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A Game-Theoretic Approach to Elastic Control in Software-Defined Networking 被引量:6
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作者 Hongchang Chen Guozhen Cheng Zhiming Wang 《China Communications》 SCIE CSCD 2016年第5期103-109,共7页
Elastic control could balance the distributed control plane in Software-Defined Networking(SDN). Dynamic switch migration has been proposed to achieve it. However, existing schemes mainly focus on how to execute migra... Elastic control could balance the distributed control plane in Software-Defined Networking(SDN). Dynamic switch migration has been proposed to achieve it. However, existing schemes mainly focus on how to execute migration operation, but not why. This paper designs a decision-making mechanism based on zero-sum game theory to reelect a new controller as the master for migrated switches. It first chooses a switch for migration in the heavy controller which invites its neighbors as the game players to compete for the master role of this switch in the game-playing field(GPF) which is an occasional and loose domain for game-playing. Second, based on the concept of GPF, we design a decentralized strategy to play the game and determine which player as the final master. We implement it by extending the Open Flow protocol. Finally, numerical results demonstrate that our distributed strategy can approach elastic control plane with better performance. 展开更多
关键词 software-defined networking master election game theory OpenFlow
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Pseudo and Digital Parapraxis in MMORPGs
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作者 Marion HAZA 《Journal of Literature and Art Studies》 2014年第3期225-230,共6页
This communication proposes to study some language processes, similar in literature and videogames: parapraxis and the choice of a pseudo. It will aim to show how the use of a word reveals the intimacy of the subject... This communication proposes to study some language processes, similar in literature and videogames: parapraxis and the choice of a pseudo. It will aim to show how the use of a word reveals the intimacy of the subject, just like the autobiographical novel, which gives information about the writer. We would therefore have the presages of a self-writing in the creation, naming and storytelling of the avatar of a videogame player. From the example of a young player of the MMORPG (Massively Multiplayer Online Role Playing Games) networking game Dofus, who we met in consultation, we will see how his avatar "Deadlop" comes from parapraxis and enables the narration of his emotional intimacy. The unconscious elements that led to the creation of the pseudo enabled him to tell his story and grasp some unexplained facets of himself. 展开更多
关键词 VIDEOGAMES parapraxis PSEUDO NARRATION
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软件快讯
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《网络与信息》 2003年第2期62-65,共4页
关键词 《豪杰超级解霸3000》 影音格式 《金山词霸》 虚拟光驱软件 《玩游戏背单词》 打字软件 应用软件
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笑里藏道
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《花火(C版)》 2010年第3期3-3,共1页
懒人 从前有一对懒兄弟,他俩都不愿意做家务事,可是,父母不在家时又不得不做。
关键词 《笑里藏道》 《懒人》 《玩游戏》 幽默
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Science Letters:Human-centered modeling for style-based adaptive games
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作者 Chee-onn WONG Jongin KIM +1 位作者 Eunjung HAN Keechul JUNG 《Journal of Zhejiang University-Science A(Applied Physics & Engineering)》 SCIE EI CAS CSCD 2009年第4期530-534,共5页
This letter proposes a categorization matrix to analyze the playing style of a computer game player for a shooting game genre. Our aim is to use human-centered modeling as a strategy for adaptive games based on entert... This letter proposes a categorization matrix to analyze the playing style of a computer game player for a shooting game genre. Our aim is to use human-centered modeling as a strategy for adaptive games based on entertainment measure to evaluate the playing experience. We utilized a self-organizing map (SOM) to cluster the player's style with the data obtained while playing the game. We further argued that style-based adaptation contributes to higher enjoyment, and this is reflected in our experiment using a supervised multilayered perceptron (MLP) network. 展开更多
关键词 Player modeling Categorization matrix Adaptive games Human-centered modeling Data clustering
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Evolution of Cooperation in Evolutionary Games for Heterogeneous Interactions
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作者 钱晓岚 杨俊忠 《Communications in Theoretical Physics》 SCIE CAS CSCD 2012年第4期547-552,共6页
When a population structure is modelled as a square lattice,the cooperation may be improved for an evolutionary prisoner dilemma game or be inhibited for an evolutionary snowdrift game.In this work,we investigate coop... When a population structure is modelled as a square lattice,the cooperation may be improved for an evolutionary prisoner dilemma game or be inhibited for an evolutionary snowdrift game.In this work,we investigate cooperation in a population on a square lattice where the interaction among players contains both prisoner dilemma game and snowdrift game.The heterogeneity in interaction is introduced to the population in two different ways:the heterogenous character of interaction assigned to every player(HCP) or the heterogenous character of interaction assigned to every link between any two players(HCL).The resonant enhancement of cooperation in the case of HCP is observed while the resonant inhibition of cooperation in the case of HCL is prominent.The explanations on the enhancement or inhibition of cooperation are presented for these two cases. 展开更多
关键词 evolutionary games heterogenous interactions resonant enhancement and inhibition
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