41 results on '"multi-player"'
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2. MEMORABLE: A Multi-playEr custoMisable seriOus Game fRAmework for cyBer-security LEarning
- Author
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Wang, Jingyun, Hodgson, Ryan, Cristea, Alexandra I., Goos, Gerhard, Founding Editor, Hartmanis, Juris, Founding Editor, Bertino, Elisa, Editorial Board Member, Gao, Wen, Editorial Board Member, Steffen, Bernhard, Editorial Board Member, Yung, Moti, Editorial Board Member, Crossley, Scott, editor, and Popescu, Elvira, editor
- Published
- 2022
- Full Text
- View/download PDF
3. Multi-User VR Cooperative Puzzle Game
- Author
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Calabrese, Lucas, Flangas, Andrew, Harris, Frederick C., Jr., Kacprzyk, Janusz, Series Editor, Pal, Nikhil R., Advisory Editor, Bello Perez, Rafael, Advisory Editor, Corchado, Emilio S., Advisory Editor, Hagras, Hani, Advisory Editor, Kóczy, László T., Advisory Editor, Kreinovich, Vladik, Advisory Editor, Lin, Chin-Teng, Advisory Editor, Lu, Jie, Advisory Editor, Melin, Patricia, Advisory Editor, Nedjah, Nadia, Advisory Editor, Nguyen, Ngoc Thanh, Advisory Editor, Wang, Jun, Advisory Editor, and Latifi, Shahram, editor
- Published
- 2020
- Full Text
- View/download PDF
4. Open Dataset Recorded by Single Cameras for Multi-Player Tracking in Soccer Scenarios.
- Author
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Huang, Wenbin, He, Sailing, Sun, Yaoran, Evans, Julian, Song, Xian, Geng, Tongyu, Sun, Guanrong, and Fu, Xubo
- Subjects
SOCCER ,SOCCER fields ,SOCCER players ,CAMERAS ,VIDEO games - Abstract
Multi-player action recognition for automatic analysis in sports is the subject of increasing attention. Trajectory-tracking technology is key for accurate recognition, but little research has focused on this aspect, especially for non-professional matches. Here, we study multi-player tracking in the most popular and complex sport among non-professionals—soccer. In this non-professional soccer player tracking (NPSPT) challenge, single-view-based motion recording systems for continuous data collection were installed in several soccer fields, and a new benchmark dataset was collected. The dataset consists of 17 2-min long super-high-resolution videos with diverse game types consistently labeled across time, covering almost all possible situations for multi-player detection and tracking in real games. A comprehensive evaluation was conducted on the state-of-the-art multi-object-Tracking (MOT) systems, revealing insights into player tracking in real games. Our challenge introduces a new dimension for researchers in the player recognition field and will be beneficial to further studies. [ABSTRACT FROM AUTHOR]
- Published
- 2022
- Full Text
- View/download PDF
5. Optimal Policy of Multiplayer Poker via Actor-Critic Reinforcement Learning.
- Author
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Shi, Daming, Guo, Xudong, Liu, Yi, and Fan, Wenhui
- Subjects
- *
MULTIPLAYER games , *POKER , *ARTIFICIAL intelligence , *INFORMATION modeling , *INTERNET security - Abstract
Poker has been considered a challenging problem in both artificial intelligence and game theory because poker is characterized by imperfect information and uncertainty, which are similar to many realistic problems like auctioning, pricing, cyber security, and operations. However, it is not clear that playing an equilibrium policy in multi-player games would be wise so far, and it is infeasible to theoretically validate whether a policy is optimal. Therefore, designing an effective optimal policy learning method has more realistic significance. This paper proposes an optimal policy learning method for multi-player poker games based on Actor-Critic reinforcement learning. Firstly, this paper builds the Actor network to make decisions with imperfect information and the Critic network to evaluate policies with perfect information. Secondly, this paper proposes a novel multi-player poker policy update method: asynchronous policy update algorithm (APU) and dual-network asynchronous policy update algorithm (Dual-APU) for multi-player multi-policy scenarios and multi-player sharing-policy scenarios, respectively. Finally, this paper takes the most popular six-player Texas hold 'em poker to validate the performance of the proposed optimal policy learning method. The experiments demonstrate the policies learned by the proposed methods perform well and gain steadily compared with the existing approaches. In sum, the policy learning methods of imperfect information games based on Actor-Critic reinforcement learning perform well on poker and can be transferred to other imperfect information games. Such training with perfect information and testing with imperfect information models show an effective and explainable approach to learning an approximately optimal policy. [ABSTRACT FROM AUTHOR]
- Published
- 2022
- Full Text
- View/download PDF
6. Online Dual-Network-Based Adaptive Dynamic Programming for Solving Partially Unknown Multi-Player Non-Zero-Sum Games With Control Constraints
- Author
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Pengda Liu, Huaguang Zhang, Chong Liu, and Hanguang Su
- Subjects
Adaptive critic designs ,adaptive dynamic programming ,control constraints ,multi-player ,non-zero-sum games ,Electrical engineering. Electronics. Nuclear engineering ,TK1-9971 - Abstract
In this article, a novel online method for multi-player non-zero-sum (NZS) differential games of nonlinear partially unknown continuous time (CT) systems with control constraints is developed based on neural networks (NN). The issue of multi-player NZS games with saturated actuator is elaborately analyzed and the unknown dynamics model is learned by applying identifier NN. Different from using the standard identifier-actor-critic framework of adaptive dynamic programming (ADP), the proposed method uses only identifier networks and critic networks for all the players to solve the coupled Hamilton-Jacobi (HJ) equations for multi-player NZS games, which could effectively simplify the algorithm and save computing resources. Moreover, a tuning law which utilizes the gradient descent method is designed for each critic network. Meanwhile, to remove the requirement for the initial stabilizing control, a novel stability term is designed to ensure the system stability during the training phase of the critic NN. By the means of Lyapunov approach, it is proven that the system states, the critic network weight estimation errors and the obtained control are all uniformly ultimately bounded (UUB). Finally, two numerical examples are simulated to illustrate the validity of the developed method for multi-player NZS games with control constraints.
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- 2020
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- View/download PDF
7. StoryMINE: A System for Multiplayer Interactive Narrative Experiences
- Author
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Spawforth, Callum, Gibbins, Nicholas, Millard, David E., Hutchison, David, Series Editor, Kanade, Takeo, Series Editor, Kittler, Josef, Series Editor, Kleinberg, Jon M., Series Editor, Mattern, Friedemann, Series Editor, Mitchell, John C., Series Editor, Naor, Moni, Series Editor, Pandu Rangan, C., Series Editor, Steffen, Bernhard, Series Editor, Terzopoulos, Demetri, Series Editor, Tygar, Doug, Series Editor, Rouse, Rebecca, editor, Koenitz, Hartmut, editor, and Haahr, Mads, editor
- Published
- 2018
- Full Text
- View/download PDF
8. Open Dataset Recorded by Single Cameras for Multi-Player Tracking in Soccer Scenarios
- Author
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Wenbin Huang, Sailing He, Yaoran Sun, Julian Evans, Xian Song, Tongyu Geng, Guanrong Sun, and Xubo Fu
- Subjects
multi-player ,tracking ,soccer ,non-professional ,MOT ,automatic ,Technology ,Engineering (General). Civil engineering (General) ,TA1-2040 ,Biology (General) ,QH301-705.5 ,Physics ,QC1-999 ,Chemistry ,QD1-999 - Abstract
Multi-player action recognition for automatic analysis in sports is the subject of increasing attention. Trajectory-tracking technology is key for accurate recognition, but little research has focused on this aspect, especially for non-professional matches. Here, we study multi-player tracking in the most popular and complex sport among non-professionals—soccer. In this non-professional soccer player tracking (NPSPT) challenge, single-view-based motion recording systems for continuous data collection were installed in several soccer fields, and a new benchmark dataset was collected. The dataset consists of 17 2-min long super-high-resolution videos with diverse game types consistently labeled across time, covering almost all possible situations for multi-player detection and tracking in real games. A comprehensive evaluation was conducted on the state-of-the-art multi-object-Tracking (MOT) systems, revealing insights into player tracking in real games. Our challenge introduces a new dimension for researchers in the player recognition field and will be beneficial to further studies.
- Published
- 2022
- Full Text
- View/download PDF
9. Optimal Policy of Multiplayer Poker via Actor-Critic Reinforcement Learning
- Author
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Daming Shi, Xudong Guo, Yi Liu, and Wenhui Fan
- Subjects
multi-agent ,reinforcement learning ,Actor-Critic ,poker ,multi-player ,optimal policy ,Science ,Astrophysics ,QB460-466 ,Physics ,QC1-999 - Abstract
Poker has been considered a challenging problem in both artificial intelligence and game theory because poker is characterized by imperfect information and uncertainty, which are similar to many realistic problems like auctioning, pricing, cyber security, and operations. However, it is not clear that playing an equilibrium policy in multi-player games would be wise so far, and it is infeasible to theoretically validate whether a policy is optimal. Therefore, designing an effective optimal policy learning method has more realistic significance. This paper proposes an optimal policy learning method for multi-player poker games based on Actor-Critic reinforcement learning. Firstly, this paper builds the Actor network to make decisions with imperfect information and the Critic network to evaluate policies with perfect information. Secondly, this paper proposes a novel multi-player poker policy update method: asynchronous policy update algorithm (APU) and dual-network asynchronous policy update algorithm (Dual-APU) for multi-player multi-policy scenarios and multi-player sharing-policy scenarios, respectively. Finally, this paper takes the most popular six-player Texas hold ’em poker to validate the performance of the proposed optimal policy learning method. The experiments demonstrate the policies learned by the proposed methods perform well and gain steadily compared with the existing approaches. In sum, the policy learning methods of imperfect information games based on Actor-Critic reinforcement learning perform well on poker and can be transferred to other imperfect information games. Such training with perfect information and testing with imperfect information models show an effective and explainable approach to learning an approximately optimal policy.
- Published
- 2022
- Full Text
- View/download PDF
10. Hazard Warning Systems to Improve Young Distracted Drivers' Hazard Perception Skills.
- Author
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Arslanyilmaz, Abdurrahman
- Subjects
NATURAL disaster warning systems ,TEXT messages ,AUTOMOBILE driving ,HIGH school students ,PRIVATE schools - Abstract
Texting while driving has been shown to impair driving performance with the greatest probability of leading to an accident. This is a great concern with young and inexperienced drivers, who are reported to be the most prolific users of texting while driving and are disproportionately involved in car crashes as compared to their experienced and older counterparts. HazardWarning Systems (HWSs) have been researched to reduce distracted driving and improve driving performance. The first purpose of this study is to showcase a game-based, multi-player, online simulated training (GMOST) application with an integrated HWS. The second is to examine whether such an HWS integrated into the GMOST improves young and inexperienced drivers' hazard perception skills, as measured by hazard reaction time (HRT) and horizontal road scanning (HS). A total of 22 high school students from a private school participated in this study. To determine the effects of HWS, a 2 × 2 ANOVA and a 2 × 2 MANOVA were run. The results of this study suggest that the GMOST with integrated HWS leads to earlier detection and reaction to hazards as well as wider HS by novice drivers. Therefore, this study reports that HWSs improve novice distracted drivers' hazard perception skills. Accordingly, a wide-spread use of the GMOST-like training applications by novice drivers would be a proactive approach to lower accident rates caused by texting while driving. [ABSTRACT FROM AUTHOR]
- Published
- 2020
- Full Text
- View/download PDF
11. Integrating and Inspecting Combined Behavioral Profiling and Social Network Models in Destiny
- Author
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Rattinger, André, Wallner, Günter, Drachen, Anders, Pirker, Johanna, Sifa, Rafet, Hutchison, David, Series editor, Kanade, Takeo, Series editor, Kittler, Josef, Series editor, Kleinberg, Jon M., Series editor, Mattern, Friedemann, Series editor, Mitchell, John C., Series editor, Naor, Moni, Series editor, Pandu Rangan, C., Series editor, Steffen, Bernhard, Series editor, Terzopoulos, Demetri, Series editor, Tygar, Doug, Series editor, Weikum, Gerhard, Series editor, Wallner, Günter, editor, Kriglstein, Simone, editor, Hlavacs, Helmut, editor, Malaka, Rainer, editor, Lugmayr, Artur, editor, and Yang, Hyun-Seung, editor
- Published
- 2016
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12. Werewolf Game Modeling Using Action Probabilities Based on Play Log Analysis
- Author
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Hirata, Yuya, Inaba, Michimasa, Takahashi, Kenichi, Toriumi, Fujio, Osawa, Hirotaka, Katagami, Daisuke, Shinoda, Kousuke, Hutchison, David, Series editor, Kanade, Takeo, Series editor, Kittler, Josef, Series editor, Kleinberg, Jon M., Series editor, Mattern, Friedemann, Series editor, Mitchell, John C., Series editor, Naor, Moni, Series editor, Pandu Rangan, C., Series editor, Steffen, Bernhard, Series editor, Terzopoulos, Demetri, Series editor, Tygar, Doug, Series editor, Weikum, Gerhard, Series editor, Plaat, Aske, editor, Kosters, Walter, editor, and van den Herik, Jaap, editor
- Published
- 2016
- Full Text
- View/download PDF
13. Hazard Warning Systems to Improve Young Distracted Drivers’ Hazard Perception Skills
- Author
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Abdurrahman Arslanyilmaz
- Subjects
text messaging ,hazard warning systems ,hazard perception ,game-based ,multi-player ,online ,simulation ,novice drivers ,Industrial safety. Industrial accident prevention ,T55-55.3 ,Medicine (General) ,R5-920 - Abstract
Texting while driving has been shown to impair driving performance with the greatest probability of leading to an accident. This is a great concern with young and inexperienced drivers, who are reported to be the most prolific users of texting while driving and are disproportionately involved in car crashes as compared to their experienced and older counterparts. Hazard Warning Systems (HWSs) have been researched to reduce distracted driving and improve driving performance. The first purpose of this study is to showcase a game-based, multi-player, online simulated training (GMOST) application with an integrated HWS. The second is to examine whether such an HWS integrated into the GMOST improves young and inexperienced drivers’ hazard perception skills, as measured by hazard reaction time (HRT) and horizontal road scanning (HS). A total of 22 high school students from a private school participated in this study. To determine the effects of HWS, a 2 × 2 ANOVA and a 2 × 2 MANOVA were run. The results of this study suggest that the GMOST with integrated HWS leads to earlier detection and reaction to hazards as well as wider HS by novice drivers. Therefore, this study reports that HWSs improve novice distracted drivers’ hazard perception skills. Accordingly, a wide-spread use of the GMOST-like training applications by novice drivers would be a proactive approach to lower accident rates caused by texting while driving.
- Published
- 2020
- Full Text
- View/download PDF
14. Spotting the Difference: Identifying Player Opponent Preferences in FPS Games
- Author
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Conroy, David, Wyeth, Peta, Johnson, Daniel, Hutchison, David, Series editor, Kanade, Takeo, Series editor, Kittler, Josef, Series editor, Kleinberg, Jon M., Series editor, Mattern, Friedemann, Series editor, Mitchell, John C., Series editor, Naor, Moni, Series editor, Nierstrasz, Oscar, Series editor, Pandu Rangan, C., Series editor, Steffen, Bernhard, Series editor, Sudan, Madhu, Series editor, Terzopoulos, Demetri, Series editor, Tygar, Doug, Series editor, Vardi, Moshe Y., Series editor, Weikum, Gerhard, Series editor, Herrlich, Marc, editor, Malaka, Rainer, editor, and Masuch, Maic, editor
- Published
- 2012
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15. Efficacy of Online Multi-Player Versus Single-Player Exergames on Adherence Behaviors Among Children: A Nonrandomized Control Trial.
- Author
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Kaos, Maximus D, Beauchamp, Mark R, Bursick, Shelly, Latimer-Cheung, Amy E, Hernandez, Hamilton, Warburton, Darren E R, Yao, Christopher, Ye, Zi, Graham, T C Nicholas, and Rhodes, Ryan E
- Subjects
- *
CHILD psychology , *HOME environment , *PHYSICAL activity , *VIDEO games , *MEETINGS - Abstract
Background: Exergames have the potential to significantly increase physical activity in children. Studies to date have shown mixed results and often rely on self-reported data. Multi-player gaming may augment participation.Purpose: The purpose of the study was to examine children's adherence behaviors in multi-player online exergames compared to a single-player condition within a home environment.Methods: Seventy-two children, aged 9-12 years, who were not meeting physical activity guidelines at baseline, were allocated to the multi-player or single-player condition. Six-week cycle-based exergaming trials took place 5 day/week in the early evening with online game supervision. Bike use was objectively recorded via game logs.Results: Adherence was high throughout the trial. Play session duration was M = 37.65 (SD = 15.39) min/day, and overall play duration was M = 133.45 (SD = 81.27) min in Week 1 and M = 77.23 (SD = 84.09) min in Week 6. Total physical activity was significantly higher at 6 weeks compared to baseline (p = .01, ηp2 = .13). There was no significant difference in play duration between conditions (p = .57, ηp2 = .01).Conclusion: This trial objectively demonstrated that exergames can promote high adherence levels. Multi-player capabilities did not augment adherence levels. Introducing new games throughout the trial may have motivated participants to keep playing, regardless of whether play was against real or artificial opponents. Weekly play duration decreased due to a significant drop in play frequency. For children who enjoy exergames, innovative solutions to promote more frequent exergame play are needed.Clinical This Registration: NCT02032667. [ABSTRACT FROM AUTHOR]- Published
- 2018
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- View/download PDF
16. Multi-player Last Nim with Passes.
- Author
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Liu, Wen An and Yang, Juan
- Subjects
- *
COMBINATORIAL games , *COMBINATORICS , *GAME theory , *MULTIPLAYER games , *INTEGERS - Abstract
We introduce a class of impartial combinatorial games, Multi-player Last Nim with Passes, denoted by MLNim(s)(N,n)
: there are N piles of counters which are linearly ordered. In turn, each of n players either removes any positive integer of counters from the last pile, or makes a choice ‘pass’. Once a ‘pass’ option is used, the total number s of passes decreases by 1. When all s passes are used, no player may ever ‘pass’ again. A pass option can be used at any time, up to the penultimate move, but cannot be used at the end of the game. The player who cannot make a move wins the game. The aim is to determine the game values of the positions of MLNim(s)(N,n) for all integers N≥1 and n≥3 and s≥1 . For n>N+1 or n=N+1≥3 , the game values are completely determined for any s≥1 . For 3≤n≤N , the game values are determined for infinitely many triplets (N, n, s). We also present a possible explanation why determining the game values becomes more complicated if n≤N . [ABSTRACT FROM AUTHOR] - Published
- 2018
- Full Text
- View/download PDF
17. Analyzing player networks in Destiny.
- Author
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Pirker, Johanna, Rattinger, André, Drachen, Anders, and Sifa, Rafet
- Abstract
Destiny is a hybrid online shooter sharing features with Massively Multi-Player Online Games and first-person shooters and is the to date the most expensive digital game produced. It has attracted millions of players to compete or collaborate within a persistent online environment. In multiplayer online games, the interaction between the players and the social community that forms in persistent games forms a crucial element in retaining and entertaining players. Social networks in games have thus been a focus of research, but the relationships between player behavior, performance, engagement and the networks forming as a result of interactions, are not well understood. In this paper, a large-scale study of social networks in hybrid online games/shooters is presented. In a network of over 3 million players, the connections formed via direct competitive play are explored and analyzed to answer five main research question focusing on the patterns of players who play with the same people and those who play with random groups, and how differences in this behavior influence performance and engagement metrics. Results show that players with stronger social relationships have a higher performance based on win/loss ratio and kill/death ratio, as well as a tendency to play more and longer. [ABSTRACT FROM AUTHOR]
- Published
- 2018
- Full Text
- View/download PDF
18. Rich Interaction in the Context of Networked Virtual Environments — Experiences Gained from the Multi-player Games Domain
- Author
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Manninen, Tony, Blandford, Ann, editor, Vanderdonckt, Jean, editor, and Gray, Phil, editor
- Published
- 2001
- Full Text
- View/download PDF
19. Multi-player nonzero-sum Nash differential game: variation and pseudo-spectral method.
- Author
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Xu, Guangyan, Zhou, Biao, and Zhang, Hongmei
- Subjects
DIFFERENTIAL games ,NASH equilibrium ,PSEUDOSPECTRUM ,LEGENDRE'S functions ,OPTIMAL control theory - Abstract
A novel method is presented to solve the nonzero-sum multi-player Nash differential game. It combines the use of the variation and Legendre pseudo-spectral methods. By the variation method, the original game is converted into a regular optimal control problem, avoiding the need to solve the associated Hamilton-Jacobi equation. Then the latter problem is converted into a common nonlinear programming problem via the Legendre pseudo-spectral method, by which the saddle-point for the original game can be achieved accurately. As an illustration, the air combat between two pursuers and an evader is formulated as a nonzero-sum differential game. The simulation results show that numerical solutions can converge to the saddle-points from different initial conditions, which demonstrates the feasibility and validity of the proposed method. Because the solution process requires little computational time, this method will allow for the development of a real time air combat control strategy. In addition, the simulations show that if the initial states of the two pursuers are fixed, there is an optimal initial heading angle for the evader to delay the interception time most effectively. Copyright © 2016 John Wiley & Sons, Ltd. [ABSTRACT FROM AUTHOR]
- Published
- 2017
- Full Text
- View/download PDF
20. Neural-network-based synchronous iteration learning method for multi-player zero-sum games.
- Author
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Song, Ruizhuo, Wei, Qinglai, and Song, Biao
- Subjects
- *
ARTIFICIAL neural networks , *ARTIFICIAL intelligence , *PSYCHOLOGY of learning , *LEARNING disabilities , *MENTAL arithmetic - Abstract
In this paper, a synchronous solution method for multi-player zero-sum games without system dynamics is established based on neural network. The policy iteration (PI) algorithm is presented to solve the Hamilton–Jacobi–Bellman (HJB) equation. It is proven that the obtained iterative cost function is convergent to the optimal game value. For avoiding system dynamics, off-policy learning method is given to obtain the iterative cost function, controls and disturbances based on PI. Critic neural network (CNN), action neural networks (ANNs) and disturbance neural networks (DNNs) are used to approximate the cost function, controls and disturbances. The weights of neural networks compose the synchronous weight matrix, and the uniformly ultimately bounded (UUB) of the synchronous weight matrix is proven. Two examples are given to show that the effectiveness of the proposed synchronous solution method for multi-player ZS games. [ABSTRACT FROM AUTHOR]
- Published
- 2017
- Full Text
- View/download PDF
21. KNOWing How to Play: Gamer Knowledges and Knowledge Acquisition.
- Author
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Alexander, Phill
- Subjects
- *
VIDEO games , *KNOWLEDGE acquisition (Expert systems) , *ETHNOLOGY , *SCHOLARLY method , *MULTIPLAYER games - Abstract
This article examines the different types of knowledge that MMORPG players develop as they learn and play a game. Data is drawn from a year of case-study/ethnography based research sessions with a ten-member raiding group in the game World of Warcraft . Drawing from the work of Aristotle, contemporary game studies scholarship, actor network theory, and the concept of “practices,” what is presented here is a matrix of complex gamer knowledge types intended not only to expand the reader’s understanding of the robust variations and nuances in gamer knowledge but also to serve as a potential example of how to articulate that richness in future research. The matrix is accompanied by rationale and examples of how the knowledges function in game experiences. [ABSTRACT FROM AUTHOR]
- Published
- 2017
- Full Text
- View/download PDF
22. Misère Nim with multi-player.
- Author
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Liu, Wen An and Duan, Jia Wei
- Subjects
- *
MULTIPLAYER games , *GROUP games , *RULES of games , *NUMBER theory , *MATHEMATICAL logic - Abstract
Krawec (2012) introduced a method of analyzing multi-player impartial games, and derived a recursive function capable of determining which of the n players has a winning strategy. The present paper is devoted to the game “Misère N -pile Nim with n players”, abbreviated by MiNim( N , n ), assuming that the standard alliance matrix is adopted. The game values of MiNim( N , n ) are completely determined for three cases: n > N + 1 , n = N + 1 and n = N . The case n < N is more complicated, we present the game values of MiNim( N , n ) only for n = 3 and N = 4 . [ABSTRACT FROM AUTHOR]
- Published
- 2017
- Full Text
- View/download PDF
23. A Multi-Player Learning Game for Enhancing the Learning Outcome in Theory of Constraints
- Author
-
Bajic, Katharina
- Subjects
Dice Game ,Goldratt ,Multi-Player ,Theory of Constraints ,Game-based Learning ,Lernspiel ,TOC ,Serious Game ,Würfelspiel - Abstract
Die COVID-19 Pandemie hat daszu geführt, dass viele Schulen und Universitäten schlagartig auf Fernlehre umsteigen mussten. Durch diese neue Lage, gabe es plötzlich eine große Nachfrage nach Online Lernapplikationen, sowie Serious Games. Da Schüler*innen und Studierende in der Fernlehre nicht kontrolliert werden, lässt die Motivation und damit auch der Lernerfolg nach. Serious Games sind Spiele, die auf einen Lerneffekt abzielen. Sie sollen die Motivation und das Engagement von SchülerInnen und Studierenden steigern und somit zu einem besseren Lernergbnis führen. Dieser Ansatz wird auch an der FH Campus Wien angewandt, in der die Masterstudentinnen und Masterstudenten des Studiengangs Software Design and Engineering im 3. Semester die Lehrveranstaltung Complex Problem Solving absolvieren müssen. Diese Lehrveranstaltung wurde eingeführt, da Absolventinnen und Absolventen der Informatik in ihrem Berufsleben oft sehr komplexe Probleme lösen müssen. Komplexe Probleme zu lösen gehört zu den 5 wichtigsten STEM (science, technology, engineering and mathematics) Disziplinen. Um den Studierenden einige Problemlösungstechniken mit auf den Weg zu geben, werden verschiedene Lernstrategien angewandt, wie zum Beispiel die Anwendung von Lernspielen. Die Lehrveranstaltung basiert auf der Theory of Constraints (ToC), die Eliyahu M. Goldratt in seinem Buch The Goal in the 1980er Jahre vorgestellt hat. Im Buch wurde außerdem ein Würfelspiel vorgestellt, das eine Produktionskette, die aus aufeinander aufbauenden Produktionsschritten besteht, simuliert. Mit Hilfe dieses Spiels kann das Prinzip der ToC erlernt werden. In den vergangen Semestern wurde das Spiel ebenfalls in der Lehrveranstaltung Complex Problem Solving angewandt, was allerdings durch die Fernlehre so nicht mehr möglich war. Das Ziel dieser Arbeit bestand darin, das Würfelspiel als digitale Variante zu entwickeln und zu untersuchen, ob das Spiel das Lernergebnis verbessert. Das Spiel wurde als Angular Webapplikation entwickelt und ist über einen Webbrowser erreichbar. Es kann in Gruppen von bis zu 10 Spielern gespielt werden. Um den Lerneffekt des Spiels zu untersuchen, wurde das Spiel an 27 Studentinnen und Studenten getestet. Unmittelbar vor und nach dem Spiel wurden die Teilnehmerinnen und Teilnehmer gebeten eine Umfrage auszufüllen. Die Umfrageergebnisse haben gezeigt, dass das Spiel im Kontext der Theory of Constraints hilfreich ist. Die Studierenden empfanden das Spiel als geeignet um die ToC zu erlernen und einige fandes die digitalen Version verständlicher als das Spielen des manuellen Würfelspieles. The COVID-19 pandemic has lead to many schools and universities having to suddenly switch to distance learning. Due to this new situation, there was a sudden great demand for online learning applications and serious games. Since students are not supervised in distance learning, motivation and thus learning success decreases. Serious games are games that aim for a learning effect. They should increase the motivation and commitment of students and thus lead to better learning outcomes. This approach is also used at the University of Applied Sciences FH Campus Vienna, where students of the master program Software Design and Engineering have to complete the course Complex Problem Solving in the 3rd semester. This course was introduced because computer science graduates often have to solve very complex problems in their professional life. Solving complex problems is one of the 5 most important STEM (science, technology, engineering and mathematics) disciplines. In order to teach students problem-solving techniques, various learning strategies are used, such as the use of learning games. The course is based on the Theory of Constraints (ToC), which Eliyahu M. Goldratt presented in his book The Goal in the 1980s. The book also presented a dice game that simulates a production chain consisting of production steps that build on one another. With the help of this game, the principle of ToC can be learned. In the past semesters, the game was also used in the Complex Problem Solving course, but this was no longer possible due to distance learning. Therefore, the aim of this work was to develop the dice game as a digital variant and to investigate whether the digital game improves the learning outcome. The game was developed as an Angular web application and can be accessed via a web browser. It can be played in groups of up to 10 players. In order to examine the learning effect of the game, the game was tested on 27 students. Immediately before and after the game, the participants were asked to fill out a survey. The survey results showed that the game is helpful in the context of Theory of Constraints. The students further found the game suitable for learning the ToC and some found the digital version easier to understand than the manual dice game. Abweichender Titel laut Übersetzung der Verfasserin/des Verfassers Masterarbeit Wien, FH Campus Wien 2022
- Published
- 2022
24. Zero-determinant Strategies for Multi-player Multi-action Iterated Games.
- Author
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He, Xiaofan, Dai, Huaiyu, Ning, Peng, and Dutta, Rudra
- Subjects
GAME theory ,DATA transmission systems ,WIRELESS communications ,FEMTOCELLS ,MATRICES (Mathematics) - Abstract
Zero-determinant (ZD) strategies that allow a player to unilaterally control the linear combinations of its own and other players’ expected rewards in iterated games have recently found wide applications. However, existing ZD strategies mainly focus on some specific scenarios with restrictions on the number of players or actions a player can take. Targeting wider applications and better performance, the ZD strategies along with corresponding existence conditions for general multi-player multi-action iterated games are developed in this work, including existing ones as special cases. In addition, an interesting fact that every player can have at most one master player (that can control the expected reward of the given player) is revealed. [ABSTRACT FROM PUBLISHER]
- Published
- 2016
- Full Text
- View/download PDF
25. Parallel Repetition for the GHZ Game: A Simpler Proof
- Author
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Girish, Uma, Holmgren, Justin, Mittal, Kunal, Raz, Ran, and Zhan, Wei
- Subjects
FOS: Computer and information sciences ,Theory of computation → Interactive proof systems ,Computer Science::Computer Science and Game Theory ,Computer Science - Computational Complexity ,GHZ ,ComputingMilieux_PERSONALCOMPUTING ,Parallel Repetition ,Multi-player ,Computational Complexity (cs.CC) ,Polynomial - Abstract
We give a new proof of the fact that the parallel repetition of the (3-player) GHZ game reduces the value of the game to zero polynomially quickly. That is, we show that the value of the n-fold GHZ game is at most n^{-Ω(1)}. This was first established by Holmgren and Raz [Holmgren and Raz, 2020]. We present a new proof of this theorem that we believe to be simpler and more direct. Unlike most previous works on parallel repetition, our proof makes no use of information theory, and relies on the use of Fourier analysis. The GHZ game [Greenberger et al., 1989] has played a foundational role in the understanding of quantum information theory, due in part to the fact that quantum strategies can win the GHZ game with probability 1. It is possible that improved parallel repetition bounds may find applications in this setting. Recently, Dinur, Harsha, Venkat, and Yuen [Dinur et al., 2017] highlighted the GHZ game as a simple three-player game, which is in some sense maximally far from the class of multi-player games whose behavior under parallel repetition is well understood. Dinur et al. conjectured that parallel repetition decreases the value of the GHZ game exponentially quickly, and speculated that progress on proving this would shed light on parallel repetition for general multi-player (multi-prover) games., LIPIcs, Vol. 207, Approximation, Randomization, and Combinatorial Optimization. Algorithms and Techniques (APPROX/RANDOM 2021), pages 62:1-62:19
- Published
- 2021
26. An online game of Carrom with live video feed of co-player and face-to-face: Effect on strike response time.
- Author
-
Bharadwaj, Abhishek and Vemuri, Kavita
- Abstract
We present strike response times comparison for a traditional and popular table top Indian game, Carrom, measured under three conditions: face-to-face/co-located live, virtual with live feed of the co-player and virtual without the feed of co-player. The game of Carrom, in Indian context, rates high on the social interaction experience and is played with extreme levels of engagement and involvement. Our preliminary study is a step towards understanding the role of virtual presence of a co-player in multi-player virtual games, in particular for familiar social games. Our findings indicate that viewing co-player live over video feed, while playing a multi-player game, brings in a game experience that is similar to face-to-face play. We also estimate the ‘socializing’ time to optimize network bandwidth for live streaming on mobile phone platforms or low bandwidth wired connections. [ABSTRACT FROM PUBLISHER]
- Published
- 2012
- Full Text
- View/download PDF
27. Remote Multi-Player Synchronization using the Labstreaming Layer System
- Author
-
Fanourakis, Marios Aristogenis, Lopes, Phil, and Chanel, Guillaume
- Subjects
Video games ,Data synchronization ,ComputingMilieux_PERSONALCOMPUTING ,Physiological data ,Affective computing ,Multi-player ,Labstreaming Layer ,ddc:025.063 - Abstract
We present an open-source collection of modules and plugins that can be used to perform synchronous data collection from multi-player games. In its current state, the system can acquire players behaviors (facial expressions, eye-movements, posture, and mouse/keyboard events), physiological reactions (electrodermal activity, heart rate, etc.) together with events indicating the game state. Two games are supported: "Xonotic", and "Counterstrike: Global Offensive" but the system can be easily extended to other games. The different data streams are recorded and synchronized through the use of the Labstreaming Layer (LSL) system. We demonstrate the successful synchronization of physiological responses, eye-movements, and a camera to within 42ms.
- Published
- 2020
28. Analyzing player networks in Destiny
- Author
-
Rafet Sifa, Johanna Pirker, Anders Drachen, André Rattinger, and Publica
- Subjects
media_common.quotation_subject ,Internet privacy ,Multi-player ,050801 communication & media studies ,02 engineering and technology ,Social network analysis ,Player network ,0508 media and communications ,Destiny ,0202 electrical engineering, electronic engineering, information engineering ,Sociology ,Game analytics ,Social community ,Research question ,media_common ,Focus (computing) ,business.industry ,05 social sciences ,ComputingMilieux_PERSONALCOMPUTING ,Behavior analysis ,Human-Computer Interaction ,Social relationship ,020201 artificial intelligence & image processing ,Element (criminal law) ,business ,Software - Abstract
Destiny is a hybrid online shooter sharing features with Massively Multi-Player Online Games and first-person shooters and is the to date the most expensive digital game produced. It has attracted millions of players to compete or collaborate within a persistent online environment. In multiplayer online games, the interaction between the players and the social community that forms in persistent games forms a crucial element in retaining and entertaining players. Social networks in games have thus been a focus of research, but the relationships between player behavior, performance, engagement and the networks forming as a result of interactions, are not well understood. In this paper, a large-scale study of social networks in hybrid online games/shooters is presented. In a network of over 3 million players, the connections formed via direct competitive play are explored and analyzed to answer five main research question focusing on the patterns of players who play with the same people and those who play with random groups, and how differences in this behavior influence performance and engagement metrics. Results show that players with stronger social relationships have a higher performance based on win/loss ratio and kill/death ratio, as well as a tendency to play more and longer.
- Published
- 2018
29. Evaluating a multi-player brain–computer interface game: Challenge versus co-experience.
- Author
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Gürkök, Hayrettin, Nijholt, Anton, Poel, Mannes, and Obbink, Michel
- Abstract
Abstract: Brain–computer interfaces (BCIs) have started to be considered as game controllers. The low level of control they provide prevents them from providing perfect control but allows the design of challenging games which can be enjoyed by players. Evaluation of enjoyment, or user experience (UX), is rather a new practice with BCI applications. The UX of multi-player BCI games, or co-experience, is especially scarcely assessed. In the study we report in this paper, we relied on observation analysis of social interaction to infer co-experience of pairs of players while they were playing a collaborative multi-player game using BCI. To investigate the effect of perceived level of control on co-experience, we compared BCI control to a more reliable mouse control. In order to investigate the co-experience related factors beyond the level of control, we compared BCI control to an equally reliable control mechanism. Our results show that low level of control dampened collaborative interaction while enhancing emotional interaction within pairs of players. Thus, the challenge of playing a computer game using BCI can influence the co-experience. [Copyright &y& Elsevier]
- Published
- 2013
- Full Text
- View/download PDF
30. Towards Socially Immersive Fitness Games : An Exploratory Evaluation Through Embodied Sketching
- Author
-
Martin-Niedecken, Anna Lisa, Márquez Segura, Elena, Rogers, Katja, Niedecken, Stephan, Turmo Vidal, Laia, Martin-Niedecken, Anna Lisa, Márquez Segura, Elena, Rogers, Katja, Niedecken, Stephan, and Turmo Vidal, Laia
- Abstract
Despite many benefits of playing and exercising together in terms of motivation, engagement, and social relationships, many exergames are designed to be single player, while others implement only a facade of social play (e.g., leaderboards). The challenge remains: how can exergames be designed to balance fun, exertion, and social connection? In this work, we ran an embodied sketching activity with multiplayer variations of the Sphery Racer mixed-reality fitness game, allowing us to test physical and social game mechanics. We discuss here: i) preliminary results on how these variations support a rich training and social experience; and ii) the potential of our method to surface interesting design directions. These contributions can inspire others designing in this domain, and support the development of a rich design space for co-located exergames.
- Published
- 2019
- Full Text
- View/download PDF
31. Boundary Spaces.
- Author
-
Taylor, T. L. and Kolko, Beth E.
- Subjects
- *
VIDEO games , *ELECTRONIC games , *TECHNOLOGY , *CULTURAL industries , *INTERNET entertainment industry , *INTERNET - Abstract
While shows like The X-Files and 24 have merged conspiracy theories with popular science (fictions), some video games have been pushing the narrative even further. Electronic Art's Majestic game was released in July 2001 and quickly generated media buzz with its unusual multi-modal gameplay. Mixing phone calls, faxes, instant messaging, real and "fake' websites, and email, the game provides a fascinating case of an attempt at new directions for gaming communities. Through story, mode of playing, and use of technology, Majestic highlights the uncertain status of knowledge, community and self in a digital age; at the same time, it allows examination of alternative ways of understanding games' role and purpose in the larger culture. Drawing on intricate storylines involving government conspiracies, techno-bio warfare, murder and global terror, players were asked to solve mysteries in the hopes of preventing a devastating future of domination. Because the game drew in both actual and Majestic -owned/-designed websites, it constantly pushed those playing the game right to borders where simulation collides with " factuality'. Given the wide variety of "legitimate' conspiracy theory, alien encounters and alternative science web pages, users often could not distinguish when they were leaving the game's pages and venturing into " real' World Wide Web sites. Its further use of AOL's instant messenger system, in which gamers spoke not only to bots but to other players, pushed users to evaluate constantly both the status of those they were talking to and the information being provided. Additionally, the game required players to occupy unfamiliar subject positions, ones where agency was attenuated, and which subsequently generated a multi-layered sense of unease among players. This mix of authentic and staged information in conjunction with technologically mediated roles highlights what are often seen as phenomenon endemic to the Internet itself; that is, the destabilization of categories of knowing, relating, and being. [ABSTRACT FROM AUTHOR]
- Published
- 2003
- Full Text
- View/download PDF
32. Solution of Multi-Player Linear-Quadratic Alternating-Move Games and Its Application to the Timing Pattern of Wage Adjustment.
- Author
-
Lau, Sau-Him
- Abstract
In order to analyze a multi-player linear-quadratic alternating-move dynamicgame, this paper develops a solution method by making use of the similarstructure of this game and a simultaneous-move dynamic game with alternatingpayoff functions. It then applies the method to investigate whether staggeredor synchronized wage adjustment will be preferred when more than two wagesetters interact strategically and dynamically. The results suggest that thestrategic benefit provided by staggered wage adjustment is robust with respectto the number of sectors in the economy. [ABSTRACT FROM AUTHOR]
- Published
- 2002
- Full Text
- View/download PDF
33. Multiplayer Parallel Repetition for Expanding Games
- Author
-
Irit Dinur and Prahladh Harsha and Rakesh Venkat and Henry Yuen, Dinur, Irit, Harsha, Prahladh, Venkat, Rakesh, Yuen, Henry, Irit Dinur and Prahladh Harsha and Rakesh Venkat and Henry Yuen, Dinur, Irit, Harsha, Prahladh, Venkat, Rakesh, and Yuen, Henry
- Abstract
We investigate the value of parallel repetition of one-round games with any number of players k>=2. It has been an open question whether an analogue of Raz's Parallel Repetition Theorem holds for games with more than two players, i.e., whether the value of the repeated game decays exponentially with the number of repetitions. Verbitsky has shown, via a reduction to the density Hales-Jewett theorem, that the value of the repeated game must approach zero, as the number of repetitions increases. However, the rate of decay obtained in this way is extremely slow, and it is an open question whether the true rate is exponential as is the case for all two-player games. Exponential decay bounds are known for several special cases of multi-player games, e.g., free games and anchored games. In this work, we identify a certain expansion property of the base game and show all games with this property satisfy an exponential decay parallel repetition bound. Free games and anchored games satisfy this expansion property, and thus our parallel repetition theorem reproduces all earlier exponential-decay bounds for multiplayer games. More generally, our parallel repetition bound applies to all multiplayer games that are *connected* in a certain sense. We also describe a very simple game, called the GHZ game, that does not satisfy this connectivity property, and for which we do not know an exponential decay bound. We suspect that progress on bounding the value of this the parallel repetition of the GHZ game will lead to further progress on the general question.
- Published
- 2017
- Full Text
- View/download PDF
34. Integrating and Inspecting Combined Behavioral Profiling and Social Network Models in Destiny
- Author
-
André Rattinger, Anders Drachen, Rafet Sifa, Johanna Pirker, Günter Wallner, Malaka, Rainer, Wallner, Günter, Yang, Hyun-Seung, Hlavacs, Helmut, Kriglstein, Simone, Lugmayr, Artur, Graz University of Technology [Graz] (TU Graz), University of Applied Arts Vienna, Aalborg University [Denmark] (AAU), Fraunhofer Institute for Intelligent Analysis and Information Systems (Fraunhofer IAIS), Fraunhofer (Fraunhofer-Gesellschaft), Günter Wallner, Simone Kriglstein, Helmut Hlavacs, Rainer Malaka, Artur Lugmayr, Hyun-Seung Yang, and TC 14
- Subjects
business.industry ,Computer science ,Profiling ,Network visualization ,ComputingMilieux_PERSONALCOMPUTING ,Multi-player ,02 engineering and technology ,Data science ,Game analytics ,Social network analysis ,Archetypal analysis ,Graph drawing ,020204 information systems ,Destiny ,0202 electrical engineering, electronic engineering, information engineering ,Profiling (information science) ,[INFO]Computer Science [cs] ,020201 artificial intelligence & image processing ,Artificial intelligence ,Performance indicator ,business - Abstract
Part 2: Use and Evaluation of Digital Entertainment; International audience; In this paper two key venues of investigation in game analytics are combined: behavioral profiling and social network analysis. Both venues of research are well developed but combined they permit pattern evaluation across player performance and networks. Here, competitive networks covering almost 3.5 million players of the hybrid online shooter game Destiny are developed and combined with behavioral profiles based on match performance metrics and defined using archetypal analysis. The profiles are embedded in the networks along with other performance indicators for Destiny players. The social behavior of different archetypes is described. Network visualizations are presented which target the problem of making dense networked results actionable.
- Published
- 2016
35. Att spela eller inte spela? : En studie om digitala spels påverkan på svenska elevers testresultat i PISA 2012
- Author
-
Karlsson, Linn
- Subjects
multi-player ,testresultat ,kunskap ,single-player ,PISA ,Tv-spel ,datorspel - Abstract
Tv och datorspel är ett allt vanligare fenomen i och med att teknik för spelande utvecklas och spelskapare söker sig till en bredare publik. Konsekvenserna av spel är ett kontroversiellt ämne, där flera studier redovisar motsägande resultat. Syftet med denna studie är att med hjälp av PISA data beskriva hur spelande påverkar elevers testresultat i matematik, läsförståelse och naturvetenskap. Elevenkäten frågar hur ofta och vilken typ av spel som eleverna spelar. För att uppskatta skillnader mellan single- och multi-player spelare används individernas testresultat som rapporteras i sannolika värden och analyseras gentemot olika spelintervall. Resultatet visar att sällan-spelande i de flesta fall inte har någon negativ effekt på skolresultat utan snarare en positiv effekt i samtliga ämnen. Slutsatsen är att spelande sannolikt påverkar den akademiska produktionsfunktionen positivt, givet att individen inte spelar i alternativfallet.
- Published
- 2016
36. Le transfert de technologie vu comme une dynamique des compétences technologiques : application à des projets d'innovation basés sur des substitutions technologiques par le brasage métallique
- Author
-
Chaabane, Hanen, Equipe de Recherche sur les Processus Innovatifs (ERPI), Université de Lorraine (UL), Institut National Polytechnique de Lorraine, Vincent Boly, Mauricio Camargo, and Bernard Yannou
- Subjects
[SPI.OTHER]Engineering Sciences [physics]/Other ,Modèle ,Émetteur-récepteur ,Ingénierie des systèmes-Innovations ,Multi-acteur ,Multi-player ,Transfert de technologie ,Key success factor ,Technology Transfer ,Micro level ,Facteur clé de succès ,Objet intermédiaire de conception ,Broadcast model ,Intermediate object design ,Niveau micro ,Dominance ,Model ,Construction - Abstract
Technology transfer is an innovation process far from to be defined as a simple transmitter / receiver relationship of knowledge. It is complex. Thus the determinants of its success are still poorly understood and its modeling remains to be studied to a better management and optimization of the process.This thesis proposes a descriptive modeling of the technology transfer process. The aim is to have better understanding of the dynamics of technology transfer projects, and developing best practices to improve its management.In the theoretical field, we analyzed the models of the literature and proposed a meta-model of technology transfer from the point of view of systems engineering. We then sought to better understand the phenomena in situ.In order to reach our aim, an observation methodology for data collection at the micro level has been developed. We followed five transfer projects for a period ranging from three months to two years. Two dimensions have been emphasized: the immaterial and the material dimension. The concept of Intermediate Transfer Object (ITO) is introduced from the concept of design intermediary object.The data obtained were analyzed using two approaches:- a comparative descriptive approach, identifying invariants and divergent phenomena between the five processes. This has allowed us to propose best practices for technology transfer project management in the context of brazing.- a multicriteria approach based on the rough sets theory. This approach provides useful information for understanding the process through the decision rules. It validated the importance of the technology transfer object in the dynamics and the success of a project; Le transfert de technologie est un processus d'innovation loin de se résumer à une simple relation émetteur / récepteur de connaissances. Il est complexe et de ce fait, les facteurs déterminants de son succès sont encore mal connus, sa modélisation reste à étudier et des principes de pilotage sont à établir.Cette thèse propose une modélisation descriptive du processus de transfert de technologie afin de mieux comprendre la dynamique des projets de transfert de technologie et de dégager des bonnes pratiques permettant de mieux le piloter. Dans le champ théorique, nous avons analysé les modèles de transfert de technologie existant dans la littérature et avons proposé un méta-modèle du point de vue de l'ingénierie système. Nous avons ensuite cherché à mieux comprendre les phénomènes in situ.Pour ce faire, une méthodologie d'observation pour la collecte des données au niveau « micro » a été mise au point. Nous avons suivi cinq projets de transfert durant une période allant de trois mois à deux ans. Deux dimensions ont été privilégiées : la dimension immatérielle et matérielle. Le concept d'Objet Intermédiaire de Transfert (OIT) est introduit à partir de la notion d'Objet Intermédiaire de Conception. Les données obtenues ont été analysées selon deux approches :- une approche comparative descriptive, permettant d'identifier les invariants et les phénomènes divergents entre les cinq processus. - une approche multicritère basée sur la théorie des ensembles approximatifs. Cette dernière approche fournit des informations utiles pour la compréhension du processus par l'intermédiaire des règles de connaissances. Elle a validé l'importance des OIT dans la dynamique du projet final
- Published
- 2010
37. Technology transfer as a dynamic in the field of technological competencies : application to the case of innovative projects based on brazing technologies
- Author
-
Chaabane, Hanen, UL, Thèses, Equipe de Recherche sur les Processus Innovatifs (ERPI), Université de Lorraine (UL), Institut National Polytechnique de Lorraine, Vincent Boly, Mauricio Camargo, and Bernard Yannou
- Subjects
[SPI.OTHER]Engineering Sciences [physics]/Other ,Modèle ,Émetteur-récepteur ,Ingénierie des systèmes-Innovations ,[SPI.OTHER] Engineering Sciences [physics]/Other ,Multi-acteur ,Multi-player ,Transfert de technologie ,Key success factor ,Technology Transfer ,Micro level ,Facteur clé de succès ,Objet intermédiaire de conception ,Broadcast model ,Intermediate object design ,Niveau micro ,Dominance ,Model ,Construction - Abstract
Technology transfer is an innovation process far from to be defined as a simple transmitter / receiver relationship of knowledge. It is complex. Thus the determinants of its success are still poorly understood and its modeling remains to be studied to a better management and optimization of the process.This thesis proposes a descriptive modeling of the technology transfer process. The aim is to have better understanding of the dynamics of technology transfer projects, and developing best practices to improve its management.In the theoretical field, we analyzed the models of the literature and proposed a meta-model of technology transfer from the point of view of systems engineering. We then sought to better understand the phenomena in situ.In order to reach our aim, an observation methodology for data collection at the micro level has been developed. We followed five transfer projects for a period ranging from three months to two years. Two dimensions have been emphasized: the immaterial and the material dimension. The concept of Intermediate Transfer Object (ITO) is introduced from the concept of design intermediary object.The data obtained were analyzed using two approaches:- a comparative descriptive approach, identifying invariants and divergent phenomena between the five processes. This has allowed us to propose best practices for technology transfer project management in the context of brazing.- a multicriteria approach based on the rough sets theory. This approach provides useful information for understanding the process through the decision rules. It validated the importance of the technology transfer object in the dynamics and the success of a project, Le transfert de technologie est un processus d'innovation loin de se résumer à une simple relation émetteur / récepteur de connaissances. Il est complexe et de ce fait, les facteurs déterminants de son succès sont encore mal connus, sa modélisation reste à étudier et des principes de pilotage sont à établir.Cette thèse propose une modélisation descriptive du processus de transfert de technologie afin de mieux comprendre la dynamique des projets de transfert de technologie et de dégager des bonnes pratiques permettant de mieux le piloter. Dans le champ théorique, nous avons analysé les modèles de transfert de technologie existant dans la littérature et avons proposé un méta-modèle du point de vue de l'ingénierie système. Nous avons ensuite cherché à mieux comprendre les phénomènes in situ.Pour ce faire, une méthodologie d'observation pour la collecte des données au niveau « micro » a été mise au point. Nous avons suivi cinq projets de transfert durant une période allant de trois mois à deux ans. Deux dimensions ont été privilégiées : la dimension immatérielle et matérielle. Le concept d'Objet Intermédiaire de Transfert (OIT) est introduit à partir de la notion d'Objet Intermédiaire de Conception. Les données obtenues ont été analysées selon deux approches :- une approche comparative descriptive, permettant d'identifier les invariants et les phénomènes divergents entre les cinq processus. - une approche multicritère basée sur la théorie des ensembles approximatifs. Cette dernière approche fournit des informations utiles pour la compréhension du processus par l'intermédiaire des règles de connaissances. Elle a validé l'importance des OIT dans la dynamique du projet final
- Published
- 2010
38. Spotting the difference: Identifying player opponent preferences in FPS games
- Author
-
Malaka, R, Masuch, M, Herrlich, M, Conroy, David, Wyeth, Peta, Johnson, Daniel, Malaka, R, Masuch, M, Herrlich, M, Conroy, David, Wyeth, Peta, and Johnson, Daniel
- Abstract
This paper describes a study designed to understand player responses to artificially intelligent opponents in multi-player First Person Shooter games. It examines the player's ability to tell the difference between artificially intelligent opponents and other human players, and investigates the players' perceptions of these opponents. The study examines player preferences in this regard and identifies the significance of the cues and signs players use to categorise an opponent as artificial or human.
- Published
- 2012
39. Multi-Agent Diplomacy : Tactical Planning using Cooperative Distributed Problem Solving
- Author
-
Håård, Fredrik
- Subjects
Multi-Player ,Datavetenskap (datalogi) ,AI ,Computer Sciences ,ComputingMilieux_PERSONALCOMPUTING ,Games ,Agent ,Diplomacy - Abstract
While there is a broad theoretic foundation for creating artificial intelligence based solutions for two-player games, such as Chess, the multi-player domain is not as well explored and artificial intelligence solutions for multi-player games is often flawed. This report is an attempt to apply a multi-agent approach to a multi-player game, and use distributed problem solving to create viable plans in an environment of huge search spaces and multiple adversaries. An automated player (bot) for the game Diplomacy was created using distributed methodologies, and tested against other existing bots. The tests show that the bot developed can outperform opposition in score while being competetive in speed.
- Published
- 2004
40. Three-player impartial games
- Author
-
James Propp
- Subjects
Disjunctive sum ,General Computer Science ,Combinatorial game theory ,ComputingMilieux_PERSONALCOMPUTING ,Game ,Multi-player ,Rationality ,Limiting ,Nim ,90D46 ,Theoretical Computer Science ,FOS: Mathematics ,Mathematics - Combinatorics ,Coalition ,Multiplayer game ,Combinatorics (math.CO) ,Mathematical economics ,Game theory ,Positional game ,Mathematics ,Computer Science(all) - Abstract
Past efforts to classify impartial three-player combinatorial games (the theories of Li and Straffin) have made various restrictive assumptions about the rationality of one's opponents and the formation and behavior of coalitions. One may instead adopt an agnostic attitude towards such issues, and seek only to understand in what circumstances one player has a winning strategy against the combined forces of the other two. By limiting ourselves to this more modest theoretical objective, and by regarding two games as being equivalent if they are interchangeable in all disjunctive sums,as far as single-player winnability is concerned, we can obtain an interesting analogue of Grundy values for three-player impartial games., Comment: 8 pages, 10 tables; to appear in Theoretical Computer Science
- Published
- 1999
- Full Text
- View/download PDF
41. Online Gaming and Teamwork
- Author
-
Jagad, Lakshmi, Ms.
- Subjects
- Online gaming, Teamwork, Leadership, MMO, MMORPG, Multi-player, Communication
- Abstract
This thesis aims to find out the relationship, if any, between playing multi-player online games and developing teamwork qualities. Online multi-player games involve thousands of players who play in teams (or solo, as the preference may be) in sophisticated gaming environments. As gamers team together to complete missions within the game, teamwork concepts such as communication skills, leadership, coordination, negotiation and other similar qualities come to the fore. The research component of this thesis consists of a survey where respondents answered questions about their online gaming behavior. They also answered questions about their experience working in teams in the offline environment. A total of 202 responses were collected and analyzed. There was a significant negative association found between autocratic leadership ability and hours spent per week playing online games in teams/groups. Team communication skills and leadership communication skills were significantly related to the degree of involvement in the gaming community, but only for individuals with low leadership-work experience. A significant relationship was also seen between democratic leadership skills and the degree of involvement in the gaming community. In addition, a significant negative relationship was found between autocratic leadership ability and degree of involvement in the gaming community.
- Published
- 2011
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