993 resultados para Internet games


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We study the question of determining locations of base stations (BSs) that may belong to the same or to competing service providers. We take into account the impact of these decisions on the behavior of intelligent mobile terminals that can connect to the base station that offers the best utility. The signal-to-interference-plus-noise ratio (SINR) is used as the quantity that determines the association. We first study the SINR association-game: We determine the cells corresponding to each base stations, i.e., the locations at which mobile terminals prefer to connect to a given base station than to others. We make some surprising observations: 1) displacing a base station a little in one direction may result in a displacement of the boundary of the corresponding cell to the opposite direction; 2) a cell corresponding to a BS may be the union of disconnected subcells. We then study the hierarchical equilibrium in the combined BS location and mobile association problem: We determine where to locate the BSs so as to maximize the revenues obtained at the induced SINR mobile association game. We consider the cases of single frequency band and two frequency bands of operation. Finally, we also consider hierarchical equilibria in two frequency systems with successive interference cancellation.

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Infinite horizon discounted-cost and ergodic-cost risk-sensitive zero-sum stochastic games for controlled Markov chains with countably many states are analyzed. Upper and lower values for these games are established. The existence of value and saddle-point equilibria in the class of Markov strategies is proved for the discounted-cost game. The existence of value and saddle-point equilibria in the class of stationary strategies is proved under the uniform ergodicity condition for the ergodic-cost game. The value of the ergodic-cost game happens to be the product of the inverse of the risk-sensitivity factor and the logarithm of the common Perron-Frobenius eigenvalue of the associated controlled nonlinear kernels. (C) 2013 Elsevier B.V. All rights reserved.

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We consider a discrete time partially observable zero-sum stochastic game with average payoff criterion. We study the game using an equivalent completely observable game. We show that the game has a value and also we present a pair of optimal strategies for both the players.

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The problem of intercepting a maneuvering target at a prespecified impact angle is posed in nonlinear zero-sum differential games framework. A feedback form solution is proposed by extending state-dependent Riccati equation method to nonlinear zero-sum differential games. An analytic solution is obtained for the state-dependent Riccati equation corresponding to the impact-angle-constrained guidance problem. The impact-angle-constrained guidance law is derived using the states line-of-sight rate and projected terminal impact angle error. Local asymptotic stability conditions for the closed-loop system corresponding to these states are studied. Time-to-go estimation is not explicitly required to derive and implement the proposed guidance law. Performance of the proposed guidance law is validated using two-dimensional simulation of the relative nonlinear kinematics as well as a thrust-driven realistic interceptor model.

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This paper proposes a probabilistic prediction based approach for providing Quality of Service (QoS) to delay sensitive traffic for Internet of Things (IoT). A joint packet scheduling and dynamic bandwidth allocation scheme is proposed to provide service differentiation and preferential treatment to delay sensitive traffic. The scheduler focuses on reducing the waiting time of high priority delay sensitive services in the queue and simultaneously keeping the waiting time of other services within tolerable limits. The scheme uses the difference in probability of average queue length of high priority packets at previous cycle and current cycle to determine the probability of average weight required in the current cycle. This offers optimized bandwidth allocation to all the services by avoiding distribution of excess resources for high priority services and yet guaranteeing the services for it. The performance of the algorithm is investigated using MPEG-4 traffic traces under different system loading. The results show the improved performance with respect to waiting time for scheduling high priority packets and simultaneously keeping tolerable limits for waiting time and packet loss for other services. Crown Copyright (C) 2015 Published by Elsevier B.V.

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In this paper we first derive a necessary and sufficient condition for a stationary strategy to be the Nash equilibrium of discounted constrained stochastic game under certain assumptions. In this process we also develop a nonlinear (non-convex) optimization problem for a discounted constrained stochastic game. We use the linear best response functions of every player and complementary slackness theorem for linear programs to derive both the optimization problem and the equivalent condition. We then extend this result to average reward constrained stochastic games. Finally, we present a heuristic algorithm motivated by our necessary and sufficient conditions for a discounted cost constrained stochastic game. We numerically observe the convergence of this algorithm to Nash equilibrium. (C) 2015 Elsevier B.V. All rights reserved.

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Aborda as principais questões da atual reflexão sobre a democracia participativa. Tem como base o estudo de dois casos em especial de práticas participativas digitais desenvolvidas por parlamentos: o programa e-Democracia, da Câmara dos Deputados brasileira, e o projeto Senador Virtual, do Senado chileno.

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This work seeks to address those questions and evaluate other international experiences and experiments designed to achieve the same ends. The book is based on a study of two particular cases where parliamentary bodies designed and implemented participatory digital processes, namely, the e-Democracy Program developed by the Brazilian House of Representatives, and the Virtual Senator Program developed by the Chilean Senate. The text unfolds in the form of a systematic analysis of institutional aspects embracing political and organizational elements as well as the social aspects associated to the application of digital democracy in parliaments. The investigation shows that at the stage they found themselves in 2010 those projects had only brought in very incipient results in regard to the aspects of enhancing representativity in decision making processes, aggregating collective intelligence to the legislative process or transparency to parliamentary performances, even though all of those are precious components of any democracy that deems itself to be participatory and deliberative. Nevertheless, such experiences have had the merit of contributing towards the gradual construction of more effective participatory mechanisms, complementary to the political representation system in place.

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¿Es viable la coexistencia de acciones de participación y deliberación con el ejercicio de la representación parlamentaria? ¿De qué manera la tecnologia de la información y comunicación ha auxiliado el proceso de interacción entre la sociedad y el parlamento en el cotidiano dei legislativo? ¿Estamos cercanos a un sistema híbrido de democracia representativa y participativa con la incorporación en la agenda legislativa de maneras efectivas de coproducción de leyes? Esta obra intenta responder a estas preguntas, además de evaluar otras experiencias intemacionales con este mismo objetivo. El libro tiene como base el estudio de dos casos en especial de prácticas participativas digitales desarrolladas por parlamentos: el programa e-Democracia de la Cámara de Diputados brasileños y el proyecto Senador Virtual dei Senado chileno. El texto se desarrolla mediante el análisis sistemático de los aspectos institucionales que abarcan elementos organizacionales y políticos, así como de los aspectos sociales comprometidos en la aplicación de la democracia digital en parlamentos. La investigación indica que estos proyectos, en el punto en que se encontraban en el año 2010 presentaron resultados aunque incipientes en lo que concieme a la mejoría de la representatividad en la toma de decisiones, de agregación de inteligencia colectiva, en el proceso legislativo y de la transparencia por parte de la actuación parlamentaria, elementos apreciados por la democracia participativa y deliberativa. No obstante, dichas experiencias poseen el mérito de contribuir con la construcción gradual de mecanismos participativos más efectivos y complementarios ai sistema político.

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Discute a relação entre a Internet e a educação para o civismo. Parte-se de uma análise do processo de compressão espaço-temporal, que se acirra com o advento das Tecnologias de Informação e Comunicação (TIC). A imaterialidade das relações e o individualismo são consequências de um mesmo processo que afasta os homens do mundo e os vincula a simulacros, e a presença da técnica tende a dar força a esse processo. Dessa forma, a velocidade das trocas simbólicas realizadas através das infovias acaba por exercer diversos impactos nos processos educacionais, destacando-se a falta de cultura política. Trata-se de uma situação difícil de ser modificada, no entanto, ao debater a relação entre a Internet e a educação, o texto também procura apontar caminhos para a constituição de um civismo a partir da presença das TIC no cotidiano.

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Consultoria Legislativa - Área XIV - Comunicação Social, Informática, Telecomunicações, Sistema Postal, Ciência e Tecnologia.

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Consultoria Legislativa - Área XIV - Comunicação Social, Informática, Telecomunicações, Sistema Postal, Ciência e Tecnologia.

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Consultoria Legislativa - Área XIV - Comunicação Social, Informática, Telecomunicações, Sistema Postal, Ciência e Tecnologia.

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Consultoria Legislativa - Área XIV - Ciência e Tecnologia, Comunicações e Informática.

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Consultoria Legislativa - Área XIV Comunicação Social, Informática, Telecomunicações, Ciência Postal, Ciência e Tecnologia. Inclui gráficos.