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Wyniki wyszukiwania dla: GAME THEORY

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Wyniki wyszukiwania dla: GAME THEORY

  • A Biofeedback System that Uses the Game to Study Electrical Muscle Activity

    Publikacja

    The 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

    Publikacja

    - Rok 2013

    This 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....

  • The Complexity of Zero-Visibility Cops and Robber

    Publikacja

    - Rok 2014

    In 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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  • 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

    Publikacja

    - Rok 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

    Publikacja

    - Rok 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

    Publikacja

    - LECTURE NOTES IN COMPUTER SCIENCE - Rok 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

    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

    Publikacja

    - Rok 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

    Publikacja

    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

    Publikacja

    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

    Publikacja

    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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  • 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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  • 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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  • 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

    Publikacja

    - Rok 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

    Publikacja

    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

    Publikacja

    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

    Publikacja

    - Rok 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

    Publikacja

    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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  • A socially responsible university - an attempt to approach the system

    It 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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  • 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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  • Playing the Sprint Retrospective: A Replication Study

    Publikacja

    - Rok 2020

    The 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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  • AUTOMATIC LEARNING OF STRATEGY AND RULES IN CARD GAMES USING IMAGE FROM CAMERA

    Publikacja

    Below 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...

  • Developing Game-Structure Sensitive Matchmaking System for Massive-Multiplayer Online Games

    Publikacja

    - Rok 2015

    Providing 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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  • Fake VIP Attacks and Their Mitigation via Double-Blind Reputation

    Publikacja

    - Rok 2017

    In 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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  • MARKETING STRATEGY - SPACE AS A PRODUCT.ARCHITECTURE AS A MARKETING DEVICE.

    Publikacja

    - Rok 2012

    Space 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...

  • Crowdsourcing-Based Evaluation of Automatic References Between WordNet and Wikipedia

    The 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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  • TOPOLOGICAL CLUES FOR PREDICTING OUTCOMES OF MULTIPLAYER ONLINE BATTLE ARENA GAMES

    Publikacja

    - Rok 2015

    With 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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  • Semantic Memory for Avatars in Cyberspace

    Publikacja

    - Rok 2005

    Avatars 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....

  • Automatic recognition of therapy progress among children with autism

    Publikacja

    - Scientific Reports - Rok 2017

    The 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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  • A NOTE ON ON-LINE RAMSEY NUMBERS FOR QUADRILATERALS

    Publikacja

    - Opuscula Mathematica - Rok 2014

    We 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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  • A Centralized Reputation System for MANETs Based on Observed Path Performance

    Publikacja

    A 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...

  • Adopting Collaborative Games into Agile Software Development

    Publikacja

    - Rok 2018

    Although 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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  • Searching by heterogeneous agents

    In 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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  • LEVEL OF DETAIL CATEGORIZATION FOR THE APPLICATION IN URBAN DESIGN

    Publikacja

    - Przestrzeń i Forma - Rok 2023

    Urban 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

    Publikacja

    - Rok 2019

    In 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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  • STEROWANIE RAMIENIEM ROBOTA Z WYKORZYSTANIEM DANYCH Z KAMERY CYFROWEJ I MECHANIZMÓW SZTUCZNEJ INTELIGENCJI

    Pierwotnym 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...

  • Bilateral multi-issue negotiation of execution contexts by proactive document agents

    A 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...

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  • Comparison of the effectiveness of automatic EEG signal class separation algorithms

    In this paper, an algorithm for automatic brain activity class identification of EEG (electroencephalographic) signals is presented. EEG signals are gathered from seventeen subjects performing one of the three tasks: resting, watching a music video and playing a simple logic game. The methodology applied consists of several steps, namely: signal acquisition, signal processing utilizing z-score normalization, parametrization and...

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  • On-line Ramsey Numbers of Paths and Cycles

    Publikacja

    - ELECTRONIC JOURNAL OF COMBINATORICS - Rok 2015

    Consider a game played on the edge set of the infinite clique by two players, Builder and Painter. In each round, Builder chooses an edge and Painter colours it red or blue. Builder wins by creating either a red copy of $G$ or a blue copy of $H$ for some fixed graphs $G$ and $H$. The minimum number of rounds within which Builder can win, assuming both players play perfectly, is the \emph{on-line Ramsey number} $\tilde{r}(G,H)$. In...

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  • Zróżnicowanie bakterioplanktonu w wodach fiordów Spitsbergenu

    Publikacja

    - Rok 2015

    Podczas rejsu polarnego latem 2013 roku w ramach projektów naukowych GAME i FACE2FACE zebrano materiał badawczy w dwóch fiordach Spitsbergenu: południowym Hornsund i północnym Kongsfjord. Punkty poboru próbek zlokalizowane były wzdłuż osi fiordów oraz w trójkącie o boku około 1,5 km wyznaczonym przez stacje w głębi fiordów. W zależności od punktu pobrano wodę z od 6 do 10 głębokości: od powierzchni do dna fiordu. Za pomocą fluorescencyjnego...

  • Code development of a DSP-FPGA based control platform for power electronics applications

    Publikacja
    • V. Minambres-Marcos
    • I. Roasto
    • P. Szczepankowski
    • E. Romero-Cadaval
    • D. Vinnikov
    • F. Barrero-Gonzalez

    - Rok 2015

    This paper focuses on the implementation of power electronics algorithms in control platforms based on DSP-FPGA. Today’s power electronics technology demands high power computation with high speed interfacing at the same time. The most popular configuration is a DSP for the former and a FPGA for the latter. The main goal of this work was to develop a generic control system for power electronics application, but it is explained...

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  • Improving the prediction of biochar production from various biomass sources through the implementation of eXplainable machine learning approaches

    Publikacja
    • V. G. Nguyen
    • P. Sharma
    • Ü. Ağbulut
    • H. S. Le
    • D. N. Cao
    • M. Dzida
    • S. M. Osman
    • H. C. Le
    • V. D. Tran

    - International Journal of Green Energy - Rok 2024

    Examining the game-changing possibilities of explainable machine learning techniques, this study explores the fast-growing area of biochar production prediction. The paper demonstrates how recent advances in sensitivity analysis methodology, optimization of training hyperparameters, and state-of-the-art ensemble techniques have greatly simplified and enhanced the forecasting of biochar output and composition from various biomass...

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  • Adopting Collaborative Games into Agile Requirements Engineering

    Publikacja

    In agile software development, where great emphasis is put on effective informal communication involving diverse stakeholders, success depends on human and social factors. Not surprisingly, the Agile Manifesto advocates principles and values such as “individuals and interactions over processes and tools”, “focus on the customer”, “collaborate regularly”, “communicate face-to-face within the team” and “have regular team introspection”....

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  • Double-Blind Reputation vs. Intelligent Fake VIP Attacks in Cloud-Assisted Interactions

    Publikacja

    - Rok 2018

    We consider a generic model of Client-Server interactions in the presence of Sender and Relay, conceptual agents acting on behalf of Client and Server, respectively, and modeling cloud service providers in the envisaged "QoS as a Service paradigm". Client generates objects which Sender tags with demanded QoS level, whereas Relay assigns the QoS level to be provided at Server. To verify an object's right to a QoS level, Relay detects...

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  • VREA PROJECT - A DIGITAL CURATOR FOR ARCHITECTURE AND DIGITAL PERSPECTIVES FOR HERITAGE MANAGEMENT AND ENHANCEMENT

    Thinking about architectural education, one must face the challenges of the ever-changing and digital world and bear in mind the figure of the architect of the future - the curator of digital data. Nowadays the aim is to train specialists who know how to manage the production of digital products and are able to face the challenges of digital change in the field of architecture and architectural heritage management. Virtual Reality...

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  • Wykorzystanie metody DEA do pomiaru efektywności liceów ogólnokształcących w Szczecinie

    W artykule dokonano pomiaru efektywności 19 szczecińskich liceów ogólnokształcących w 2018 roku za pomocą dwóch modeli DEA (Data Envelopment Analysis) zorientowanych na wyniki. Wykorzystano model Cross Efficiency (CE) oraz Game Cross Efficiency (GCE) do oszacowania efektywności krzyżowej. Przeanalizowano efektywność techniczną szkół średnich pod względem ilości...

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