Search results for: game theory - Bridge of Knowledge

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Search results for: game theory

Search results for: game theory

  • Emotion Recognition for Affect Aware Video Games

    In 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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  • Integration of brood units in game universe

    Publication

    - Year 2011

    An 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...

  • Enterprise Gamification - Learning as a Side Effect of Competition

    Publication

    - Year 2017

    Gmification 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.

  • Badania empiryczne związane z ewolucją języków - wybrane zagadnienia

    Although 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...

  • Volunteerism in the last year as a moderator between empathy and altruistic social value orientation: An exploratory study

    Volunteerism 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

    Publication

    - LECTURE NOTES IN COMPUTER SCIENCE - Year 2013

    We 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

    Publication

    Quality 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

    Publication

    - Year 2009

    MAC-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.

  • Bilateral Multi-Issue Negotiation Between Active Documents and Execution Devices

    Publication

    Mobile 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

    Publication

    - Year 2015

    The 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

    Publication

    In 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

    In 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

    An 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

    Many 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...

  • Adaptive Algorithm for Interactive Question-based Search

    Publication

    - Year 2012

    Popular 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...

  • Information retrieval with semantic memory model

    Publication

    Psycholinguistic 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

    Publication

    A 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

    Publication

    - Year 2002

    A 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...

  • Bringing Common Sense to WordNet with a Word Game

    Publication

    We 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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  • Limitations of Emotion Recognition in Software User Experience Evaluation Context

    This 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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