and understanding of mental disorders. PMID:20797532
DOE Office of Scientific and Technical Information (OSTI.GOV)
Li, Sen; Zhang, Wei; Lian, Jianming
This paper studies a multi-stage pricing problem for a large population of thermostatically controlled loads. The problem is formulated as a reverse Stackelberg game that involves a mean field game in the hierarchy of decision making. In particular, in the higher level, a coordinator needs to design a pricing function to motivate individual agents to maximize the social welfare. In the lower level, the individual utility maximization problem of each agent forms a mean field game coupled through the pricing function that depends on the average of the population control/state. We derive the solution to the reverse Stackelberg game bymore » connecting it to a team problem and the competitive equilibrium, and we show that this solution corresponds to the optimal mean field control that maximizes the social welfare. Realistic simulations are presented to validate the proposed methods.« less