Video games have been around for several decades and have had many advancements from the original start of video games. Video games started as virtual games that were advertised towards children, and these virtual gam...Video games have been around for several decades and have had many advancements from the original start of video games. Video games started as virtual games that were advertised towards children, and these virtual games created a virtual reality of a variety of genres. These genres included sports games, such as tennis, football, baseball, war games, fantasy, puzzles, etc. The start of these games was derived from a sports genre and now has a popularity in multiplayer-online-shooting games. The purpose of this paper is to investigate different types of tools available for cheating in virtual world making players have undue advantage over other players in a competition. With the advancement in technology, these video games have become more expanded in the development aspects of gaming. Video game developers have created long lines of codes to create a new look of video games. As video games have progressed, the coding, bugs, bots, and errors of video games have changed throughout the years. The coding of video games has branched out from the original video games, which have given many benefits to this virtual world, while simultaneously creating more problems such as bots. Analysis of tools available for cheating in a game has disadvantaged normal gamer in a fair contest.展开更多
We study the evolutionary snowdrift game in a heterogeneous Newman-Watts small-world network. The heterogeneity of the network is controlled by the number of hubs. It is found that the moderate heterogeneity of the ne...We study the evolutionary snowdrift game in a heterogeneous Newman-Watts small-world network. The heterogeneity of the network is controlled by the number of hubs. It is found that the moderate heterogeneity of the network can promote the cooperation best. Besides, we study how the hubs affect the evolution of cooperative behaviours of the heterogeneous Newman-Watts small-world network. Simulation results show that both the initial states of hubs and the connections between hubs can play an important role. Our work gives a further insight into the effect of hubs on the heterogeneous networks.展开更多
It was back in 1908 when the Olympic dream began to take hold. This year, in 2008, this centennial dream has come true. Regarding it as a hard-won opportunity, China has all along wished to host the most successful
It is common for two teams or two players to play a game in which the first one to win a majority of the initially determined number of matches wins the championship. We will explore the probabilistic conditions under...It is common for two teams or two players to play a game in which the first one to win a majority of the initially determined number of matches wins the championship. We will explore the probabilistic conditions under which a team (or player) that is considered weak may win the championship over a team (or player) that is considered strong, or a game may go all the way to the end, creating excitement among fans. It is unlikely to occur if the initially estimated probability remains constant when the weaker one wins each game against the stronger one. The purpose of this study is to identify probabilistically what conditions are necessary to increase the probability of such an outcome. We examine probabilistically by quantifying momentum gains to see if momentum gains by a weaker team (or player) winning a series of games would increase the likelihood of such an outcome occurring. If the weaker one gains momentum by winning a series of games and the probability of winning the next game is greater than the initial probability, we can see that such a result will occur in this study. Especially when the number of games is limited to seven, the initial probability that a weaker one will beat a stronger one in each game must be 0.35 or higher in order to win the championship and excite the fans by having the game go all the way to the end.展开更多
A series of emission reduction measures were conducted in Wuhan,Central China,to ensure good air quality during the 7th Military World Games(MWG)in October 2019.To better understand the implications for ozone(O_(3))po...A series of emission reduction measures were conducted in Wuhan,Central China,to ensure good air quality during the 7th Military World Games(MWG)in October 2019.To better understand the implications for ozone(O_(3))pollution control strategies,we applied integrated analysis approaches based on the de-weathered statistical model,parameterization methods,chemical box model,and positive matrix factorization model.During the MWG,concentrations of O_(3),NO_x,and volatile organic compound(VOCs),OFP(O_(3)formation potential),L_(OH)(OH radical loss rate)were 83μg/m^(3),43μg/m^(3),26 ppbv,188μg/m^(3),and 3.9 s^(-1),respectively,which were 26%,18%,3%,15%,and 13%lower than pre-MWG values and 6%,39%,30%,33%,and 50%lower than post-MWG values,respectively.After removing meteorological influence,O_(3)and its precursors during the MWG decreased largely compared with post-MWG values,and only O_(3),NO_(2),and oxygenated VOCs(OVOCs)declined compared with pre-MWG values,which revealed the emission reduction measures during the MWG played an important role for O_(3)decline.For six VOCs sources,the mass contributions of biomass burning and solvents usage during the MWG decreased largely compared with pre-MWG values.O_(3)production was sensitive to VOCs and the key species were aromatics,OVOCs,and alkenes,which originated mainly from solvents usage,biomass burning,industrial-related combustion,and vehicle exhaust.Decreasing O_(3)concentration during the strict control was mainly caused by OVOCs reduction due to biomass burning control.Generally,the O_(3)abatement strategies of Wuhan should be focused on the mitigation of high-reactivity VOCs.展开更多
文摘Video games have been around for several decades and have had many advancements from the original start of video games. Video games started as virtual games that were advertised towards children, and these virtual games created a virtual reality of a variety of genres. These genres included sports games, such as tennis, football, baseball, war games, fantasy, puzzles, etc. The start of these games was derived from a sports genre and now has a popularity in multiplayer-online-shooting games. The purpose of this paper is to investigate different types of tools available for cheating in virtual world making players have undue advantage over other players in a competition. With the advancement in technology, these video games have become more expanded in the development aspects of gaming. Video game developers have created long lines of codes to create a new look of video games. As video games have progressed, the coding, bugs, bots, and errors of video games have changed throughout the years. The coding of video games has branched out from the original video games, which have given many benefits to this virtual world, while simultaneously creating more problems such as bots. Analysis of tools available for cheating in a game has disadvantaged normal gamer in a fair contest.
基金supported by the National Basic Research Program of China (No 2006CB705500)the National Natural Science Foundation of China (Grant Nos 60744003, 10635040, 10532060 and 10472116)the Specialized Research Fund for the Doctoral Program of Higher Education of China
文摘We study the evolutionary snowdrift game in a heterogeneous Newman-Watts small-world network. The heterogeneity of the network is controlled by the number of hubs. It is found that the moderate heterogeneity of the network can promote the cooperation best. Besides, we study how the hubs affect the evolution of cooperative behaviours of the heterogeneous Newman-Watts small-world network. Simulation results show that both the initial states of hubs and the connections between hubs can play an important role. Our work gives a further insight into the effect of hubs on the heterogeneous networks.
文摘It was back in 1908 when the Olympic dream began to take hold. This year, in 2008, this centennial dream has come true. Regarding it as a hard-won opportunity, China has all along wished to host the most successful
文摘It is common for two teams or two players to play a game in which the first one to win a majority of the initially determined number of matches wins the championship. We will explore the probabilistic conditions under which a team (or player) that is considered weak may win the championship over a team (or player) that is considered strong, or a game may go all the way to the end, creating excitement among fans. It is unlikely to occur if the initially estimated probability remains constant when the weaker one wins each game against the stronger one. The purpose of this study is to identify probabilistically what conditions are necessary to increase the probability of such an outcome. We examine probabilistically by quantifying momentum gains to see if momentum gains by a weaker team (or player) winning a series of games would increase the likelihood of such an outcome occurring. If the weaker one gains momentum by winning a series of games and the probability of winning the next game is greater than the initial probability, we can see that such a result will occur in this study. Especially when the number of games is limited to seven, the initial probability that a weaker one will beat a stronger one in each game must be 0.35 or higher in order to win the championship and excite the fans by having the game go all the way to the end.
基金supported by the National Key Research and Development Program of China (No.2022YFE0136100)the National Natural Science Foundation of China (No.41505133,41775162,and 42061130215)+1 种基金the Royal Society Newton Advanced Fellowship (No.NAFR1201354)the Beijing Major Science and Technology Project (No.Z211100004321006)。
文摘A series of emission reduction measures were conducted in Wuhan,Central China,to ensure good air quality during the 7th Military World Games(MWG)in October 2019.To better understand the implications for ozone(O_(3))pollution control strategies,we applied integrated analysis approaches based on the de-weathered statistical model,parameterization methods,chemical box model,and positive matrix factorization model.During the MWG,concentrations of O_(3),NO_x,and volatile organic compound(VOCs),OFP(O_(3)formation potential),L_(OH)(OH radical loss rate)were 83μg/m^(3),43μg/m^(3),26 ppbv,188μg/m^(3),and 3.9 s^(-1),respectively,which were 26%,18%,3%,15%,and 13%lower than pre-MWG values and 6%,39%,30%,33%,and 50%lower than post-MWG values,respectively.After removing meteorological influence,O_(3)and its precursors during the MWG decreased largely compared with post-MWG values,and only O_(3),NO_(2),and oxygenated VOCs(OVOCs)declined compared with pre-MWG values,which revealed the emission reduction measures during the MWG played an important role for O_(3)decline.For six VOCs sources,the mass contributions of biomass burning and solvents usage during the MWG decreased largely compared with pre-MWG values.O_(3)production was sensitive to VOCs and the key species were aromatics,OVOCs,and alkenes,which originated mainly from solvents usage,biomass burning,industrial-related combustion,and vehicle exhaust.Decreasing O_(3)concentration during the strict control was mainly caused by OVOCs reduction due to biomass burning control.Generally,the O_(3)abatement strategies of Wuhan should be focused on the mitigation of high-reactivity VOCs.