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Wyniki wyszukiwania dla: game cross efficiency

Wyniki wyszukiwania dla: game cross efficiency

  • Cross-layer integration of network mechanisms for increasing efficiency of multimedia session support in IEEE 802.11s environment

    Publikacja

    - Rok 2018

    With an IEEE 802.11 wireless networks operating in Point-to-Multipoint mode being the most popular WLAN access technology employed today, it can be expected that a Wireless Mesh Network (WMN) based on the technology can provide significant advantages for such network systems. The IEEE 802.11s standard amendment provides the comprehensive set of mechanisms required to implement and deploy a WMN utilizing this widely popular technology....

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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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  • Aleksandra Parteka dr hab. inż.

    About me: I am an associate professor and head of doctoral studies at the Faculty of Management and Economics, Gdansk University of Technology (GdanskTech, Poland).  I got my MSc degree in Economics from Gdansk University of Technology (2003) and Universita’ Politecnica delle Marche (2005), as well as MA degree in Contemporary European Studies from Sussex University (2006, with distinction).  I received my PhD in Economics...

  • Game about space or game in the space?

    The article analyzes various aspects of the actions taken by participants involved in the process of a spatial change. Such a process is described as a game about space or a game in the space. Different terminology is presented, in particular the meaning of: spatial order, regional studies, eco-development, sustainable development. Different forms of the game are analyzed: space as a theater, as a casino, as an area of conflict....

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  • 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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  • Model of emotions for game players

    Publikacja

    - Rok 2015

    Affect-aware video games can respond to a game player's emotions. Such games seem to be more attractive for users. Therefore for that kind of games it is necessary to create a model of the player's emotions to know to which emotions the application should react. The paper describes different models of emotions. The questionnaire and experiment for video game players is presented. Some results of the tests are shown. Then the model...

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  • Game theory-based virtual machine migration for energy sustainability in cloud data centers

    Publikacja
    • F. J. Maldonado-Carrascosa
    • S. García-Galán
    • M. Valverde-Ibáñez
    • T. Marciniak
    • M. Szczerska
    • N. Ruiz-Reyes

    - APPLIED ENERGY - Rok 2024

    As the demand for cloud computing services increases, optimizing resource allocation and energy consumption has become a key factor in achieving sustainability in cloud environments. This paper presents a novel approach to address these challenges through an optimized virtual machine (VM) migration strategy that employs a game-theoretic approach based on particle swarm optimization (PSO) (PSO-GTA). The proposed approach leverages...

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  • Smooth start for strategry game development supported by XNA framework

    To attract young and casual game developers, Microsoft created a set of libraries oriented towards easier game development and end-product management. The aim of XNA Framework is to provide a unified software development environment for creating games for both PC's and dedicated platforms like XBOX consoles or mobile phones capable of 3D acceleration. The use of modern, object oriented languages available for the .NET platform...

  • Analysis and improvement attempt of prof. Alan Fowler’s negotiation game

    The main goal of the following article is to design an improved version of the negotiation game created by prof. Alan Fowler (Fowler, 1997). I have tried to achieve this by constructing four separate versions of the game which represent different approaches while preserving rules, chosen basic technical assumptions and the simplicity of the base game. Each version of the game is supposed to i.a. make it less obvious, create new...

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  • Game with a Purpose for Verification of Mappings Between Wikipedia and WordNet

    Publikacja

    - Rok 2017

    The paper presents a Game with a Purpose for verification of automatically generated mappings focusing on mappings between WordNet synsets and Wikipedia articles. 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 game-play, is provided. Additional mechanisms for anti-cheating, increasing player’s motivation...

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  • Game with a Purpose for Mappings Verification

    Mappings 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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  • A proposition for integrating elements of game universe by means of behavioral trees

    Modern computer games often involve autonomous beings collaborating and competing with each other to reach their objectives in the game universe. It seems only natural to use agent-oriented approach in such cases. This article identifies the rules of building a game universe as an environment for executing agents. The paper also covers a method for decomposing compound behaviors into behavioral trees. Dividing complex behaviors...

  • Game Theory Analysis of Bidding for a Construction Contract

    Publikacja

    The authors are concerned with a bidding problem. There are two companies (P1 and P2) bidding for a highway construction project. In order to be more competitive, P1 considers buying a new gravel pit near the construction site. The basic cost of the pit is known to both companies. However, there is also an additional, hidden, cost (C) known only to P1. P2 is uncertain whether the hidden cost is C = 0 or C = x. P1 plans to bid for...

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  • Assessing Word Difficulty for Quiz-Like Game

    Publikacja

    Mappings verification is a laborious task. Our research aims at providing a framework for manual verification of mappings using crowdsourcing approach. For this purpose we plan on implementing a quiz like game. For this purpose the mappings have to be evaluated in terms of difficulty to better present texts in respect of game levels. In this paper we present an algorithm for assessing word difficulty. Three approaches...

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  • Designing effective educational games - a case study of a project management game

    This paper addresses the issues of designing effective educational games. We aim at investigating how the cognitive, behavioral and emotional aspects of the games influence their educational effectiveness. The results were obtained with an observational user experience study extended with affect analysis carried out for a project management game GraPM. We analyzed the...

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  • Application of Game Theory to Conflict Management in a Construction Contract

    Interest has recently grown in the application of game theory (GT) to solve a number of diverse problems in the field of construction. The use of GT by a general contractor (GC) of construction works to indicate the best strategy leading to winning court proceedings in a situation of conflict with investor (IN), has not been investigated until now. Thus the aim of this paper is to indicate the optimal strategy from the GC viewpoint...

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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...

  • Linear game non-contextuality and Bell inequalities—a graph-theoretic approach

    Publikacja

    - NEW JOURNAL OF PHYSICS - Rok 2016

    We study the classical and quantum values of a class of one-and two-party unique games, that generalizes the well-known XOR games to the case of non-binary outcomes. In the bipartite case the generalized XOR(XOR-d) games we study are a subclass of the well-known linear games. We introduce a 'constraint graph' associated to such a game, with the constraints defining the game represented by an edge-coloring of the graph. We use the...

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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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  • Evolving neural network as a decision support system — Controller for a game of “2048” case study

    Publikacja

    The 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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  • 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....

  • Concept description vectors and the 20 question game

    Publikacja

    - Rok 2005

    Knowledge of properties that are applicable to a given object is a necessary prerequisite to formulate intelligent question. Concept description vectors provide simplest representation of this knowledge, storing for each object information about the values of its properties. Experiments with automatic creation of concept description vectors from various sources, including ontologies, dictionaries, encyclopedias and unstructured...

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  • Modeling a Traffic Remapping Attack Game in a Multi-hop Ad Hoc Network

    Publikacja

    - Rok 2017

    In multi-hop ad hoc networks, selfish nodes may unduly acquire high quality of service (QoS) by assigning higher priority to source packets and lower priority to transit packets. Such traffic remapping attacks (TRAs) are cheap to launch, impossible to prevent, hard to detect, and harmful to non-selfish nodes. While studied mostly in single-hop wireless network settings, TRAs have resisted analysis in multi-hop settings. In this paper...

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  • Koncepcja logistycznego usprawnienia magazynu cross-dockowego przedsiębiorstwa X

    Publikacja

    Celem artykułu jest przedstawienie koncepcji logistycznego usprawnienia magazynu cross- -dockowego przedsiębiorstwa X. W oparciu o informacje dotyczące stanu faktycznego maga- zynu zostały przeprowadzone badania procesów magazynowych. Po przeprowadzeniu identyfikacji problemów zostały zaproponowane usprawnienia wybranego procesu magazynowego, które polegały na propozycji zmiany sposobu zagospodarowania magazynu. Do tego...

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  • 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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  • Infinite chromatic games

    In the paper we introduce a new variant of the graph coloring game and a new graph parameter being the result of the new game. We study their properties and get some lower and upper bounds, exact values for complete multipartite graphs and optimal, often polynomial-time strategies for both players provided that the game is played on a graph with an odd number of vertices. At the end we show that both games, the new and the classic...

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  • ANFIS-Based NPC Population Control in Video Games

    Publikacja

    - Rok 2021

    Modern computer games aim at providing rich, vivid worlds. The aim is to encourage the player to explore and interact with the in-game world. To describe the complex relations between in-game NPCs and their surrounding fuzzy logic is used. The paper presents ANFIS based population control in the video game. We present an approach allowing stabilizing the number of NPCs in-game by providing a certain amount of food to the environment....

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  • 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...

  • 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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  • Framework for gamification of specialized subjects within engineering studies

    Publikacja

    - Rok 2017

    Gamification is a relatively new term forged along with the occurrence of new information technology, especially easy access to internet and smartphones. Gamification is a use of game mechanics, to modify the behavior of people in non-games situations to increase the involvement of individuals. The method is based on the pleasure that comes from overcoming the obstacles to reach next achievable level, which consists of challenges,...

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  • Cops, a fast robber and defensive domination on interval graphs

    Publikacja

    - THEORETICAL COMPUTER SCIENCE - Rok 2019

    The game of Cops and ∞-fast Robber is played by two players, one controlling c cops, the other one robber. The players alternate in turns: all the cops move at once to distance at most one each, the robber moves along any cop-free path. Cops win by sharing a vertex with the robber, the robber by avoiding capture indefinitely. The game was proposed with bounded robber speed by Fomin et al. in “Pursuing a fast robber on a graph”,...

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  • The complexity of zero-visibility cops and robber

    Publikacja

    - THEORETICAL COMPUTER SCIENCE - Rok 2015

    We consider the zero-visibility cops & robber game restricted to trees. We produce a characterisation of trees of copnumber k and We consider the computational complexity of the zero-visibility Cops and Robber game. We present a heavily modified version of an already-existing algorithm that computes the zero-visibility copnumber of a tree in linear time and we show that the corresponding decision problem is NP-complete on a nontrivial...

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  • 2-Coloring number revisited

    2-Coloring number is a parameter, which is often used in the literature to bound the game chromatic number and other related parameters. However, this parameter has not been precisely studied before. In this paper we aim to fill this gap. In particular we show that the approximation of the game chromatic number by the 2-coloring number can be very poor for many graphs. Additionally we prove that the 2-coloring number may grow...

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  • INDIRECT CONTROL OVER SUBORDINATE UNITS

    Developing a game universe usually involves creation of various units which can be both, encountered by a player or controlled by him. There is a number of works considering autonomous behaviors of units wandering around the game world. When it comes to the units controlled by the player, they are often deprived of autonomy and are strictly controlled by the player. This paper presents a concept of units behavior depending on their...

  • Indirect control over subordinate units

    Publikacja

    Developing a game universe usually involves creation of various units which can be both, encountered by a player or controlled by him. There is a number of works considering autonomous behaviours of units wandering around the game world. When it comes to the units controlled by the player, they often are lack of autonomy and are strictly controlled by the player. This paper presents a concept of units behaviour depending on their...

  • Zero-visibility cops and robber and the pathwidth of a graph

    Publikacja

    - JOURNAL OF COMBINATORIAL OPTIMIZATION - Rok 2015

    We 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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  • A repeated game formulation of network embedded coding for multicast resilience in extreme conditions

    Publikacja
    • C. Esposito
    • A. Castiglione
    • F. Palmieri
    • F. Pop
    • J. Rak

    - Rok 2017

    Computer networks and data sharing applications are vital for our current society and fundamental for any available ICT solution, so that networking is considered as one of the key critical infrastructures and its correct behavior should be always enforced, even in case of disasters or severe execution conditions. Resilience is a strongly demanding nonfunctional requirement for current computer networks, and one of the key factors...

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  • Game-based Sprint retrospectives: multiple action research

    In today’s fast-paced world of rapid technological change, software development teams need to constantly revise their work practices. Not surprisingly, regular reflection on how to become more effective is perceived as one of the most important principles of Agile Software Development. Nevertheless, running an effective and enjoyable retrospective meeting is still a challenge in real environments. As reported by several studies,...

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  • JamesBot - an intelligent agent playing StarCraft II

    Publikacja

    The 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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  • Experimental economics in business education: Using simple games to achieve multifaceted effects

    Publikacja

    - Rok 2014

    Economics 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...

  • Characterizing the Performance of <span class="sc">xor</span> Games and the Shannon Capacity of Graphs

    Publikacja

    - PHYSICAL REVIEW LETTERS - Rok 2014

    In 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

    Publikacja

    Multihop 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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  • Which digital games are appropriate for our children?

    Publikacja

    - Rok 2018

    Chapter 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

    Publikacja

    - CONTROL AND CYBERNETICS - Rok 2012

    A 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,...

  • Credibility of Threats to Jam Anonymous Traffic Remapping Attacks in Ad Hoc WLANs

    Publikacja

    In ad hoc networks, selfish stations can pursue a better quality of service (QoS) by performing traffic remapping attacks (TRAs), i.e., by falsely assigning their traffic to a higher priority class, which can hurt honest stations’ QoS. To discourage the attackers, honest stations can announce their dissatisfaction with the perceived QoS. If such a threat fails, a costly data frame jamming defense can be launched. We analyze the...

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  • 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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  • The complete list of two-dimensional number-conserving ternary cellular automata

    Dane Badawcze
    open access

    This dataset contains a complete list of all 1327 two-dimensional number-conserving cellular automata with the state set {0,1,2} (the so-called ternary cellular automata) based on adjacent cells only, i.e. with the von Neumann neighborhood. The detailed definitions and the method of enumerating are given in the paper:

  • 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...