Search results for " Games"

showing 10 items of 334 documents

Efficient Parallel Nash Genetic Algorithm for Solving Inverse Problems in Structural Engineering

2015

A parallel implementation of a game-theory based Nash Genetic Algorithm (Nash-GAs) is presented in this paper for solving reconstruction inverse problems in structural engineering. We compare it with the standard panmictic genetic algorithm in a HPC environment with up to eight processors. The procedure performance is evaluated on a fifty-five bar sized test case of discrete real cross-section types structural frame. Numerical results obtained on this application show a significant achieved increase of performance using the parallel Nash-GAs approach compared to the standard GAs or Parallel GAs.

Computer Science::Computer Science and Game TheoryMathematical optimizationbusiness.industryBar (music)Structural systemGenetic algorithmStructural engineeringInverse problembusinessAlgorithmFinite element methodMathematicsNash games
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Local regularity for time-dependent tug-of-war games with varying probabilities

2016

We study local regularity properties of value functions of time-dependent tug-of-war games. For games with constant probabilities we get local Lipschitz continuity. For more general games with probabilities depending on space and time we obtain H\"older and Harnack estimates. The games have a connection to the normalized $p(x,t)$-parabolic equation $(n+p(x,t))u_t=\Delta u+(p(x,t)-2) \Delta_{\infty}^N u$.

Computer Science::Computer Science and Game TheoryPure mathematicsparabolic p(xTug of warMathematics::Analysis of PDEsHölder condition01 natural sciencesMathematics - Analysis of PDEsFOS: Mathematicsstochastic gamestug-of-war0101 mathematicsConnection (algebraic framework)Harnack's inequalityMathematicsHarnack inequalitySpacetimeHölder continuityApplied Mathematicsta111010102 general mathematicsLipschitz continuity010101 applied mathematicst)-LaplacianConstant (mathematics)AnalysisAnalysis of PDEs (math.AP)Journal of Differential Equations
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REPEATED GAMES WITH PROBABILISTIC HORIZON

2005

Repeated games with probabilistic horizon are defined as those games where players have a common probability structure over the length of the game's repetition, T. In particular, for each t, they assign a probability pt to the event that "the game ends in period t". In this framework we analyze Generalized Prisoners' Dilemma games in both finite stage and differentiable stage games. Our construction shows that it is possible to reach cooperative equilibria under some conditions on the distribution of the discrete random variable T even if the expected length of the game is finite. More precisely, we completely characterize the existence of sub-game perfect cooperative equilibria in finite s…

Computer Science::Computer Science and Game TheorySociology and Political ScienceSequential gameProbabilistic logicComputingMilieux_PERSONALCOMPUTINGGeneral Social SciencesPrisoner's dilemmaConvergence (routing)Repeated gameApplied mathematicsrepeated games probabilistic horizon cooperationDifferentiable functionStatistics Probability and UncertaintyMathematical economicsRandom variableGeneral PsychologyMathematicsEvent (probability theory)
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Technological, Organisational and Socio-Interactional Affordances in Simulation-Based Collaborative Learning

2021

Analysis of the applicability of a learning technology requires an evaluation of how the affordances of the learning environment respond to users’ needs. We examine affordances in a simulation-based collaborative learning environment from the learners’ viewpoint. Our analysis focuses on three types of affordances: technological, organisational and socio-interactional. The findings show how teams of learners employ the different types of affordances in their collaborative tasks. In addition, our analysis illustrates the interdependent and interlinked nature of the affordances. We offer an analytical understanding of the dynamics among different kinds of affordances and show how they can be a…

Computer based learningkoulutusteknologiaComputer scienceProcess (engineering)media_common.quotation_subjectLearning environmentcollaborative learningaffordancessimulaatiopelitCollaborative learningInterdependencesimulation gamesDynamics (music)Human–computer interactiontietokoneavusteinen oppiminenyhteisöllinen oppiminenAffordancecomputer-based learningSimulation basedmedia_common
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Harnessing User Values to Understand Value Co-Creation and Co-Destruction in Augmented Reality Mobile Games

2021

This paper explores the phenomena of value co- creation and co-destruction in augmented reality (AR) mobile games. More specifically, we aim to achieve an in-depth understanding of value co-creation and co- destruction occurring in Pokémon GO and the user values underlying these occurrences. Service-dominant (S-D) logic provides our study with a lens for understanding users as active co-creators, co- destroyers, and determinants of value. Further, the means-end theory establishes users’ personal values and goals as the basis for service value determination. We uncover key values highlighted in users’ positive and negative gaming experiences through a qualitative content analysis of 43 in-de…

Computer sciencearvonluontiladdering interviewsaugmented reality mobile gamesvalue co-creationvalue co-destructionPokémon Go (peli)Human–computer interactionpelaajatCo-creationpeliteollisuusAugmented realitylisätty todellisuusValue (mathematics)mobiilipelitkäyttäjätutkimusProceedings of the Annual Hawaii International Conference on System Sciences
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Blending in Hybrid Games: Understanding Hybrid Games Through Experience

2016

The meaning of what hybrid games are is often fixed to the context in which the term is used. For example, hybrid games have often been defined in relation to recent developments in technology. This creates issues in its usage and limitations in thinking. This paper argues that hybrid games should be understood through conceptual metaphors. Hybridity is the blending of different cognitive domains that are not usually associated together. Hybrid games usually blend domains related to games, for example digital and board games, but can blend also other domains. Through this type of thinking, designers can be more open to exploring how their games can be experienced.

Computer sciencepelisuunnittelu518 Media and communicationsaugmented reality gamesContext (language use)02 engineering and technologycomputer.software_genrehybrid gamesTurns rounds and time-keeping systems in gamesConceptual blendingHuman–computer interaction0202 electrical engineering electronic engineering information engineeringta6160501 psychology and cognitive scienceshybridityEmergent gameplayta518Video game design050107 human factorstietokonepelitconceptual blendinggamesGame mechanicsMultimedia05 social sciencesComputingMilieux_PERSONALCOMPUTINGConceptual metaphorconceptual metaphor020207 software engineeringmixed reality games113 Computer and information sciencespervasive gamescomputerMeaning (linguistics)
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Differences in Immaterial Details: Dimensional Conversion and Its Implications for Protecting Digital Designs Under EU Design Law

2021

AbstractThe paper considers three main questions: the legal status of digital designs from the perspective of EU design law, whether the protection is tied to the reproduction of physical products, and whether the scope of protection covers dimensional conversion such as using a 3D design in 2D form or vice versa. There are two sets of views regarding dimensional conversion: the “abstract” and the “concrete” view. These two different attitudes towards the scope of protection influence the manner in which the protectability of digital designs is assessed. In the “abstract” protection, it would not matter whether a product only exists as a digital image and not as a physical shape. In the “co…

Computer sciencevideopelitReproduction (economics)pelisuunnitteluComputingMilieux_LEGALASPECTSOFCOMPUTINGIntellectual propertylimitationsDigital imageimmateriaalioikeusRelevance (law)scope of protectionProduct (category theory)mallisuojaScope (project management)mallioikeusJurisprudencePerspective (graphical)EU lawexceptionsvideo gamesdesignsmuotoiluLawPolitical Science and International RelationsLawdigitaaliset pelitIIC - International Review of Intellectual Property and Competition Law
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Evaluations of an Experiential Gaming Model

2006

This paper examines the experiences of players of a problem-solving game. The main purpose of the paper is to validate the flow antecedents included in an experiential gaming model and to study their influence on the flow experience. Additionally, the study aims to operationalize the flow construct in a game context and to start a scale development process for assessing the experience of flow in game settings. Results indicated that the flow antecedents studied—challenges matched to a player’s skill level, clear goals, unambiguous feedback, a sense of control, and playability—should be considered in game design because they contribute to the flow experience. Furthermore, the indicators of t…

ComputingMilieux_PERSONALCOMPUTINGeducational gamesgame designflow experienceengagement
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Preventing problematic internet use during the COVID-19 pandemic: Consensus guidance

2020

As a response to the COVID-19 pandemic, many governments have introduced steps such as spatial distancing and “staying at home” to curb its spread and impact. The fear resulting from the disease, the ‘lockdown’ situation, high levels of uncertainty regarding the future, and financial insecurity raise the level of stress, anxiety, and depression experienced by people all around the world. Psychoactive substances and other reinforcing behaviors (e.g., gambling, video gaming, watching pornography) are often used to reduce stress and anxiety and/or to alleviate depressed mood. The tendency to use such substances and engage in such behaviors in an excessive manner as putative coping strategies i…

ConsensusDistancingSocial connectednesslcsh:RC435-571Internet privacyPneumonia Viral610 Medicine & healthAnxietyArticleSocial group03 medical and health sciences2738 Psychiatry and Mental HealthBetacoronavirus0302 clinical medicinelcsh:PsychiatryPandemicAdaptation PsychologicalmedicinePornographyHumans10064 Neuroscience Center ZurichSalut mentalPandemicsInternetbusiness.industryDepressionSARS-CoV-23203 Clinical PsychologyClinical Psychology; Psychiatry and Mental health; COVID-19COVID-1910058 Department of Child and Adolescent PsychiatryAnxiety Disorders030227 psychiatryPsychiatry and Mental healthClinical PsychologyWork (electrical)PsychologieVideo GamesInformation and Communications Technology10076 Center for Integrative Human PhysiologyAnxietyMental healthmedicine.symptomPsychologybusinessCoronavirus Infections030217 neurology & neurosurgeryComprehensive Psychiatry
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Working towards an international consensus on criteria for assessing internet gaming disorder: a critical commentary on Petry et al. (2014).

2016

This commentary paper critically discusses the recent debate paper by Petry et al. (2014) that argued there was now an international consensus for assessing Internet Gaming Disorder (IGD). Our collective opinions vary considerably regarding many different aspects of online gaming. However, we contend that the paper by Petry and colleagues does not provide a true and representative international community of researchers in this area. This paper critically discusses and provides commentary on (i) the representativeness of the international group that wrote the ‘consensus’ paper, and (ii) each of the IGD criteria. The paper also includes a brief discussion on initiatives that could be taken to…

ConsensusInternationality030508 substance abuseMedicine (miscellaneous)Representativeness heuristicArticleDSM-5ddc:616.8903 medical and health sciences0302 clinical medicineHumansEmpirical evidencebusiness.industryInternational communityVideo Games/psychologyPublic relations030227 psychiatryBehavior AddictiveDiagnostic and Statistical Manual of Mental DisordersPsychiatry and Mental healthVideo GamesScale (social sciences)Video game addictionThe InternetIndustrial and organizational psychology0305 other medical sciencePsychologybusinessSocial psychologyBehavior Addictive/diagnosisAddiction (Abingdon, England)
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