Search results for: GAME THEORY
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Zero-visibility cops and robber and the pathwidth of a graph
PublicationWe examine the zero-visibility cops and robber graph searching model, which differs from the classical cops and robber game in one way: the robber is invisible. We show that this model is not monotonic. We show that the zero-visibility copnumber of a graph is bounded above by its pathwidth and cannot be bounded below by any nontrivial function of the pathwidth. As well, we define a monotonic version of this game and show that the...
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Game with a Purpose for Mappings Verification
PublicationMappings verification is a laborious task. The paper presents a Game with a Purpose based system for verification of automatically generated mappings. General description of idea standing behind the games with the purpose is given. Description of TGame system, a 2D platform mobile game with verification process included in the gameplay, is provided. Additional mechanisms for anti-cheating, increasing player’s motivation and gathering...
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Experimental economics in business education: Using simple games to achieve multifaceted effects
PublicationEconomics differs from other sciences not only because of its normative part, but also because of very limited use of experiments. In this way, economics is often perceived as being methodologically more similar to astronomy or meteorology rather than physics or chemistry. Over last decades, however, experimental economics has been significantly developed. This chapter presents some of the possibilities for academic teachers to...
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JamesBot - an intelligent agent playing StarCraft II
PublicationThe most popular method for optimizing a certain strategy based on a reward is Reinforcement Learning (RL). Lately, a big challenge for this technique are computer games such as StarCraft II which is a real-time strategy game, created by Blizzard. The main idea of this game is to fight between agents and control objects on the battlefield in order to defeat the enemy. This work concerns creating an autonomous bot using reinforced...
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Characterizing the Performance of <span class="sc">xor</span> Games and the Shannon Capacity of Graphs
PublicationIn this Letter we give a set of necessary and sufficient conditions such that quantum players of a two-party xor game cannot perform any better than classical players. With any such game, we associate a graph and examine its zero-error communication capacity. This allows us to specify a broad new class of graphs for which the Shannon capacity can be calculated. The conditions also enable the parametrization of new families of games...
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Mitigating Traffic Remapping Attacks in Autonomous Multi-hop Wireless Networks
PublicationMultihop wireless networks with autonomous nodes are susceptible to selfish traffic remapping attacks (TRAs). Nodes launching TRAs leverage the underlying channel access function to receive an unduly high Quality of Service (QoS) for packet flows traversing source-to-destination routes. TRAs are easy to execute, impossible to prevent, difficult to detect, and harmful to the QoS of honest nodes. Recognizing the need for providing...
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Evolving neural network as a decision support system — Controller for a game of “2048” case study
PublicationThe paper proposes an approach to designing the neuro-genetic self-learning decision support system. The system is based on neural networks being adaptively learned by evolutionary mechanism, forming an evolved neural network. Presented learning algorithm enables for a selection of the neural network structure by establishing or removing of connections between the neurons, and then for a finding the beast suited values of the network...
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Which digital games are appropriate for our children?
PublicationChapter contains advice on which digital games are accessible for children with diverse impairments. It providess a process for choosing the device, the game and adjusting it. It might be of use for therapists, techers and caregivers.
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Context Search Algorithm for Lexical Knowledge Acquisition
PublicationA Context Search algorithm used for lexical knowledge acquisition is presented. Knowledge representation based on psycholinguistic theories of cognitive processes allows for implementation of a computational model of semantic memory in the form of semantic network. A knowledge acquisition using supervised dialog templates have been performed in a word game designed to guess the concept a human user is thinking about. The game,...
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A Biofeedback System that Uses the Game to Study Electrical Muscle Activity
PublicationThe aim of this project was to design a system that will allow performing repetitive muscle exercises using a biofeedback device. It is supposed to enhance the motivation and attractiveness of the performed tasks thanks to an interactive game developed for mobile devices with the Android operating system. The built-in calibration mechanisms enable the users to play a game that is independent of their abilities which evens out the...
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Adjusting Game Difficulty by Recreating Behavioral Trees of Human Player Actions
PublicationThis paper presents a proposition of a method for adjusting game difficulty to the current level of player's skills in one-on-one games. The method is based on recognition of human player's actions and recording of those actions in the form of behavioral trees. Such trees are later used to drive behaviors of computer-controlled opponents so that human player has beat hit own strategy and improve on it, to win subsequent games....
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Emotion Recognition for Affect Aware Video Games
PublicationIn this paper the idea of affect aware video games is presented. A brief review of automatic multimodal affect recognition of facial expressions and emotions is given. The first result of emotions recognition using depth data as well as prototype affect aware video game are presented
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The Complexity of Zero-Visibility Cops and Robber
PublicationIn this work we deal with the computational complexity aspects of the zero-visibility Cops and Robber game. We provide an algorithm that computes the zero-visibility copnumber of a tree in linear time and show that the corresponding decision problem is NP-complete even for the class of starlike graphs.
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Integration of brood units in game universe
PublicationAn access to a great number of various services allows for decomposition of complex problems Developing a game universe usually involves creation of various units which can be encountered by a player. Those can be lonely or organized in broods animals and monsters wandering around the game world. In order to provide natural gaming experience those units should behave variously depending on the world situation. Those behaviours...
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Enterprise Gamification - Learning as a Side Effect of Competition
PublicationGmification in companies can be used for driving desired employees behaviour that are advantageous to their development and performance improvement. This paper presents tools acquired from online social networking services and game mechanisms to encourage managers to compete by providing extended statistics and user profiles features in e-learning system.
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Badania empiryczne związane z ewolucją języków - wybrane zagadnienia
PublicationAlthough language evolution is an area in science yet to be developed, its foundations lay on empirical research. The aim of this article is to present three categories of ways to get empirical data on language evolution: observing language in laboratory, monitoring animal communication and analysing pidgins and creoles. The part of the paper about language in laboratory bases on English-language articles presenting the experiments...
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Volunteerism in the last year as a moderator between empathy and altruistic social value orientation: An exploratory study
PublicationVolunteerism is a sustained prosocial activity, and young adults are one of the most important targets for organizations recruiting volunteers. Empathy and altruistic social value orientation measured by a decomposed game are dispositional traits that might foster engagement in volunteerism. Using a self-report online-based questionnaire study on two groups of young adults (aged 18-35, N = 224 non-volunteers and N = 178 volunteers...
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Zero-Visibility Cops and Robber Game on a Graph
PublicationWe examine the zero-visibility cops and robber graph searching model, which differs from the classical cops & robber game in one way: the robber is invisible. We show that this model is not monotonic. We also provide bounds on both the zero-visibility copnumber and monotonic zero-visibility copnumber in terms of the pathwidth.
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Discouraging Traffic Remapping Attacks in Local Ad Hoc Networks
PublicationQuality of Service (QoS) is usually provided in ad hoc networks using a class-based approach which, without dedicated security measures in place, paves the way to various abuses by selfish stations. Such actions include traffic remapping attacks (TRAs), which consist in claiming a higher traffic priority, i.e., false designation of the intrinsic traffic class so that it can be mapped onto a higher-priority class. In practice, TRAs...
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Wireless LAN with noncooperative anonymous stations: QOS provisioning via war of attrition
PublicationMAC-layer QoS provision necessitates an admission scheme to grant a requested QoS notwithstanding subse-quent requests. For an ad hoc WLAN with anonymous stations, we assume a degree of power awareness to propose a session- rather than frame-level bidding for bandwidth. Next we analyze the underlying Bayesian war of attrition game.
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Bilateral Multi-Issue Negotiation Between Active Documents and Execution Devices
PublicationMobile document-agents are often in conflict with execution devices when attempting to perform activities of the business process they implement, since preferences of device owners may change depending on their current location and the actual class of the device in use. The paper proposes a bilateral negotiation mechanism based on a simple bargaining game that can effectively resolve such conflicts without any third party support.
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Affective reactions to playing digital games
PublicationThe paper presents a study of emotional states during a gameplay. An experiment of two-player Tetris game is reported, followed by the analysis of the results - self-reported emotional states as well as physiological signals measurements interpretation. The study reveals the diversity of emotional reactions and concludes, that a representative player's emotional model is hard to define. Instead, an adaptive approach to emotion...
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Defending against Fake VIP in Scant-Transparency Information Systems with QoS Differentiation
PublicationIn client-server information systems with quality of service (QoS) differentiation, Client may deplete Server’s resources by demanding unduly high QoS level. Such QoS abuse has eluded systematic treatment; known defenses using Client authorization, payments, or service request inspection prior to QoS assignment, are heuristic and environment-specific. We offer a game-theoretic approach on the premise that a service request is occasionally...
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Playing the Sprint Retrospective
PublicationIn agile software development, where great emphasis is put on effective informal communication, success depends heavily on human and social factors. However, Scrum does not specify any techniques that aid the human side of software development. In this paper we investigate the use of 6 collaborative games for the Sprint Retrospective. Each game was implemented twice in a Scrum team in Intel Technology Poland. The received feedback...
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Interactive Application for Visualization of the Basic Phenomena in RF and Microwave Devices
PublicationAn interactive computer application visualizing the basic phenomena in RF and microwave devices is presented. Such kind of educational package can be a very helpful tool for the students as well as for the teachers (of electronics and related fields). This paper is focused on three exemplary problems only and involves: movement of electric charge, filtering of electromagnetic waves and interference phenomena in antenna arrays. The...
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Possible uses of crisis situation aiding system in virtual world simulation
PublicationMany of the real world crisis situations like spreading fire, hostile units attack, flood, and etc. are commonly used in computer games where a simulation of extensive virtual world is crucial. This paper presents some ideas for possible uses of existing crisis situation aiding system in such environments. Moreover, it shows how this kind of system can be taught during subsequent games with a large number of players. As an example...
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Adaptive Algorithm for Interactive Question-based Search
PublicationPopular web search engines tend to improve the relevanceof their result pages, but the search is still keyword-oriented and far from "understanding" the queries' meaning. In the article we propose an interactive question-based search algorithm that might come up helpful for identifying users' intents. We describe the algorithm implemented in a form of a questions game. The stress is put mainly on the most critical aspect of this...
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Information retrieval with semantic memory model
PublicationPsycholinguistic theories of semantic memory form the basis of understanding of natural language concepts. These theories are used here as an inspiration for implementing a computational model of semantic memory in the form of semantic network. Combining this network with a vector-based object-relation-feature value representation of concepts that includes also weights for confidence and support, allows for recognition of concepts...
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Finding small-width connected path decompositions in polynomial time
PublicationA connected path decomposition of a simple graph $G$ is a path decomposition $(X_1,\ldots,X_l)$ such that the subgraph of $G$ induced by $X_1\cup\cdots\cup X_i$ is connected for each $i\in\{1,\ldots,l\}$. The connected pathwidth of $G$ is then the minimum width over all connected path decompositions of $G$. We prove that for each fixed $k$, the connected pathwidth of any input graph can be computed in polynomial-time. This answers...
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Multiple access in ad-hoc wireless LANs with noncooperative stations
PublicationA class of contention-type MAC protocols (e.g., CSMA/CA) relies on random deferment of packet transmission, and subsumes a deferment selection strategy and a scheduling policy that determines the winner of each contention cycle. This paper examines contention-type protocols in a noncooperative an ad-hoc wireless LAN setting, where a number of stations self-optimise their strategies to obtain a more-than-fair bandwidth share. Two...
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Bringing Common Sense to WordNet with a Word Game
PublicationWe present a tool for common sense knowledge acquisition in form of a twenty questions game. The described approach uses WordNet dictionary, which rich taxonomy allows to keep cognitive economy and accelerate knowledge propagation, although sometimes inferences made on hierarchical relations result in noise. We extend the dictionary with common sense assertions acquired during the games played with humans. The facts added to the...
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A socially responsible university - an attempt to approach the system
PublicationIt is the author's thesis that social responsibility of university is an integrated system of both knowledge management (KM), quality management (QM) and organizational development (OD) processes. The author determined that the university "bond" is an institutional culture (IC). An integrated system is the way to create university an open system co-operated and co-opetited with stakeholders. The stakes are high in game - both students...
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Playing the Sprint Retrospective: A Replication Study
PublicationThe Sprint Retrospective is a vehicle for continuous process improvement. Even though it is a well established agile practice, running effective retrospective meetings is challenging. There have been a lot of identified problems that commonly occur during these meetings. To address them, Przybyłek & Kotecka [20] successfully revitalized retrospective meetings by adopting collaborative games, which represent a powerful tool in improving...
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Limitations of Emotion Recognition in Software User Experience Evaluation Context
PublicationThis paper concerns how an affective-behavioural- cognitive approach applies to the evaluation of the software user experience. Although it may seem that affect recognition solutions are accurate in determining the user experience, there are several challenges in practice. This paper aims to explore the limitations of the automatic affect recognition applied in the usability context as well as...
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Developing Game-Structure Sensitive Matchmaking System for Massive-Multiplayer Online Games
PublicationProviding a fair matchmaking system is an essential issue, while developing every online video game. In the article, we show that the currently existing matchmaking system in League of Legends, one of the most popular online video games currently existing, is built on a base of conditions which do not hold true in the presence of empirical data. This, in short, decreases the effectiveness of the ranking system, and negatively affects...
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AUTOMATIC LEARNING OF STRATEGY AND RULES IN CARD GAMES USING IMAGE FROM CAMERA
PublicationBelow work tries to answer a question: if it is possible to replace real human with computer system in social games. As a subject for experiments, card games were chosen, because they require a lot of player interaction (playing and taking cards), while their rules are easy to present in form of clear list of statements. Such a system, should allow real players to play without constant worrying about guiding or helping computer...
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MARKETING STRATEGY - SPACE AS A PRODUCT.ARCHITECTURE AS A MARKETING DEVICE.
PublicationSpace has its measurable financial value. From the economic point of view place can be treated as a product that fights for appearing in tourists' and investors' consciousnesses. Space - treated as the object of demand and supply - becomes an element in a marketing game. To reach its maximal value the given space should be competitive to other spaces, from which it wants to stand out. However, in the field of architecture - and...
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Fake VIP Attacks and Their Mitigation via Double-Blind Reputation
PublicationIn a generic setting subsuming communication networks, resource sharing systems, and multi-agent communities, a client generates objects of various classes carrying class-dependent signatures, to which a server assigns class-dependent service quality. A Fake VIP attack consists in false declaration of a high class, with an awareness that detection of object signature at the server side is costly and so invoked reluctantly. We show...
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TOPOLOGICAL CLUES FOR PREDICTING OUTCOMES OF MULTIPLAYER ONLINE BATTLE ARENA GAMES
PublicationWith 27 million people playing League of Legends every day, e-sports became more and more important part of our everyday life. Rise of its popularity builds a demand for better understanding e-sports mechanics on a deeper level. In the article, we test a hypothesis that it is possible to predict an outcome of Multiplayer Online Battle Arena game based on topological clues only (such as area of polygon where vertices are players...
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A NOTE ON ON-LINE RAMSEY NUMBERS FOR QUADRILATERALS
PublicationWe consider on-line Ramsey numbers defined by a game played between two players, Builder and Painter. In each round Builder draws an the edge and Painter colors it either red or blue, as it appears. Builder’s goal is to force Painter to create a monochromatic copy of a fixed graph H in as few rounds as possible. The minimum number of rounds (assuming both players play perfectly) is the on-line Ramsey number \widetilde{r}(H) of...
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Searching by heterogeneous agents
PublicationIn this work we introduce and study a pursuit-evasion game in which the search is performed by heterogeneous entities. We incorporate heterogeneity into the classical edge search problem by considering edge-labeled graphs: once a search strategy initially assigns labels to the searchers, each searcher can be only present on an edge of its own label. We prove that this problem is not monotone even for trees and we give instances...
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A Centralized Reputation System for MANETs Based on Observed Path Performance
PublicationA reputation system for MANETs is described that attempts to deduce nodal trustworthiness (forwarding behaviour) from observed end-to-end path performance. The trustworthiness deduction algorithm produces interval estimates and works well if node misbehaviour is not selec-tive with respect to traversing paths. Nodal reputation levels are next calculated in the spirit of generous tit-for-tat so as to best reflect momentary nodal...
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Crowdsourcing-Based Evaluation of Automatic References Between WordNet and Wikipedia
PublicationThe paper presents an approach to build references (also called mappings) between WordNet and Wikipedia. We propose four algorithms used for automatic construction of the references. Then, based on an aggregation algorithm, we produce an initial set of mappings that has been evaluated in a cooperative way. For that purpose, we implement a system for the distribution of evaluation tasks, that have been solved by the user community....
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Adopting Collaborative Games into Agile Software Development
PublicationAlthough the emergence of agile methods has triggered a growing awareness that social factors have a crucial impact on the success of software projects, neither the Scrum Guide nor the Agile Manifesto prescribe techniques that aid the human side of software development. To address this challenge, we enriched the Scrum process with a set of collaborative games. Collaborative games refer to techniques inspired by game play, but designed...
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Automatic recognition of therapy progress among children with autism
PublicationThe article presents a research study on recognizing therapy progress among children with autism spectrum disorder. The progress is recognized on the basis of behavioural data gathered via five specially designed tablet games. Over 180 distinct parameters are calculated on the basis of raw data delivered via the game flow and tablet sensors - i.e. touch screen, accelerometer and gyroscope. The results obtained confirm the possibility...
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Semantic Memory for Avatars in Cyberspace
PublicationAvatars that show intelligent behavior should have an access to general knowledge about the world, knowledge that humans store in their semantic memories. The simplest knowledge representation for semantic memory is based on the Concept Description Vectors (CDVs) that store, for each concept, an information whether a given property can be applied to this concept or not. Unfortunately large-scale semantic memories are not available....
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STEROWANIE RAMIENIEM ROBOTA Z WYKORZYSTANIEM DANYCH Z KAMERY CYFROWEJ I MECHANIZMÓW SZTUCZNEJ INTELIGENCJI
PublicationPierwotnym zamysłem zespołu było stworzenie uniwersalnego systemu grającego w gry planszowe. Mierząc się z tym problemem, postanowiono zrobić jednak coś więcej - wywrócić dotychczasową koncepcję pracy użytkownika z komputerem „do góry nogami” i nie zmuszać użytkownika do nauki interfejsu, a zmusić system do współpracy z interfejsem, który rozumie użytkownik. Dokonane zostało więc przejście ze świata wirtualnego do świata rzeczywistego...
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LEVEL OF DETAIL CATEGORIZATION FOR THE APPLICATION IN URBAN DESIGN
PublicationUrban planning and urban design involve complex processes that require detailed information about the visual information of a place at various scales. Different graphic tools, such as game engines, are evolving to use urban representation fields. The concept of "level of detail" (LOD) has been used to categorize the level of detail in AEC applications such as BIM and GML for urban representation models. However, there is a need...
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Searching by Heterogeneous Agents
PublicationIn this work we introduce and study a pursuit-evasion game in which the search is performed by heterogeneous entities. We incorporate heterogeneity into the classical edge search problem by considering edge-labeled graphs. In such setting a searcher, once a search strategy initially decides on the label of the searcher, can be present on an edge only if the label of the searcher and the label of the edge are the same. We prove...
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Bilateral multi-issue negotiation of execution contexts by proactive document agents
PublicationA proactive document can react to its actual environment by autonomously selecting and performing actions integrated into its body and interact with its user. When migrating over a network of execution devices it may encounter diverse execution contexts, each one set up according to temporal characteristics of a receiving device and preferences of its owner. A concept to augment proactive documents with negotiation capability is...