806 resultados para Game-Playing Game-Playing
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The annual report presents information on Lake Victoria, Lake Albert (including tbe Albert Nile and associated Fisheries)-Report by Lake Albert Fisheries Officer,Lake Kyoga and Waters of Eastern Uganda-Report by Fisheries Officer, Serere. Lakes George, Edward and Waters of Western Uganda -Report by the Fisheries Officer, Kichwamba Fish Farming-Report by the Fisheries Officer, Fish Fanning,dams,crocodiles. It presents information on angaling, Trouting, Nile Perch and Ripon Falls Barbel
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Summary of fish production on main lakes of Uganda 1953, consumption of fish in Uganda 1953, imports and exports of fish, including reports from the different regions Fisheries by Regions (1) Lake Victoria (2) Lake Albert (3) Lake Kyoga and Waters of Eastern Uganda Lakes George, Edward, Fish Farming, Dams and miscellaneous minor waters. It includes information on: Angling which includes Trouting, Nile Perch fishing and Tiger Fishing, Ripon Falls Barbel and Tailpiece.
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Players cooperate in experiments more than game theory would predict. We introduce the ‘returns-based beliefs’ approach: the expected returns of a particular strategy in proportion to total expected returns of all strategies. Using a decision analytic solution concept, Luce’s (1959) probabilistic choice model, and ‘hyperpriors’ for ambiguity in players’ cooperability, our approach explains empirical observations in various classes of games including the Prisoner’s and Traveler’s Dilemmas. Testing the closeness of fit of our model on Selten and Chmura (2008) data for completely mixed 2 × 2 games shows that with loss aversion, returns-based beliefs explain the data better than other equilibrium concepts.
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This paper is concerned with the modelling of strategic interactions between the human driver and the vehicle active front steering (AFS) controller in a path-following task where the two controllers hold different target paths. The work is aimed at extending the use of mathematical models in representing driver steering behaviour in complicated driving situations. Two game theoretic approaches, namely linear quadratic game and non-cooperative model predictive control (non-cooperative MPC), are used for developing the driver-AFS interactive steering control model. For each approach, the open-loop Nash steering control solution is derived; the influences of the path-following weights, preview and control horizons, driver time delay and arm neuromuscular system (NMS) dynamics are investigated, and the CPU time consumed is recorded. It is found that the two approaches give identical time histories as well as control gains, while the non-cooperative MPC method uses much less CPU time. Specifically, it is observed that the introduction of weight on the integral of vehicle lateral displacement error helps to eliminate the steady-state path-following error; the increase in preview horizon and NMS natural frequency and the decline in time delay and NMS damping ratio improve the path-following accuracy. © 2013 Copyright Taylor and Francis Group, LLC.
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提出并分析了一种确定的、可并行的消息认证码--DPMAC(deterministic parallelizable message authentication code).它基于分组长度为128-bit的分组密码来构造.使用一个密钥,可以处理任意长度的消息.在底层分组密码是伪随机置换的假设下,使用Game-Playing技术量化了攻击者成功伪造的概率,从而证明了其安全性.
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消息认证码是保证消息完整性的重要工具,它广泛应用于各种安全系统中.随着可证明安全理论的逐渐成熟,具备可证明安全的消息认证码无疑成为人们的首选.本文基于XOR MAC和PMAC的构造方法,使用分组密码构造了一种确定性、可并行的消息认证码-DXOR MAC(Deterministic XOR MAC).在底层分组密码是伪随机置换的假设下,本文使用Game-Playing技术量化了攻击者成功伪造的概率,从而证明了其安全性.
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消息认证码(Message Authentication Codes,MACs)是保证消息完整性的重要工具.Bellare等人提出了称为XOR-MAC的消息认证码,界定了攻击者成功伪造的概率,从而证明了其安全性,但是他们给出的证明方法较为复杂.本文使用Game-Playing技术采用新的安全性定义证明了XOR-MAC的安全性,证明方法简单明了;在底层所使用的分组密码是伪随机置换的假设下,量化了该消息认证码与随机函数之间区分的概率.
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Two systems of mixed oxides, La2-xSrxCuO4 +/- lambda (0.0 less than or equal to x less than or equal to 1.0) and La(2-x)Tn(x)CuO(4 +/-) (lambda) (0.0 less than or equal to x less than or equal to 0.4), with K2NiF4 structure were prepared. The average valence of Cu ions and oxygen nonstoichiometry (lambda) were determined by means of chemical analysis. Meanwhile, the adsorption and activation of nitrogen monoxide (NO) and the mixture of NO + CO over the mixed oxide catalysts were studied by means of mass spectrometry temperature-programmed desorption (MS-TPD). The catalytic behaviors in the reactions of direct decomposition of NO and its reduction by CO were investigated, and were discussed in relation with average valence of Cu ions, A and the activation and adsorption of reactant molecules. It has been proposed that both reactions proceed by the redox mechanism, in which the oxygen vacancies and the lower-valent Cu ions play important roles in the individual step of the redox cycle. Oxygen vacancy is more significant for NO decomposition than for NO + CO reaction. For the NO + CO reaction, the stronger implication of the lower-valent Cu ions or oxygen vacancy depends on reaction temperature and the catalytic systems (Sr- or Th-substituted). (C) 2000 Elsevier Science B.V. All rights reserved.
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Emotion is one of the most popular spots in recent decision making research, while regret is always being considered as the most relevant emotion with decision making. Current article firstly reviewed the literature of regret theory to date to profile the relation between regret and decision making under uncertainty through three mainlines: experienced regret, anticipated regret and regret orientation, respectively. And then, based on the theory of regret regulation raised by Zeelenberg recently, we came up with a theory of risk preference regulated by regret. Then three studies were conducted under the current framework, by using experiment, survey, and quasi experiment design. The major findings were below: In study 1, when playing ultimatum game, risk preference in decision making can be determined by experienced regret and anticipated regret of risk aversion, which made individual risk taking; In study 2, survey showed that risk orientation was negatively related with risk taking (health/safety, recreational and social); In study 3, when asked the Asian Disease Problem, risk preference can be determined by the coherence of the risk preference between the past decision and the current alternative. Individuals much more like alternative with the same risk preference of the past decision. A two way interaction was found, regret orientation, as a personality, was found as a moderator. Individuals with high regret orientation were more sensitive to the coherence of the risk preference than those with low regret orientation. Three studies provide fruitful evidences for the theory of risk preference regulated by regret in different prospective, show us the function of regret in decision making.
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Collaborative projects between Industry and Academia provide excellent opportunities for learning. Throughout the academic year 2014-2015 undergraduates from the School of Arts, Media and Computer Games at Abertay University worked with academics from the Infection Group at the University of St Andrews and industry partners Microsoft and DeltaDNA. The result was a serious game prototype that utilized game design techniques and technology to demystify and educate players about the diagnosis and treatment of one of the world's oldest and deadliest diseases, Tuberculosis (TB). Project Sanitarium is a game incorporating a mathematical model that is based on data from real-world drug trials. This paper discusses the project design and development, demonstrating how the project builds on the successful collaborative pedagogical model developed by academic staff at Abertay University. The aim of the model is to provide undergraduates with workplace simulation, wider industry collaboration and access to academic expertise to solve challenging and complex problems.
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This paper explores the current conventions and intentions of the game jam - contemporary events that encourage the rapid, collaborative creation of game design prototypes. Game jams are often renowned for their capacity to encourage creativity and the development of alternative, innovative game designs. However, there is a growing necessity for game jams to continue to challenge traditional development practices through evolving new formats and perspectives to maintain the game jam as a disruptive, refreshing aspect of game development culture. As in other creative jam style events, a game jam is not only a process but also, an outcome. Through a discussion of the literature this paper establishes a theoretical basis with which to analyse game jams as disruptive, performative processes that result in original creative artefacts. In support of this, case study analysis of Development Cultures: a series of workshops that centred on innovation and new forms of practice through play, chance, and experimentation, is presented. The findings indicate that game jams can be considered as processes that inspire creativity within a community and that the resulting performances can be considered as a form of creative artefact, thus parallels can be drawn between game jams and performative and interactive art.
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This is the accepted version of the paper following peer review.
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Poniższy artykuł oparty jest na dwóch pozycjach: Psychologia dla nauczycieli Davida Fontana oraz Individual differences in second language learning Petera Skehana i stanowi podstawę teoretyczną dla jednego z tandemów badawczych, w projekcie dotyczącym autonomizacji procesu uczenia się / nauczania. Techniką wykorzystaną w doświadczeniu jest rozwinięta forma znanej w metodyce techniki role play do postaci role playing game. (gry fabularne). Celem doświadczenia jest sprawdzenie skuteczności tejże techniki w kształtowaniu autokontroli i autokorekty, jako elementów Indywidualnej Kompetencji Komunikacyjnej w powiązaniu z cechami osobowości.
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Celem artykułu jest nakreślenie możliwych kierunków badań w zakresie analizy dyskursu i szerzej pragmalingwistyki. Służy temu wyodrębnienie najważniejszych relacji komunikacyjnych zachodzących w klasycznych grach fabularnych (ang. Role-Playing Games), a także wskazanie zbieżności zachodzących pomiędzy relacjami uczestników techniki gier fabularnych jako komunikacyjnej techniki nauczania języków obcych a założeniami autonomizacji glottodydaktyki na poziomie akademickim, związanymi z ideą współpracy dydaktycznej i relacji wielopodmiotowej.