In this paper, we consider multiobjective two-person zero-sum games with vector payoffs and vector fuzzy payoffs. We translate such games into the corresponding multiobjective programming problems and introduce the pe...In this paper, we consider multiobjective two-person zero-sum games with vector payoffs and vector fuzzy payoffs. We translate such games into the corresponding multiobjective programming problems and introduce the pessimistic Pareto optimal solution concept by assuming that a player supposes the opponent adopts the most disadvantage strategy for the self. It is shown that any pessimistic Pareto optimal solution can be obtained on the basis of linear programming techniques even if the membership functions for the objective functions are nonlinear. Moreover, we propose interactive algorithms based on the bisection method to obtain a pessimistic compromise solution from among the set of all pessimistic Pareto optimal solutions. In order to show the efficiency of the proposed method, we illustrate interactive processes of an application to a vegetable shipment problem.展开更多
There are a few studies that focus on solution methods for finding a Nash equilibrium of zero-sum games. We discuss the use of Karmarkar’s interior point method to solve the Nash equilibrium problems of a zero-sum ga...There are a few studies that focus on solution methods for finding a Nash equilibrium of zero-sum games. We discuss the use of Karmarkar’s interior point method to solve the Nash equilibrium problems of a zero-sum game, and prove that it is theoretically a polynomial time algorithm. We implement the Karmarkar method, and a preliminary computational result shows that it performs well for zero-sum games. We also mention an affine scaling method that would help us compute Nash equilibria of general zero-sum games effectively.展开更多
Objective: To study the problematic use of video games among secondary school students in the city of Parakou in 2023. Methods: Descriptive cross-sectional study conducted in the commune of Parakou from December 2022 ...Objective: To study the problematic use of video games among secondary school students in the city of Parakou in 2023. Methods: Descriptive cross-sectional study conducted in the commune of Parakou from December 2022 to July 2023. The study population consisted of students regularly enrolled in public and private secondary schools in the city of Parakou for the 2022-2023 academic year. A two-stage non-proportional stratified sampling technique combined with simple random sampling was adopted. The Problem Video Game Playing (PVP) scale was used to assess problem gambling in the study population, while anxiety and depression were assessed using the Hospital Anxiety and Depression Scale (HADS). Results: A total of 1030 students were included. The mean age of the pupils surveyed was 15.06 ± 2.68 years, with extremes of 10 and 28 years. The [13 - 18] age group was the most represented, with a proportion of 59.6% (614) in the general population. Females predominated, at 52.8% (544), with a sex ratio of 0.89. The prevalence of problematic video game use was 24.9%, measured using the Video Game Playing scale. Associated factors were male gender (p = 0.005), pocket money under 10,000 cfa (p = 0.001) and between 20,000 - 90,000 cfa (p = 0.030), addictive family behavior (p < 0.001), monogamous family (p = 0.023), good relationship with father (p = 0.020), organization of video game competitions (p = 0.001) and definite anxiety (p Conclusion: Substance-free addiction is struggling to attract the attention it deserves, as it did in its infancy everywhere else. This study complements existing data and serves as a reminder of the need to focus on this group of addictions, whose problematic use of video games remains the most frequent due to its accessibility and social tolerance. Preventive action combined with curative measures remains the most effective means of combating the problem at national level.展开更多
Given a graph g=( V,A ) , we define a space of subgraphs M with the binary operation of union and the unique decomposition property into blocks. This space allows us to discuss a notion of minimal subgraphs (minimal c...Given a graph g=( V,A ) , we define a space of subgraphs M with the binary operation of union and the unique decomposition property into blocks. This space allows us to discuss a notion of minimal subgraphs (minimal coalitions) that are of interest for the game. Additionally, a partition of the game is defined in terms of the gain of each block, and subsequently, a solution to the game is defined based on distributing to each player (node and edge) present in each block a payment proportional to their contribution to the coalition.展开更多
This paper presents a novel cooperative value iteration(VI)-based adaptive dynamic programming method for multi-player differential game models with a convergence proof.The players are divided into two groups in the l...This paper presents a novel cooperative value iteration(VI)-based adaptive dynamic programming method for multi-player differential game models with a convergence proof.The players are divided into two groups in the learning process and adapt their policies sequentially.Our method removes the dependence of admissible initial policies,which is one of the main drawbacks of the PI-based frameworks.Furthermore,this algorithm enables the players to adapt their control policies without full knowledge of others’ system parameters or control laws.The efficacy of our method is illustrated by three examples.展开更多
In today’s interconnected global society,a crucial aspect that defines the identity of an independent country is its distinctive national heritage and values.Every country has many different cultures,and children’s ...In today’s interconnected global society,a crucial aspect that defines the identity of an independent country is its distinctive national heritage and values.Every country has many different cultures,and children’s games exist in every culture.Every culture has unique characteristics and norms that have been agreed upon by the members of the culture(Usman&Yusuf,2022).Mongolians believe that the future of their nation can be discerned through the toys that children play with.These toys reflect Mongolia’s nomadic culture,rich heritage,customs,precious belongings,and unique playthings.Mongolian culture and mentality are nurtured in children through play,and an essential aspect of Mongolian games is their close association with people’s work and way of life.The Mongolian toys stand as a significant intellectual contribution of the Mongolian people to human history.展开更多
This study conducted a 16-week comparative experiment with 160 students from Jinan No.5 Middle School in Shandong Province as the experimental subjects.During the implementation of the experiment,the subjects were div...This study conducted a 16-week comparative experiment with 160 students from Jinan No.5 Middle School in Shandong Province as the experimental subjects.During the implementation of the experiment,the subjects were divided into two groups:an experimental group and a control group.The experimental group was subjected to physical exercise interventions using sports game teaching methods during physical education class,while the control group followed traditional physical education teaching methods.The results showed that the psychological health status of the students in the experimental group was significantly better than that of the control group after the experiment.The application of sports games helps to improve the psychological health of middle school students in the course of physical education,promoting a positive and forward direction in student psychology and is an effective means to enhance the psychological health level of middle school students.展开更多
The existence and uniqueness of the solutions for one kind of forward-backward stochastic differential equations with Brownian motion and Poisson process as the noise source were given under the monotone conditions.Th...The existence and uniqueness of the solutions for one kind of forward-backward stochastic differential equations with Brownian motion and Poisson process as the noise source were given under the monotone conditions.Then these results were applied to nonzero-sum differential games with random jumps to get the explicit form of the open-loop Nash equilibrium point by the solution of the forward-backward stochastic differential equations.展开更多
This paper is concerned with anti-disturbance Nash equilibrium seeking for games with partial information.First,reduced-order disturbance observer-based algorithms are proposed to achieve Nash equilibrium seeking for ...This paper is concerned with anti-disturbance Nash equilibrium seeking for games with partial information.First,reduced-order disturbance observer-based algorithms are proposed to achieve Nash equilibrium seeking for games with firstorder and second-order players,respectively.In the developed algorithms,the observed disturbance values are included in control signals to eliminate the influence of disturbances,based on which a gradient-like optimization method is implemented for each player.Second,a signum function based distributed algorithm is proposed to attenuate disturbances for games with secondorder integrator-type players.To be more specific,a signum function is involved in the proposed seeking strategy to dominate disturbances,based on which the feedback of the velocity-like states and the gradients of the functions associated with players achieves stabilization of system dynamics and optimization of players'objective functions.Through Lyapunov stability analysis,it is proven that the players'actions can approach a small region around the Nash equilibrium by utilizing disturbance observerbased strategies with appropriate control gains.Moreover,exponential(asymptotic)convergence can be achieved when the signum function based control strategy(with an adaptive control gain)is employed.The performance of the proposed algorithms is tested by utilizing an integrated simulation platform of virtual robot experimentation platform(V-REP)and MATLAB.展开更多
The existence and uniqueness of the solutions for one kind of forward- backward stochastic differential equations with Brownian motion and Poisson process as the noise source were given under the monotone conditions. ...The existence and uniqueness of the solutions for one kind of forward- backward stochastic differential equations with Brownian motion and Poisson process as the noise source were given under the monotone conditions. Then these results were applied to nonzero-sum differential games with random jumps to get the explicit form of the open-loop Nash equilibrium point by the solution of the forward-backward stochastic differential equations.展开更多
Non-orthogonal multiple access technology(NOMA),as a potentially promising technology in the 5G/B5G era,suffers fromubiquitous security threats due to the broadcast nature of the wirelessmedium.In this paper,we focus ...Non-orthogonal multiple access technology(NOMA),as a potentially promising technology in the 5G/B5G era,suffers fromubiquitous security threats due to the broadcast nature of the wirelessmedium.In this paper,we focus on artificial-signal-assisted and relay-assisted secure downlink transmission schemes against external eavesdropping in the context of physical layer security,respectively.To characterize the non-cooperative confrontation around the secrecy rate between the legitimate communication party and the eavesdropper,their interactions are modeled as a two-person zero-sum game.The existence of the Nash equilibrium of the proposed game models is proved,and the pure strategyNash equilibriumand mixed-strategyNash equilibriumprofiles in the two schemes are solved and analyzed,respectively.The numerical simulations are conducted to validate the analytical results,and showthat the two schemes improve the secrecy rate and further enhance the physical layer security performance of NOMA systems.展开更多
This paper studies a class of continuous-time two person zero-sum stochastic differential games characterized by linear It?’s differential equation with state-dependent noise and Markovian parameter jumps. Under the ...This paper studies a class of continuous-time two person zero-sum stochastic differential games characterized by linear It?’s differential equation with state-dependent noise and Markovian parameter jumps. Under the assumption of stochastic stabilizability, necessary and sufficient condition for the existence of the optimal control strategies is presented by means of a system of coupled algebraic Riccati equations via using the stochastic optimal control theory. Furthermore, the stochastic H∞ control problem for stochastic systems with Markovian jumps is discussed as an immediate application, and meanwhile, an illustrative example is presented.展开更多
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
BACKGROUND:To assess the efficacy of the epidemic prevention measures of the“closed-loop”system adopted by the Beijing 2022 Olympic Winter Games(BOWG).METHODS:We retrospectively collected and analyzed information,in...BACKGROUND:To assess the efficacy of the epidemic prevention measures of the“closed-loop”system adopted by the Beijing 2022 Olympic Winter Games(BOWG).METHODS:We retrospectively collected and analyzed information,including age,sex,nationality,vaccination status,date of diagnosis,and date of entry,from 280 SARS-CoV-2-positive individuals identified during the BOWG.A susceptibility-exposed-infectious-remove model was employed to evaluate the effectiveness of epidemic prevention strategies on controlling the spread of SARS-CoV-2 under different scenarios during the BOWG.RESULTS:Regarding SARS-CoV-2-positive cases,97.9%were imported,and 96.4%were asymptomatic.The median age was 37 years(range:29–47 years),and 73.9%were male,with the majority of cases being broadcasters and European attendees.Regarding vaccination status,93.5%were fully vaccinated,and six cases were considered to have been infected in the closed-loop system during the BOWG.Assuming that the BOWG adopted a semi-closed-loop management system,the cumulative number of confirmed cases would be 1,137 for quick quarantine measures(3 d later)implemented and 5,530 for delayed quarantine measures(9 d later)implemented.This modeling revealed that stringent pandemic prevention measures and closed-loop management effectively controlled the spread of SARS-CoV-2 during the BOWG.CONCLUSION:Imported cases are considered the main risk factor for SARS-CoV-2 transmission during mass gatherings,but a comprehensive closed-loop system could minimize transmission among attendees and general personnel.展开更多
In this paper,a zero-sum game Nash equilibrium computation problem with event-triggered communication is investigated under an undirected weight-balanced multi-agent network.A novel distributed event-triggered project...In this paper,a zero-sum game Nash equilibrium computation problem with event-triggered communication is investigated under an undirected weight-balanced multi-agent network.A novel distributed event-triggered projection subgradient algorithm is developed to reduce the communication burden within the subnetworks.In the proposed algorithm,when the difference between the current state of the agent and the state of the last trigger time exceeds a given threshold,the agent will be triggered to communicate with its neighbours.Moreover,we prove that all agents converge to Nash equilibrium by the proposed algorithm.Finally,two simulation examples verify that our algorithm not only reduces the communication burden but also ensures that the convergence speed and accuracy are close to that of the time-triggered method under the appropriate threshold.展开更多
Computational linguistics is an engineering-based scientific discipline.It deals with understanding written and spoken language from a computational viewpoint.Further,the domain also helps construct the artefacts that...Computational linguistics is an engineering-based scientific discipline.It deals with understanding written and spoken language from a computational viewpoint.Further,the domain also helps construct the artefacts that are useful in processing and producing a language either in bulk or in a dialogue setting.Named Entity Recognition(NER)is a fundamental task in the data extraction process.It concentrates on identifying and labelling the atomic components from several texts grouped under different entities,such as organizations,people,places,and times.Further,the NER mechanism identifies and removes more types of entities as per the requirements.The significance of the NER mechanism has been well-established in Natural Language Processing(NLP)tasks,and various research investigations have been conducted to develop novel NER methods.The conventional ways of managing the tasks range from rule-related and hand-crafted feature-related Machine Learning(ML)techniques to Deep Learning(DL)techniques.In this aspect,the current study introduces a novel Dart Games Optimizer with Hybrid Deep Learning-Driven Computational Linguistics(DGOHDL-CL)model for NER.The presented DGOHDL-CL technique aims to determine and label the atomic components from several texts as a collection of the named entities.In the presented DGOHDL-CL technique,the word embed-ding process is executed at the initial stage with the help of the word2vec model.For the NER mechanism,the Convolutional Gated Recurrent Unit(CGRU)model is employed in this work.At last,the DGO technique is used as a hyperparameter tuning strategy for the CGRU algorithm to boost the NER’s outcomes.No earlier studies integrated the DGO mechanism with the CGRU model for NER.To exhibit the superiority of the proposed DGOHDL-CL technique,a widespread simulation analysis was executed on two datasets,CoNLL-2003 and OntoNotes 5.0.The experimental outcomes establish the promising performance of the DGOHDL-CL technique over other models.展开更多
Mobile games are gaining in popularity among students, although the factors driving engagement remain poorly understood. This study, conducted among 378 students studying for a Bachelor’s degree in Computer and Digit...Mobile games are gaining in popularity among students, although the factors driving engagement remain poorly understood. This study, conducted among 378 students studying for a Bachelor’s degree in Computer and Digital Sciences at the Université Virtuelle de Côte d’Ivoire, explores the influence of game assets and colours on player engagement. Using an online questionnaire, the study identified students’ gaming preferences and their perception of colours. The results show that the key elements most favoured by students are graphics, sound design, the game system, narrative, interactivity and accessibility. What’s more, colour plays a decisive role in their preferences and commitment to educational mobile games.展开更多
Spatial interactions are considered an important factor influencing a variety of evolutionary processes that take place in structured populations.It still remains an open problem to fully understand evolutionary game ...Spatial interactions are considered an important factor influencing a variety of evolutionary processes that take place in structured populations.It still remains an open problem to fully understand evolutionary game dynamics on networks except for certain limiting scenarios such as weak selection.Here we study the evolutionary dynamics of spatial games under strong selection where strategy evolution of individuals becomes deterministic in a fashion of winners taking all.We show that the long term behavior of the evolutionary process eventually converges to a particular basin of attraction,which is either a periodic cycle or a single fixed state depending on specific initial conditions and model parameters.In particular,we find that symmetric starting configurations can induce an exceedingly long transient phase encompassing a large number of aesthetic spatial patterns including the prominent kaleidoscopic cooperation.Our finding holds for any population structure and a broad class of finite games beyond the Prisoner’s Dilemma.Our work offers insights into understanding evolutionary dynamics of spatially extended systems ubiquitous in biology and ecology.展开更多
This article aims to examine the effect of the use of didactic games in mathematics teaching on students’achievements and knowledge accumulation in the classroom.The study also assessed the students’perceptions of t...This article aims to examine the effect of the use of didactic games in mathematics teaching on students’achievements and knowledge accumulation in the classroom.The study also assessed the students’perceptions of these learning games.The study was carried out with the experimental pre-test-post-test control group design.The research team of this study is five.The class consists of 64 students.Two groups of fifth grade students were randomly assigned as experimental and control groups.According to the results,it is shown that didactic games increase students’academic achievements and are an effective tool for lecturing.展开更多
文摘In this paper, we consider multiobjective two-person zero-sum games with vector payoffs and vector fuzzy payoffs. We translate such games into the corresponding multiobjective programming problems and introduce the pessimistic Pareto optimal solution concept by assuming that a player supposes the opponent adopts the most disadvantage strategy for the self. It is shown that any pessimistic Pareto optimal solution can be obtained on the basis of linear programming techniques even if the membership functions for the objective functions are nonlinear. Moreover, we propose interactive algorithms based on the bisection method to obtain a pessimistic compromise solution from among the set of all pessimistic Pareto optimal solutions. In order to show the efficiency of the proposed method, we illustrate interactive processes of an application to a vegetable shipment problem.
文摘There are a few studies that focus on solution methods for finding a Nash equilibrium of zero-sum games. We discuss the use of Karmarkar’s interior point method to solve the Nash equilibrium problems of a zero-sum game, and prove that it is theoretically a polynomial time algorithm. We implement the Karmarkar method, and a preliminary computational result shows that it performs well for zero-sum games. We also mention an affine scaling method that would help us compute Nash equilibria of general zero-sum games effectively.
基金Supported by National High Technology Research and Development Program of China (863 Program) (2006AA04Z183), National Natural Science Foundation of China (60621001, 60534010, 60572070, 60774048, 60728307), Program for Changjiang Scholars and Innovative Research Groups of China (60728307, 4031002)
文摘Objective: To study the problematic use of video games among secondary school students in the city of Parakou in 2023. Methods: Descriptive cross-sectional study conducted in the commune of Parakou from December 2022 to July 2023. The study population consisted of students regularly enrolled in public and private secondary schools in the city of Parakou for the 2022-2023 academic year. A two-stage non-proportional stratified sampling technique combined with simple random sampling was adopted. The Problem Video Game Playing (PVP) scale was used to assess problem gambling in the study population, while anxiety and depression were assessed using the Hospital Anxiety and Depression Scale (HADS). Results: A total of 1030 students were included. The mean age of the pupils surveyed was 15.06 ± 2.68 years, with extremes of 10 and 28 years. The [13 - 18] age group was the most represented, with a proportion of 59.6% (614) in the general population. Females predominated, at 52.8% (544), with a sex ratio of 0.89. The prevalence of problematic video game use was 24.9%, measured using the Video Game Playing scale. Associated factors were male gender (p = 0.005), pocket money under 10,000 cfa (p = 0.001) and between 20,000 - 90,000 cfa (p = 0.030), addictive family behavior (p < 0.001), monogamous family (p = 0.023), good relationship with father (p = 0.020), organization of video game competitions (p = 0.001) and definite anxiety (p Conclusion: Substance-free addiction is struggling to attract the attention it deserves, as it did in its infancy everywhere else. This study complements existing data and serves as a reminder of the need to focus on this group of addictions, whose problematic use of video games remains the most frequent due to its accessibility and social tolerance. Preventive action combined with curative measures remains the most effective means of combating the problem at national level.
文摘Given a graph g=( V,A ) , we define a space of subgraphs M with the binary operation of union and the unique decomposition property into blocks. This space allows us to discuss a notion of minimal subgraphs (minimal coalitions) that are of interest for the game. Additionally, a partition of the game is defined in terms of the gain of each block, and subsequently, a solution to the game is defined based on distributing to each player (node and edge) present in each block a payment proportional to their contribution to the coalition.
基金supported by the Industry-University-Research Cooperation Fund Project of the Eighth Research Institute of China Aerospace Science and Technology Corporation (USCAST2022-11)Aeronautical Science Foundation of China (20220001057001)。
文摘This paper presents a novel cooperative value iteration(VI)-based adaptive dynamic programming method for multi-player differential game models with a convergence proof.The players are divided into two groups in the learning process and adapt their policies sequentially.Our method removes the dependence of admissible initial policies,which is one of the main drawbacks of the PI-based frameworks.Furthermore,this algorithm enables the players to adapt their control policies without full knowledge of others’ system parameters or control laws.The efficacy of our method is illustrated by three examples.
文摘In today’s interconnected global society,a crucial aspect that defines the identity of an independent country is its distinctive national heritage and values.Every country has many different cultures,and children’s games exist in every culture.Every culture has unique characteristics and norms that have been agreed upon by the members of the culture(Usman&Yusuf,2022).Mongolians believe that the future of their nation can be discerned through the toys that children play with.These toys reflect Mongolia’s nomadic culture,rich heritage,customs,precious belongings,and unique playthings.Mongolian culture and mentality are nurtured in children through play,and an essential aspect of Mongolian games is their close association with people’s work and way of life.The Mongolian toys stand as a significant intellectual contribution of the Mongolian people to human history.
文摘This study conducted a 16-week comparative experiment with 160 students from Jinan No.5 Middle School in Shandong Province as the experimental subjects.During the implementation of the experiment,the subjects were divided into two groups:an experimental group and a control group.The experimental group was subjected to physical exercise interventions using sports game teaching methods during physical education class,while the control group followed traditional physical education teaching methods.The results showed that the psychological health status of the students in the experimental group was significantly better than that of the control group after the experiment.The application of sports games helps to improve the psychological health of middle school students in the course of physical education,promoting a positive and forward direction in student psychology and is an effective means to enhance the psychological health level of middle school students.
基金Project supported by the National Natural Science Foundation of China (No.10371067) thePlanned Item for the Outstanding Young Teachers of Ministry of Education of China (No.2057) the Special Fund for Ph.D. Program of Ministry of Education of China ( No.20020422020) and the Fok Ying Tung Education Foundation for Young College Teachers(No.91064)
文摘The existence and uniqueness of the solutions for one kind of forward-backward stochastic differential equations with Brownian motion and Poisson process as the noise source were given under the monotone conditions.Then these results were applied to nonzero-sum differential games with random jumps to get the explicit form of the open-loop Nash equilibrium point by the solution of the forward-backward stochastic differential equations.
基金supported by the National Natural Science Foundation of China(NSFC)(62222308,62173181,62073171,62221004)the Natural Science Foundation of Jiangsu Province(BK20200744,BK20220139)+3 种基金Jiangsu Specially-Appointed Professor(RK043STP19001)1311 Talent Plan of Nanjing University of Posts and Telecommunicationsthe Young Elite Scientists SponsorshipProgram by CAST(2021QNRC001)the Fundamental Research Funds for the Central Universities(30920032203)。
文摘This paper is concerned with anti-disturbance Nash equilibrium seeking for games with partial information.First,reduced-order disturbance observer-based algorithms are proposed to achieve Nash equilibrium seeking for games with firstorder and second-order players,respectively.In the developed algorithms,the observed disturbance values are included in control signals to eliminate the influence of disturbances,based on which a gradient-like optimization method is implemented for each player.Second,a signum function based distributed algorithm is proposed to attenuate disturbances for games with secondorder integrator-type players.To be more specific,a signum function is involved in the proposed seeking strategy to dominate disturbances,based on which the feedback of the velocity-like states and the gradients of the functions associated with players achieves stabilization of system dynamics and optimization of players'objective functions.Through Lyapunov stability analysis,it is proven that the players'actions can approach a small region around the Nash equilibrium by utilizing disturbance observerbased strategies with appropriate control gains.Moreover,exponential(asymptotic)convergence can be achieved when the signum function based control strategy(with an adaptive control gain)is employed.The performance of the proposed algorithms is tested by utilizing an integrated simulation platform of virtual robot experimentation platform(V-REP)and MATLAB.
基金国家自然科学基金,Outstanding Young Teachers of Ministry of Education of China,Special Fund for Ph.D.Program of Ministry of Education of China,Fok Ying Tung Education Foundation
文摘The existence and uniqueness of the solutions for one kind of forward- backward stochastic differential equations with Brownian motion and Poisson process as the noise source were given under the monotone conditions. Then these results were applied to nonzero-sum differential games with random jumps to get the explicit form of the open-loop Nash equilibrium point by the solution of the forward-backward stochastic differential equations.
基金supported by the NationalNatural Science Foundation of China under Grants U1836104,61801073,61931004,62072250National Key Research and Development Program of China under Grant 2021QY0700The Startup Foundation for Introducing Talent of NUIST under Grant 2021r039.
文摘Non-orthogonal multiple access technology(NOMA),as a potentially promising technology in the 5G/B5G era,suffers fromubiquitous security threats due to the broadcast nature of the wirelessmedium.In this paper,we focus on artificial-signal-assisted and relay-assisted secure downlink transmission schemes against external eavesdropping in the context of physical layer security,respectively.To characterize the non-cooperative confrontation around the secrecy rate between the legitimate communication party and the eavesdropper,their interactions are modeled as a two-person zero-sum game.The existence of the Nash equilibrium of the proposed game models is proved,and the pure strategyNash equilibriumand mixed-strategyNash equilibriumprofiles in the two schemes are solved and analyzed,respectively.The numerical simulations are conducted to validate the analytical results,and showthat the two schemes improve the secrecy rate and further enhance the physical layer security performance of NOMA systems.
文摘This paper studies a class of continuous-time two person zero-sum stochastic differential games characterized by linear It?’s differential equation with state-dependent noise and Markovian parameter jumps. Under the assumption of stochastic stabilizability, necessary and sufficient condition for the existence of the optimal control strategies is presented by means of a system of coupled algebraic Riccati equations via using the stochastic optimal control theory. Furthermore, the stochastic H∞ control problem for stochastic systems with Markovian jumps is discussed as an immediate application, and meanwhile, an illustrative example is presented.
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National Key R&D Program of China(2022YFC3006201)Beijing Public Health High-level Scholars Development Program(2022-1-001)。
文摘BACKGROUND:To assess the efficacy of the epidemic prevention measures of the“closed-loop”system adopted by the Beijing 2022 Olympic Winter Games(BOWG).METHODS:We retrospectively collected and analyzed information,including age,sex,nationality,vaccination status,date of diagnosis,and date of entry,from 280 SARS-CoV-2-positive individuals identified during the BOWG.A susceptibility-exposed-infectious-remove model was employed to evaluate the effectiveness of epidemic prevention strategies on controlling the spread of SARS-CoV-2 under different scenarios during the BOWG.RESULTS:Regarding SARS-CoV-2-positive cases,97.9%were imported,and 96.4%were asymptomatic.The median age was 37 years(range:29–47 years),and 73.9%were male,with the majority of cases being broadcasters and European attendees.Regarding vaccination status,93.5%were fully vaccinated,and six cases were considered to have been infected in the closed-loop system during the BOWG.Assuming that the BOWG adopted a semi-closed-loop management system,the cumulative number of confirmed cases would be 1,137 for quick quarantine measures(3 d later)implemented and 5,530 for delayed quarantine measures(9 d later)implemented.This modeling revealed that stringent pandemic prevention measures and closed-loop management effectively controlled the spread of SARS-CoV-2 during the BOWG.CONCLUSION:Imported cases are considered the main risk factor for SARS-CoV-2 transmission during mass gatherings,but a comprehensive closed-loop system could minimize transmission among attendees and general personnel.
文摘In this paper,a zero-sum game Nash equilibrium computation problem with event-triggered communication is investigated under an undirected weight-balanced multi-agent network.A novel distributed event-triggered projection subgradient algorithm is developed to reduce the communication burden within the subnetworks.In the proposed algorithm,when the difference between the current state of the agent and the state of the last trigger time exceeds a given threshold,the agent will be triggered to communicate with its neighbours.Moreover,we prove that all agents converge to Nash equilibrium by the proposed algorithm.Finally,two simulation examples verify that our algorithm not only reduces the communication burden but also ensures that the convergence speed and accuracy are close to that of the time-triggered method under the appropriate threshold.
基金Princess Nourah Bint Abdulrahman University Researchers Supporting Project Number(PNURSP2022R281)Princess Nourah Bint Abdulrahman University,Riyadh,Saudi Arabia.The authors would like to thank the Deanship of Scientific Research at Umm Al-Qura University for supporting this work by Grant Code:(22UQU4331004DSR10).
文摘Computational linguistics is an engineering-based scientific discipline.It deals with understanding written and spoken language from a computational viewpoint.Further,the domain also helps construct the artefacts that are useful in processing and producing a language either in bulk or in a dialogue setting.Named Entity Recognition(NER)is a fundamental task in the data extraction process.It concentrates on identifying and labelling the atomic components from several texts grouped under different entities,such as organizations,people,places,and times.Further,the NER mechanism identifies and removes more types of entities as per the requirements.The significance of the NER mechanism has been well-established in Natural Language Processing(NLP)tasks,and various research investigations have been conducted to develop novel NER methods.The conventional ways of managing the tasks range from rule-related and hand-crafted feature-related Machine Learning(ML)techniques to Deep Learning(DL)techniques.In this aspect,the current study introduces a novel Dart Games Optimizer with Hybrid Deep Learning-Driven Computational Linguistics(DGOHDL-CL)model for NER.The presented DGOHDL-CL technique aims to determine and label the atomic components from several texts as a collection of the named entities.In the presented DGOHDL-CL technique,the word embed-ding process is executed at the initial stage with the help of the word2vec model.For the NER mechanism,the Convolutional Gated Recurrent Unit(CGRU)model is employed in this work.At last,the DGO technique is used as a hyperparameter tuning strategy for the CGRU algorithm to boost the NER’s outcomes.No earlier studies integrated the DGO mechanism with the CGRU model for NER.To exhibit the superiority of the proposed DGOHDL-CL technique,a widespread simulation analysis was executed on two datasets,CoNLL-2003 and OntoNotes 5.0.The experimental outcomes establish the promising performance of the DGOHDL-CL technique over other models.
文摘Mobile games are gaining in popularity among students, although the factors driving engagement remain poorly understood. This study, conducted among 378 students studying for a Bachelor’s degree in Computer and Digital Sciences at the Université Virtuelle de Côte d’Ivoire, explores the influence of game assets and colours on player engagement. Using an online questionnaire, the study identified students’ gaming preferences and their perception of colours. The results show that the key elements most favoured by students are graphics, sound design, the game system, narrative, interactivity and accessibility. What’s more, colour plays a decisive role in their preferences and commitment to educational mobile games.
基金support from NSFC,China(62036002,62273226)is gratefully acknowledgedsupported by the Fundamental Research Funds for Central Universities,Xidian University,China(JB210414).
文摘Spatial interactions are considered an important factor influencing a variety of evolutionary processes that take place in structured populations.It still remains an open problem to fully understand evolutionary game dynamics on networks except for certain limiting scenarios such as weak selection.Here we study the evolutionary dynamics of spatial games under strong selection where strategy evolution of individuals becomes deterministic in a fashion of winners taking all.We show that the long term behavior of the evolutionary process eventually converges to a particular basin of attraction,which is either a periodic cycle or a single fixed state depending on specific initial conditions and model parameters.In particular,we find that symmetric starting configurations can induce an exceedingly long transient phase encompassing a large number of aesthetic spatial patterns including the prominent kaleidoscopic cooperation.Our finding holds for any population structure and a broad class of finite games beyond the Prisoner’s Dilemma.Our work offers insights into understanding evolutionary dynamics of spatially extended systems ubiquitous in biology and ecology.
文摘This article aims to examine the effect of the use of didactic games in mathematics teaching on students’achievements and knowledge accumulation in the classroom.The study also assessed the students’perceptions of these learning games.The study was carried out with the experimental pre-test-post-test control group design.The research team of this study is five.The class consists of 64 students.Two groups of fifth grade students were randomly assigned as experimental and control groups.According to the results,it is shown that didactic games increase students’academic achievements and are an effective tool for lecturing.