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Wyniki wyszukiwania dla: GAME THEORY

Wyniki wyszukiwania dla: GAME THEORY

  • 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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  • 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...

  • 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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  • 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...

  • 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...

  • 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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  • 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...

  • 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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  • 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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  • 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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  • 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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  • 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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  • 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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  • 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...

  • 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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  • 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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  • 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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  • 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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  • 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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