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Wyniki wyszukiwania dla: GAME THEORY

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Wyniki wyszukiwania dla: GAME THEORY

  • 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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  • 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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  • Game theory, as a way for integrating of ship control systems

    Referat przedstawia koncepcję wykorzystania algorytmów zastosowanych w teorii gier do zintegrowania układów sterowania statków, takich jak układ sterowania kursu i trajektorii statku, układ sterowania napędu statku, układ sterowania stabilizacji kołysań bocznych statku, itp. Jest to koncepcja oryginalna.

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  • Modelling Negotiations of Construction Subcontract based on a Game Theory – Results of an Experiment

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  • Application of Game Theory against Nature in Supporting Bid Pricing in Construction

    Publikacja

    - Symmetry-Basel - Rok 2021

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  • 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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  • 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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  • Evolutionary Sets of Safe Ship Trajectories: the Method's Development and Selected Reaserch Results

    The Evolutionary Sets of Safe Ship Trajectories is a method solving ship encounter situations. The method combines evolutionary approach to planning ship trajectory with some of the assumption of game theory. For given positions and motion parameters the method finds a near optimal set of safe trajectories of all ships involved in an encounter. This paper presents framework of the method and its development. Additionally, selected...

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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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  • Quantifying Contextuality

    Publikacja
    • A. Grudka
    • K. Horodecki
    • M. Horodecki
    • P. Horodecki
    • R. Horodecki
    • P. Joshi
    • W. Kłobus
    • A. Wójcik

    - PHYSICAL REVIEW LETTERS - Rok 2014

    Contextuality is central to both the foundations of quantum theory and to the novel information processing tasks. Despite some recent proposals, it still faces a fundamental problem: how to quantify its presence? In this work, we provide a universal framework for quantifying contextuality. We conduct two complementary approaches: (i) the bottom-up approach, where we introduce a communication game, which grasps the phenomenon of...

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  • A Reputation Scheme to Discourage Selfish QoS Manipulation in Two-Hop Wireless Relay Networks

    Publikacja

    - Rok 2018

    In wireless networks, stations can improve their received quality of service (QoS) by handling packets of source flows with higher priority. Additionally, in cooperative relay networks, the relays can handle transit flows with lower priority. We use game theory to model a two-hop relay network where each of the two involved stations can commit such selfish QoS manipulation. We design and evaluate a reputation-based incentive scheme...

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  • Evolutionary Sets of Safe Ship Trajectories: Evaluation of Individuals

    The paper presents a description of the evaluation phase of the Evolutionary Sets of Safe Ship Trajectories method. In general, the Evolutionary Sets of Safe Ship Trajectories method combines some of the assumptions of game theory with evolutionary programming and finds an optimal set of cooperating trajectories of all ships involved in an encounter situation. While developing a new version of this method, the authors decided to...

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  • Evolutionary Sets of Safe Ship Trajectories: Evaluation of Individuals

    Publikacja

    The paper presents a description of the evaluation phase of the Evolutionary Sets of Safe Ship Trajectories method. In general, the Evolutionary Sets of Safe Ship Trajectories method combines some of the assumptions of game theory with evolutionary programming and finds an optimal set of cooperating trajectories of all ships involved in an encounter situation. While developing a new version of this method, the au-thors decided...

  • Customized crossover in evolutionary sets of safe ship trajectories

    The paper presents selected aspects of evolutionary sets of safe ship trajectories-a method which applies evolutionary algorithms and some of the assumptions of game theory to solving ship encounter situations. For given positions and motion parameters of the ships, the method finds a near optimal set of safe trajectories of all ships involved in an encounter. The method works in real time and the solutions must be returned within...

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  • Evolutionary Sets Of Safe Ship Trajectories: A New Approach To Collision Avoidance

    Publikacja

    The paper introduces a new method of solving multi-ship encounter situations for both open waters and restricted water regions. The method, called evolutionary sets of safe trajectories combines some of the assumptions of game theory with evolutionary programming and aims to find optimal set of safe trajectories of all ships involved in an encounter situation. In a two-ship encounter situation it enables the operator of an on-board...

  • COLREGS compliance in Evolutionary Sets of Cooperating Ship Trajectories

    In general, Evolutionary Sets of Cooperating Ship Trajectories combine some of the assumptions of game theory with evolutionary programming and aim to find optimal set of cooperating trajectoriesof all ships involved in an encounter situation. In a two-ship encounter situation the method enables the operator of an on-board collision-avoidance system to predict the most probable behaviour of atarget and to plan the own manoeuvres...

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  • On evolutionary computing in multi-ship trajectory planning, Applied Intelligence

    The paper presents the updated version of Evolutionary Sets of Safe Ship Trajectories: a method which applies evolutionary algorithms and some of the assumptions of game theory to solving ship encounter situations. For given positions and motion parameters of the ships,the method finds a near optimal set of safe trajectories of all ships involved in an encounter. The method works in real time and the solutions must be returned...

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  • Cooperative control in production and logistics

    Publikacja
    • L. Monostori
    • P. Valckenaers
    • A. Dolgui
    • H. Panetto
    • M. Brdyś
    • B. Csáji

    - ANNUAL REVIEWS IN CONTROL - Rok 2015

    Classical applications of control engineering and information and communication technology (ICT) in production and logistics are often done in a rigid, centralized and hierarchical way. These inflexible approaches are typically not able to cope with the complexities of the manufacturing environment, such as the instabilities, uncertainties and abrupt changes caused by internal and external disturbances, or a large number and variety...

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  • Evolutionary Sets of Cooperating Ship Trajectories: COLREGS Compliance

    The paper presents a newly designed improvement to the method of solving multi-ship encounter situations. In general, the method combines some of the assumptions of game theory with evolutionary programming and aims to find optimal set of cooperating trajectories of all ships involved in an encounter situation. The improvement presented here is a new way of modelling some of the COLREGS rules. Due to this change, the method is...

  • Reinforced Secure Gossiping Against DoS Attacks in Post-Disaster Scenarios

    Publikacja

    - IEEE Access - Rok 2020

    During and after a disaster, the perceived quality of communication networks often becomes remarkably degraded with an increased ratio of packet losses due to physical damages of the networking equipment, disturbance to the radio frequency signals, continuous reconfiguration of the routing tables, or sudden spikes of the network traffic, e.g., caused by the increased user activity in a post-disaster period. Several techniques have...

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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...

  • Evolutionary Sets of Safe Ship Trajectories: development of the method

    The Evolutionary Sets of Safe Ship Trajectories is a method solving ship encounter situations. The method combines evolutionary approach to planning ship trajectory with some of the assumption of game theory. For given positions and motion parameters the method finds a near optimal set of safe trajectories of all ships involved in an encounter. The version presented here is an updated one and its authors have tested extensively...

  • 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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  • 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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  • 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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  • 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 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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  • 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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  • 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...

  • 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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  • 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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  • 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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  • 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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  • 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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  • 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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  • 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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  • 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...

  • 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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  • 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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  • 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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  • 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,...

  • 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....