Search results for "GAME"
showing 10 items of 1663 documents
Wykorzystanie nowych mediów w wychowaniu patriotycznym dzieci i młodzieży
2018
Contemporary patriotic education should make use of new forms such as the new media, taking into account their popularity and availability in everyday life of children and teenagers. In my paper I presented few specific examples of possible usage of such media texts in patriotic education, with the biggest emphasis on videogames and tabletop games such as boardgames, cardgames ang wargames as well as Internet platforms for content exchange such as YouTube and Twitch. I tried to explain the importance of new media in patriotic education and how they can be used by parents, teachers and educators to explain the history of Poland and deepen national identity.
Models of the population playing the Rock-Paper-Scissors game
2018
We consider discrete dynamical systems coming from the models of evolution of populations playing rock - paper - scissors game . Asymptotic behaviour of trajectories of these systems is described, occurrence of the Neimark-Sacker bifurcation and nonexistence of time averages are proved.
A two-point boundary value formulation of a mean-field crowd-averse game
2014
Abstract We consider a population of “crowd-averse” dynamic agents controlling their states towards regions of low density. This represents a typical dissensus behavior in opinion dynamics. Assuming a quadratic density distribution, we first introduce a mean-field game formulation of the problem, and then we turn the game into a two-point boundary value problem. Such a result has a value in that it turns a set of coupled partial differential equations into ordinary differential equations.
Opinion dynamics and stubbornness through mean-field games
2013
This paper provides a mean field game theoretic interpretation of opinion dynamics and stubbornness. The model describes a crowd-seeking homogeneous population of agents, under the influence of one stubborn agent. The game takes on the form of two partial differential equations, the Hamilton-Jacobi-Bellman equation and the Kolmogorov-Fokker-Planck equation for the individual optimal response and the population evolution, respectively. For the game of interest, we establish a mean field equilibrium where all agents reach epsilon-consensus in a neighborhood of the stubborn agent's opinion.
On the qualitative analysis of the solutions of a mathematical model of social dynamics
2006
Abstract This work deals with a family of dynamical systems which were introduced in [M.L. Bertotti, M. Delitala, From discrete kinetic and stochastic game theory to modelling complex systems in applied sciences, Math. Models Methods Appl. Sci. 7 (2004) 1061–1084], modelling the evolution of a population of interacting individuals, distinguished by their social state. The existence of certain uniform distribution equilibria is proved and the asymptotic trend is investigated.
Evolution of impatience: The example of the Farmer-Sheriff game
2015
The literature on the evolution of impatience, focusing on one-person decision problems, often finds that evolutionary forces favor the more patient individuals. This paper shows that in games where equilibrium involves threat of punishment there are forces generating an evolutionary advantage to the impatient. In particular, it offers a two-population example where evolutionary forces favor impatience in one group while favoring patience in the other. Moreover, efficiency may also favor impatient individuals. In our example, it is efficient for one population to evolve impatience and for the other to develop patience. Yet, evolutionary forces move the opposite direction. Fil: Levine, David…
Large Networks of Dynamic Agents: Consensus under Adversarial Disturbances
2012
This paper studies interactions among homogeneous social groups within the framework of large population games. Each group is represented by a network and the behavior described by a two-player repeated game. The contribution is three-fold. Beyond the idea of providing a novel two-level model with repeated games at a lower level and population games at a higher level, we also establish a mean field equilibrium and study state feedback best-response strategies as well as worst-case adversarial disturbances in that context.
Supporting Diagnosis and Treatment of Scoliosis: Using Augmented Reality to Calculate 3D Spine Models in Real-Time - ARScoliosis
2020
Scoliosis is a complex spinal disorder that mostly affects adolescents and younger population. To avoid and reduce harmful radiation techniques in adolescent idiopathic scoliosis investigation and follow-ups, a novel non-invasive approach is highly recommended and needed in clinical practice. In this paper ARScoliosis application to diagnose, visualize and document spinal condition and particularly adolescent idiopathic scoliosis in real time is presented. This ARScoliosis application is developed in Unity 3D, a game engine, and allows non-invasive quantification of posture and spinal deformity using recently available non-ionizing wide-angle depth sensor Microsoft Azure Kinect DK as a diag…
Kohti draamapedagogiikan dialogia : analyysi kielen perusluonteesta draamapedagogisen pelikentän mahdollisuuksien ymmärtämiseksi
1997
videogiochi: strumenti di edutainment per uomini e donne?
2011
L’identificazione dei soggetti con i personaggi dei videogiochi costituisce un passaggio fondamentale per i giovani che così possono assumere personalità e svolgere attività coerenti con il proprio essere o, al contrario, totalmente opposte. La letteratura sul tema evidenzia come nei videogiochi vengano ribaditi i più comuni stereotipi di genere: uomini forti, coraggiosi e aggressivi e, al contrario, donne deboli e bisognose di essere salvate o spietate seduttrici. La ricerca si pone come obiettivo di individuare se tali stereotipi vengono effettivamente introiettati dai giovani e meno giovani giocatori e giocatrici ed analizzando le diverse tipologie di giochi, se è possibile individuare d…