This paper investigates two noncooperative-game strategies which may be used to represent a human driver's steering control behavior in response to vehicle automated steering intervention.The first strategy,namely...This paper investigates two noncooperative-game strategies which may be used to represent a human driver's steering control behavior in response to vehicle automated steering intervention.The first strategy,namely the Nash strategy is derived based on the assumption that a Nash equilibrium is reached in a noncooperative game of vehicle path-following control involving a driver and a vehicle automated steering controller.The second one,namely the Stackelberg strategy is derived based on the assumption that a Stackelberg equilibrium is reached in a similar context.A simulation study is performed to study the differences between the two proposed noncooperativegame strategies.An experiment using a fixed-base driving simulator is carried out to measure six test drivers'steering behavior in response to vehicle automated steering intervention.The Nash strategy is then fitted to measured driver steering wheel angles following a model identification procedure.Control weight parameters involved in the Nash strategy are identified.It is found that the proposed Nash strategy with the identified control weights is capable of representing the trend of measured driver steering behavior and vehicle lateral responses.It is also found that the proposed Nash strategy is superior to the classic driver steering control strategy which has widely been used for modeling driver steering control over the past.A discussion on improving automated steering control using the gained knowledge of driver noncooperative-game steering control behavior was made.展开更多
Game player modeling is a paradigm of computational models to exploit players’behavior and experience using game and player analytics.Player modeling refers to descriptions of players based on frameworks of data deri...Game player modeling is a paradigm of computational models to exploit players’behavior and experience using game and player analytics.Player modeling refers to descriptions of players based on frameworks of data derived from the interaction of a player’s behavior within the game as well as the player’s experience with the game.Player behavior focuses on dynamic and static information gathered at the time of gameplay.Player experience concerns the association of the human player during gameplay,which is based on cognitive and affective physiological measurements collected from sensors mounted on the player’s body or in the player’s surroundings.In this paper,player experience modeling is studied based on the board puzzle game“Candy Crush Saga”using cognitive data of players accessed by physiological and peripheral devices.Long Short-Term Memory-based Deep Neural Network(LSTM-DNN)is used to predict players’effective states in terms of valence,arousal,dominance,and liking by employing the concept of transfer learning.Transfer learning focuses on gaining knowledge while solving one problem and using the same knowledge to solve different but related problems.The homogeneous transfer learning approach has not been implemented in the game domain before,and this novel study opens a new research area for the game industry where the main challenge is predicting the significance of innovative games for entertainment and players’engagement.Relevant not only from a player’s point of view,it is also a benchmark study for game developers who have been facing problems of“cold start”for innovative games that strengthen the game industrial economy.展开更多
In this paper, we investigate the influences of network delay on QoE (Quality of Experience) such as the operability of haptic interface device and the fairness between players for soft objects in a networked real-tim...In this paper, we investigate the influences of network delay on QoE (Quality of Experience) such as the operability of haptic interface device and the fairness between players for soft objects in a networked real-time game subjectively and objectively. We handle a networked balloon bursting game in which two players burst balloons (i.e., soft objects) in a 3D virtual space by using haptic interface devices, and the players compete for the number of burst balloons. As a result, we find that the operability depends on the network delay from the local terminal to the other terminal, and the fairness is mainly dependent on the difference in network delay between the players’ terminals. We confirm that there exists a trade-off relationship between the operability and the fairness. We also see that the contribution of the fairness is larger than that of the operability to the comprehensive quality (i.e., the weighted sum of the operability and fairness). Assessment results further show that the output timing of terminals should be adjusted to the terminal which has the latest output timing to maintain the fairness when the difference in network delay between the terminals is large. In this way, the comprehensive quality at each terminal can be maintained as high as possible.展开更多
A planar passive walking model with straight legs and round feet was discussed. This model can walk down steps, both on stairs with even steps and with random steps. Simulations showed that models with small moments o...A planar passive walking model with straight legs and round feet was discussed. This model can walk down steps, both on stairs with even steps and with random steps. Simulations showed that models with small moments of inertia can navigate large height steps. Period-doubling has been observed when the space between steps grows. This period-doubling has been validated by experiments, and the results of experiments were coincident with the simulation.展开更多
Irrigation water is a scarce common-pool resource in Uzbekistan, which leads to an increasing competition over its allocation among farmers. We examine how the management of this resource affects individual strategic ...Irrigation water is a scarce common-pool resource in Uzbekistan, which leads to an increasing competition over its allocation among farmers. We examine how the management of this resource affects individual strategic behavior and how its availability (vis-a-vis scarcity vs. non-scarcity) impacts cooperation. We conduct a field experiment in Uzbekistan where two policies are analyzed: penalty and bonus. Our findings suggest that both penalty and bonus mechanisms are effective in reducing individual water appropriation compared to the case in which these policies are absent. However, in terms of reducing overall water appropriation, the bonus mechanism is the most effective in preserving the resource stock. Therefore, policymakers should have a degree of flexibility regarding the selection of a mechanism to reduce water consumption. We also find that subjects exhibit different appropriation behaviors depending on their location within the irrigation system, with upstream users being more sensitive to water reduction than downstream users.展开更多
Currently,limited studies of immiscible water-alternating-CO_(2)(imWACO_(2))flooding focus on the impact of reservoir heterogeneity on reservoir development outcomes.Given this,using the heterogeneous reservoirs in th...Currently,limited studies of immiscible water-alternating-CO_(2)(imWACO_(2))flooding focus on the impact of reservoir heterogeneity on reservoir development outcomes.Given this,using the heterogeneous reservoirs in the Gao 89-1 block as a case study,this study conducted slab core flooding experiments and numerical simulations to assess the impact of reservoir heterogeneity on imWACO_(2)flooding efficiency.It can be concluded that imWACO_(2)flooding can enhance the sweep volume and oil recovery compared to continuous CO_(2)flooding.As the permeability difference increases,the difference in the swept volume between zones/layers with relatively high and low permeability increases.To optimize the exploitation of reservoirs in the Gao 89-1 block,the optimal timing and CO_(2)injection rate for imWACO_(2)flooding are determined at water cut of 40%and 10000 m^(3)/d,respectively.A short injection-production semi-period,combined with multiple cycles of water and CO_(2)injection alternations,is beneficial for enhanced oil recovery from imWACO_(2)flooding.展开更多
Mobile edge caching technology is gaining more and more attention because it can effectively improve the Quality of Experience (QoE) of users and reduce backhaul burden. This paper aims to improve the utility of mobil...Mobile edge caching technology is gaining more and more attention because it can effectively improve the Quality of Experience (QoE) of users and reduce backhaul burden. This paper aims to improve the utility of mobile edge caching technology from the perspectie of caching resource management by examining a network composed of one operator, multiple users and Content Providers (CPs). The caching resource management model is constructed on the premise of fully considering the QoE of users and the servicing capability of the Base Station (BS). In order to create the best caching resource allocation scheme, the original problem is transformed into a multi-leader multi-follower Stackelberg game model through the analysis of the system model. The strategy combinations and the utility functions of players are analyzed. The existence and uniqueness of the Nash Equilibrium (NE) solution are also analyzed and proved. The optimal strategy combinations and the best responses are deduced in detail. Simulation results and analysis show that the proposed model and algorithm can achieve the optimal allocation of caching resource and improve the QoE of users.展开更多
文摘This paper investigates two noncooperative-game strategies which may be used to represent a human driver's steering control behavior in response to vehicle automated steering intervention.The first strategy,namely the Nash strategy is derived based on the assumption that a Nash equilibrium is reached in a noncooperative game of vehicle path-following control involving a driver and a vehicle automated steering controller.The second one,namely the Stackelberg strategy is derived based on the assumption that a Stackelberg equilibrium is reached in a similar context.A simulation study is performed to study the differences between the two proposed noncooperativegame strategies.An experiment using a fixed-base driving simulator is carried out to measure six test drivers'steering behavior in response to vehicle automated steering intervention.The Nash strategy is then fitted to measured driver steering wheel angles following a model identification procedure.Control weight parameters involved in the Nash strategy are identified.It is found that the proposed Nash strategy with the identified control weights is capable of representing the trend of measured driver steering behavior and vehicle lateral responses.It is also found that the proposed Nash strategy is superior to the classic driver steering control strategy which has widely been used for modeling driver steering control over the past.A discussion on improving automated steering control using the gained knowledge of driver noncooperative-game steering control behavior was made.
基金This study was supported by the BK21 FOUR project(AI-driven Convergence Software Education Research Program)funded by the Ministry of Education,School of Computer Science and Engineering,Kyungpook National University,Korea(4199990214394).This work was also supported by the Institute of Information&communications Technology Planning&Evaluation(IITP)grant funded by the Korea Government(MSIT)under Grant 2017-0-00053(A Technology Development of Artificial Intelligence Doctors for Cardiovascular Disease).
文摘Game player modeling is a paradigm of computational models to exploit players’behavior and experience using game and player analytics.Player modeling refers to descriptions of players based on frameworks of data derived from the interaction of a player’s behavior within the game as well as the player’s experience with the game.Player behavior focuses on dynamic and static information gathered at the time of gameplay.Player experience concerns the association of the human player during gameplay,which is based on cognitive and affective physiological measurements collected from sensors mounted on the player’s body or in the player’s surroundings.In this paper,player experience modeling is studied based on the board puzzle game“Candy Crush Saga”using cognitive data of players accessed by physiological and peripheral devices.Long Short-Term Memory-based Deep Neural Network(LSTM-DNN)is used to predict players’effective states in terms of valence,arousal,dominance,and liking by employing the concept of transfer learning.Transfer learning focuses on gaining knowledge while solving one problem and using the same knowledge to solve different but related problems.The homogeneous transfer learning approach has not been implemented in the game domain before,and this novel study opens a new research area for the game industry where the main challenge is predicting the significance of innovative games for entertainment and players’engagement.Relevant not only from a player’s point of view,it is also a benchmark study for game developers who have been facing problems of“cold start”for innovative games that strengthen the game industrial economy.
文摘In this paper, we investigate the influences of network delay on QoE (Quality of Experience) such as the operability of haptic interface device and the fairness between players for soft objects in a networked real-time game subjectively and objectively. We handle a networked balloon bursting game in which two players burst balloons (i.e., soft objects) in a 3D virtual space by using haptic interface devices, and the players compete for the number of burst balloons. As a result, we find that the operability depends on the network delay from the local terminal to the other terminal, and the fairness is mainly dependent on the difference in network delay between the players’ terminals. We confirm that there exists a trade-off relationship between the operability and the fairness. We also see that the contribution of the fairness is larger than that of the operability to the comprehensive quality (i.e., the weighted sum of the operability and fairness). Assessment results further show that the output timing of terminals should be adjusted to the terminal which has the latest output timing to maintain the fairness when the difference in network delay between the terminals is large. In this way, the comprehensive quality at each terminal can be maintained as high as possible.
文摘A planar passive walking model with straight legs and round feet was discussed. This model can walk down steps, both on stairs with even steps and with random steps. Simulations showed that models with small moments of inertia can navigate large height steps. Period-doubling has been observed when the space between steps grows. This period-doubling has been validated by experiments, and the results of experiments were coincident with the simulation.
文摘Irrigation water is a scarce common-pool resource in Uzbekistan, which leads to an increasing competition over its allocation among farmers. We examine how the management of this resource affects individual strategic behavior and how its availability (vis-a-vis scarcity vs. non-scarcity) impacts cooperation. We conduct a field experiment in Uzbekistan where two policies are analyzed: penalty and bonus. Our findings suggest that both penalty and bonus mechanisms are effective in reducing individual water appropriation compared to the case in which these policies are absent. However, in terms of reducing overall water appropriation, the bonus mechanism is the most effective in preserving the resource stock. Therefore, policymakers should have a degree of flexibility regarding the selection of a mechanism to reduce water consumption. We also find that subjects exhibit different appropriation behaviors depending on their location within the irrigation system, with upstream users being more sensitive to water reduction than downstream users.
基金funded by the National Natural Science Foundation of China(No.51974343)the Open Fund of Hubei Key Laboratory of Drilling and Production Engineering for Oil and Gas(Yangtze University)(No.YQZC202307)+2 种基金the Qingdao Postdoctoral Applied Research Project(No.qdyy20200084)the China Postdoctoral Science Foundation(No.2021M703588)a project of Science&Technology R&D Department of SINOPEC entitled Key Technology for Optimization Design of 3D Development of Shale oil in Dongying Sag(No.P23026).
文摘Currently,limited studies of immiscible water-alternating-CO_(2)(imWACO_(2))flooding focus on the impact of reservoir heterogeneity on reservoir development outcomes.Given this,using the heterogeneous reservoirs in the Gao 89-1 block as a case study,this study conducted slab core flooding experiments and numerical simulations to assess the impact of reservoir heterogeneity on imWACO_(2)flooding efficiency.It can be concluded that imWACO_(2)flooding can enhance the sweep volume and oil recovery compared to continuous CO_(2)flooding.As the permeability difference increases,the difference in the swept volume between zones/layers with relatively high and low permeability increases.To optimize the exploitation of reservoirs in the Gao 89-1 block,the optimal timing and CO_(2)injection rate for imWACO_(2)flooding are determined at water cut of 40%and 10000 m^(3)/d,respectively.A short injection-production semi-period,combined with multiple cycles of water and CO_(2)injection alternations,is beneficial for enhanced oil recovery from imWACO_(2)flooding.
文摘Mobile edge caching technology is gaining more and more attention because it can effectively improve the Quality of Experience (QoE) of users and reduce backhaul burden. This paper aims to improve the utility of mobile edge caching technology from the perspectie of caching resource management by examining a network composed of one operator, multiple users and Content Providers (CPs). The caching resource management model is constructed on the premise of fully considering the QoE of users and the servicing capability of the Base Station (BS). In order to create the best caching resource allocation scheme, the original problem is transformed into a multi-leader multi-follower Stackelberg game model through the analysis of the system model. The strategy combinations and the utility functions of players are analyzed. The existence and uniqueness of the Nash Equilibrium (NE) solution are also analyzed and proved. The optimal strategy combinations and the best responses are deduced in detail. Simulation results and analysis show that the proposed model and algorithm can achieve the optimal allocation of caching resource and improve the QoE of users.