869 resultados para Nash equilibria for discontinuous games


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The focal point of this paper is to propose and analyze a P 0 discontinuous Galerkin (DG) formulation for image denoising. The scheme is based on a total variation approach which has been applied successfully in previous papers on image processing. The main idea of the new scheme is to model the restoration process in terms of a discrete energy minimization problem and to derive a corresponding DG variational formulation. Furthermore, we will prove that the method exhibits a unique solution and that a natural maximum principle holds. In addition, a number of examples illustrate the effectiveness of the method.

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This article centers on the computational performance of the continuous and discontinuous Galerkin time stepping schemes for general first-order initial value problems in R n , with continuous nonlinearities. We briefly review a recent existence result for discrete solutions from [6], and provide a numerical comparison of the two time discretization methods.

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The article approaches an understanding of power within strategy formation processes established by verbal and bodily communication. On this note, we examined concepts of power constituted by hierarchy and developed a conceptual framework for a performative interpretation of power. In line with Austin’s (1962) and Butler’s (1990, 1993, 1997) concept of performativity as well as strategy-as-practice research (Balogun et al., 2007; Jarzabkowski & Spee, 2009) we ask: How is persuasion achieved by strategic actors during strategy formation processes? To explore verbal and bodily communication empirically we developed an experimental setting in a small high-tech company located in Germany in December, 2012. The Results indicate that (1) during critical incidents – when perspectives clash – actors use arguments to gain persuasion. (2) The data illustrates that independently of their hierarchical position within the company, strategic actors show an equal distribution of argumentative techniques.

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Kriging is a widely employed method for interpolating and estimating elevations from digital elevation data. Its place of prominence is due to its elegant theoretical foundation and its convenient practical implementation. From an interpolation point of view, kriging is equivalent to a thin-plate spline and is one species among the many in the genus of weighted inverse distance methods, albeit with attractive properties. However, from a statistical point of view, kriging is a best linear unbiased estimator and, consequently, has a place of distinction among all spatial estimators because any other linear estimator that performs as well as kriging (in the least squares sense) must be equivalent to kriging, assuming that the parameters of the semivariogram are known. Therefore, kriging is often held to be the gold standard of digital terrain model elevation estimation. However, I prove that, when used with local support, kriging creates discontinuous digital terrain models, which is to say, surfaces with “rips” and “tears” throughout them. This result is general; it is true for ordinary kriging, kriging with a trend, and other forms. A U.S. Geological Survey (USGS) digital elevation model was analyzed to characterize the distribution of the discontinuities. I show that the magnitude of the discontinuity does not depend on surface gradient but is strongly dependent on the size of the kriging neighborhood.

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Tiebout's (1956) model of fiscal competition suggests income sorting between jurisdictions while the Alonso (1964), Mills (167) and Muth (1969) model of the monocentric city suggests income sorting over space. However, strict income sorting is not empirically observed. We add fiscal competition to the spatial model by considering a circular inner city surrounded by a suburb. The fiscal difference between the jurisdictions and the commuting advantage of locations closer to the city center are capitalized into house prices. In addition to the traditional equilibrium with income sorting, there are equilibria with income mixing - both across jurisdictions and across space.

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This is a sset of P. Chem. problems posed at a slightly higher level than the normal textbook level, for students who are continuing in the study of this subject.

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Purpose. To determine the usability of two video games to prevent type 2 diabetes and obesity among youth through analysis of data collected during alpha-testing. ^ Subjects. Ten children aged 9 to 12 were selected for three 2-hour alpha testing sessions.^ Methods. "Escape from Diab" and "Nanoswarm" were designed to change dietary and physical inactivity behaviors, based on a theoretical framework of mediating variables obtained from social cognitive theory, self-determination theory, elaboration likelihood model, and behavioral inoculation theory. Thirteen mini-games developed by the software company were divided into 3 groups based on completion date. Children tested 4-5 mini-games in each of three sessions. Observed game play was followed by a scripted interview. Results from observation forms and interview transcripts were tabulated and coded to determine usability. Suggestions for game modifications were delivered to the software design firm, and a follow-up table reports rationale for inclusion or exclusion of such modifications.^ Results. Participants were 50% frequent video game players and 20% non game-players. Most (60%) were female. The mean grade (indicating likeability as a subset of usability) across all games given by children was significantly greater than a neutral grade of 80% (89%, p < 0.01), indicating a positive likeability score. The games on average also received positive ratings for fun, helpfulness of instructions and length compared to neutral values (midpoint on likert scales) (all p < 0.01). Observation notes indicated that participants paid attention to the instructions, did not appear to have much difficulty with the games, and were "not frustrated", "not bored", "very engaged", "not fidgety" and "very calm" (all p < 0.01). The primary issues noted in observations and interviews were unclear instructions and unclear purpose of some games. Player suggestions primarily involved ways to make on screen cues more visible or noticeable, instructions more clear, and games more elaborate or difficult.^ Conclusions. The present study highlights the importance of alpha testing video game components for usability prior to completion to enhance usability and likeability. Results indicate that creating clear instructions, making peripheral screen cues more eye-catching or noticeable, and vigorously stating the purpose of the game to improve understandability are important elements. However, future interventions will each present unique materials and user-interfaces and should therefore also be thoroughly alpha-tested. ^

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Se analiza la lucha fratricida entre Pedro I y Enrique II de Castilla a la luz del "Cuento de los Reyes" inserto en El Victorial, de Gutierre Díaz de Games, y de las Crónicas de Pero López de Ayala. En el transcurso de una guerra civil, inscripta en un conflicto aún mayor, la Guerra de los Cien Años, dos reyes luchan por la misma corona. Ya que Pedro I tiene un origen claramente legítimo, los cronistas, favorables al usurpador Enrique, deben crear para éste una legitimidad, basada en este caso en la denuncia del profundo daño que causa al reino la notoria inconducta del rey legítimo. Una vez perpetrado el doble crimen que significa el asesinato de Pedro a manos de Enrique ?a la vez fratricidio y regicidio? se ejerce la violencia en su función fundacional, instaurando a la vez un nuevo reinado y una nueva dinastía. Por otra parte, lo que sucede en la cúspide de la sociedad se repite en otros niveles, ya que en la guerra civil también se cometerían fratricidios, porque el enemigo no es el Otro, sino un Igual.

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Fil: Chicote, Gloria Beatriz. Universidad Nacional de La Plata. Facultad de Humanidades y Ciencias de la Educación; Argentina.

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Fil: Chicote, Gloria Beatriz. Universidad Nacional de La Plata. Facultad de Humanidades y Ciencias de la Educación; Argentina.

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Fil: Chicote, Gloria Beatriz. Universidad Nacional de La Plata. Facultad de Humanidades y Ciencias de la Educación; Argentina.

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Se analiza la lucha fratricida entre Pedro I y Enrique II de Castilla a la luz del "Cuento de los Reyes" inserto en El Victorial, de Gutierre Díaz de Games, y de las Crónicas de Pero López de Ayala. En el transcurso de una guerra civil, inscripta en un conflicto aún mayor, la Guerra de los Cien Años, dos reyes luchan por la misma corona. Ya que Pedro I tiene un origen claramente legítimo, los cronistas, favorables al usurpador Enrique, deben crear para éste una legitimidad, basada en este caso en la denuncia del profundo daño que causa al reino la notoria inconducta del rey legítimo. Una vez perpetrado el doble crimen que significa el asesinato de Pedro a manos de Enrique ?a la vez fratricidio y regicidio? se ejerce la violencia en su función fundacional, instaurando a la vez un nuevo reinado y una nueva dinastía. Por otra parte, lo que sucede en la cúspide de la sociedad se repite en otros niveles, ya que en la guerra civil también se cometerían fratricidios, porque el enemigo no es el Otro, sino un Igual.

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Se analiza la lucha fratricida entre Pedro I y Enrique II de Castilla a la luz del "Cuento de los Reyes" inserto en El Victorial, de Gutierre Díaz de Games, y de las Crónicas de Pero López de Ayala. En el transcurso de una guerra civil, inscripta en un conflicto aún mayor, la Guerra de los Cien Años, dos reyes luchan por la misma corona. Ya que Pedro I tiene un origen claramente legítimo, los cronistas, favorables al usurpador Enrique, deben crear para éste una legitimidad, basada en este caso en la denuncia del profundo daño que causa al reino la notoria inconducta del rey legítimo. Una vez perpetrado el doble crimen que significa el asesinato de Pedro a manos de Enrique ?a la vez fratricidio y regicidio? se ejerce la violencia en su función fundacional, instaurando a la vez un nuevo reinado y una nueva dinastía. Por otra parte, lo que sucede en la cúspide de la sociedad se repite en otros niveles, ya que en la guerra civil también se cometerían fratricidios, porque el enemigo no es el Otro, sino un Igual.

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