In this paper, we study linear static Stac kelberg problems with multiple leaders-followers in which each decision maker wi thin his group may or may not cooperate. An exact penalty function method is dev eloped. The ...In this paper, we study linear static Stac kelberg problems with multiple leaders-followers in which each decision maker wi thin his group may or may not cooperate. An exact penalty function method is dev eloped. The duality gaps of the followers’ problems are appended to the leaders’ objective function with a penalty. The structure leads to the decomposition of the composite problem into a series of linear programmings leading to an efficie nt algorithm. We prove that local optimality is reached for an exact penalty fun ction and illustrate the method with three examples. The model in this paper ext ends the stackelberg leader-follower model.展开更多
A non-cooperative game model based on brittleness entropy is formulated for preventing cascading failure of complex systems.Subsystems of a complex system are mapped to the players of the game.The influence of collaps...A non-cooperative game model based on brittleness entropy is formulated for preventing cascading failure of complex systems.Subsystems of a complex system are mapped to the players of the game.The influence of collapsed subsystems to other subsystems is also taken into account in the definition of payoff function except for their own entropy increase.This influence is named brittleness entropy.Each player has two optional strategies;rational for negative entropy and irrational for negative entropy.The model is designed to identify the players who select an irrational strategy for negative entropy.The players who select the irrational strategy for negative entropy continue to compete for negative entropy after the recovery of ordered state and make other subsystems can' t get enough negative entropy to reduce entropy increase.It leads to cascading failure of the complex system in the end.Genetic algorithm is used to seek the solution of game model,and the simulation result verifies the effectiveness of the proposed model.The model provides a new way to prevent cascading failure of complex systems.展开更多
We investigate the evolution of cooperation with evolutionary public goods games based on finite populations, where four pure strategies: cooperators, defectors, punishers and loners who are unwilling to participate ...We investigate the evolution of cooperation with evolutionary public goods games based on finite populations, where four pure strategies: cooperators, defectors, punishers and loners who are unwilling to participate are considered. By adopting approximate best response dynamics, we show that the magnitude of rationality not only quantitatively explains the experiment results in [Nature (London) 425 (2003) 390], but also it will heavily influence the evolution of cooperation. Compared with previous results of infinite populations, which result in two equilibriums, we show that there merely exists a special equilibrium cooperation. In addition, we characterize that loner's and the relevant high value of bounded rationality will sustain payoff plays an active role in the maintenance of cooperation, which will only be warranted for the low and moderate values of loner's payoff. It thus indicates the effects of rationality and loner's payoff will influence the cooperation. Finally, we highlight the important result that the introduction of voluntary participation and punishment will facilitate cooperation greatly.展开更多
Problem-solving strategy i,,; a critical skill in inquiry-based learning. Several studies have investigated how to use learning games to improve inquiry abilities. However, not every learner favors this kind of approa...Problem-solving strategy i,,; a critical skill in inquiry-based learning. Several studies have investigated how to use learning games to improve inquiry abilities. However, not every learner favors this kind of approach. Thus, we need to examine how human factors affect learners' reactions to the use of a digital game to support inquiry-based learning. This study addressed this issue by developing a digital game, "Baking Town", and using the game to examine the effects of two central human factors, sex differences and problem-solving strategies, on students' performance. The results demonstrate that students' inquiry abilities were significantly improved after they participated in the digital game. The results also demonstrate that the digital game may be a feasible way to reduce differences between boys and girls in this domain. Finally, we used the findings to develop a framework that can be used to enhance our understanding of sex differences and the use of problem-solving strategies in the context of digital games.展开更多
Female character in video games is the one of the most controversial topic in game studies and nowadays women's anthropology. From the beginning of role in games' plot to sexualized graphical representation, woman i...Female character in video games is the one of the most controversial topic in game studies and nowadays women's anthropology. From the beginning of role in games' plot to sexualized graphical representation, woman in virtual world were (and sometimes still are) a point of discussion about characters sexualisation and role of female sex in virtual industry. The main aim of this paper is to present analysis of female representation in video games and how in last 30 years it has changed. In other words, how female characters were ennobled from sex object to main protagonist status. In presented research, there were used mostly the examples of popular video games with extended plot and world which can be explored by protagonists. Video game historiography, textual analysis (which helped to treat video game character as a protagonist), and thematic analysis of video games were used as a main research method. The main conclusion of this paper is that female characters can overcome all gender or sexual stereotypes and even eventually became an icon of popular culture展开更多
Videogames feature non-player-characters. Such ingame entities are controlled by artificial intelligence that is sought to match the user's skill. Defining and understanding the given human-computer-interaction video...Videogames feature non-player-characters. Such ingame entities are controlled by artificial intelligence that is sought to match the user's skill. Defining and understanding the given human-computer-interaction videogame genres can be differentiated in either competitive matches or coherent plays. While artificial intelligence answers in responsive patterns only, natural intelligence holds creative qualities. A match is a game that creates suspense over the question of who is going to prevail. It can thus only be a game that features competing human players, since a computerized opponent is unaware of the game's significance. The nature of the match lies within the interactive trial. In a play, however, there is no battle but only cooperation. The aesthetics of such a play unfold to the audience, its purpose is showing rather than experiencing and/or competitively interacting. Artificial intelligence is then a surrogate that is often used in videogames to create an illusion of competition or battle. Its actual purpose is not to feature a worthy opponent, but to be a programmatic loser. In narrative and linear videogames, such as AI takes the role of a supporting actor whose function in the plot is, to signalize the player's dominance.展开更多
Yukio Ninagawa (1935-2016) was expected to achieve in a few years the great milestone of directing the complete collection of Shakespeare plays in new Japanese translations. This paper reconsiders Ninagawa's direct...Yukio Ninagawa (1935-2016) was expected to achieve in a few years the great milestone of directing the complete collection of Shakespeare plays in new Japanese translations. This paper reconsiders Ninagawa's direction from a global/local perspective with a special focus on several last works directed by him: Richard II, performed by young players of the Saitama Next Theater in February 2012, which was especially intended for the local Japanese audience; Ninagawa Macbeth, which was performed in September 2015 and was a revival of the director's internationally-acclaimed production, first performed in Japan in 1980 and abroad in 1985 onwards; and Two Gentlemen of Verona, the thirty-first in his series of Shakespeare plays and seventh in his series of Shakespeare plays with all-male casts, in October 2015. His last plays were not as perfect as he was still experimenting. This paper concludes, however, that while possessed by the power of theater, his direction emits its magical and subversive power and suggestion to give the audience vital energy to live in this world of tough conflicts. He continued to hope to make global and local spectators wonder at the plays he directed.展开更多
Recognition is the key to intersubjectivity, as it implies a relation only possible between rational subjects. To recognize means therefore to make a decision, maybe one of the most important decisions, so that a phil...Recognition is the key to intersubjectivity, as it implies a relation only possible between rational subjects. To recognize means therefore to make a decision, maybe one of the most important decisions, so that a philosophical reflection on intersubjectivity cannot be separated from a reflection on the social and political nature of decision. This leads, to how a simple theory of decision is to be found even in a deeply intersubjective context like the one of role and tabletop games. Aim of this research is to reflect on the role of unexpectedness and unexpected--and thus free---decisions in fields like those described by recognitions, States, and games, bringing into dialogue some thoughts of Hegel, Schelling, and C. Schmitt.展开更多
The spectrum allocation for links in multi-hop cognitive radio networks is addressed.The links rent the vacant licensed bands offered by primary users for implementing directional transmission.To minimize the individu...The spectrum allocation for links in multi-hop cognitive radio networks is addressed.The links rent the vacant licensed bands offered by primary users for implementing directional transmission.To minimize the individual cost,the links share the licensed band and rental fee.An interference model for the directional transmission in cognitive radio networks is proposed to formulate the cooperative and dynamic behavior of the links using the theory of hedonic game,called spectrum allocation game.The game is proved to converge to the core stable state indicating that all links satisfy with their current conditions and do not deviate from their coalitions.Numerical results show that the game improves spectral efficiency and contributes to reducing the individual cost of the links.展开更多
This study is about Eugene O'Neill's use of "medusation" as an effective metatheatrical device and foremost achievement in his art. Occurring onstage as an unexpected "anagnorisis", the medusation is a traumatic...This study is about Eugene O'Neill's use of "medusation" as an effective metatheatrical device and foremost achievement in his art. Occurring onstage as an unexpected "anagnorisis", the medusation is a traumatic experience that engenders ritual death. This author argues that the medusation is a quintessentially metatheatrical act, insomuch as here O'Neill carries out a commentary on the function and functioning of theatre, through the consciously fictitious events that unfold on the stage. In the "Introduction", the author reviews its development in O'Neill's plays, from the more traditional melodramatic situations of the early works to the subsequent portrayal of a self-defeating pattern calling for psychological violence and symbolic death. In the section called "Medusation", the author addresses the concept of medusation in order to account for the process whereby O'Neill's people, annihilated by their sudden glimpses into the other within themselves, undergo major physical and spiritual change In "Case Studies", the author analyzes the chief correlatives of medusation: the dead-in-life, the death mask and the dead double. The author's point in this paper is, thus, to show how extensively and pervasively O'Neill deploys medusation in order to signify a rite of passage that engenders metatheatrical death. Its outcome may either be the perpetuation of an endless spiral of violence and self-defeat, or a premise for rebirth arising from the characters' assumption of responsibility as to their share of guilt in the evil of the world, together with the renewed human sympathy and understanding that this awareness brings along展开更多
In recent decades, a new type of cultural upsurge surrounding kunqu1 has arisen in Chinese language sphere, though respectively due to different reasons in China's Mainland, Hong Kong, Taiwan and other Chinese dia...In recent decades, a new type of cultural upsurge surrounding kunqu1 has arisen in Chinese language sphere, though respectively due to different reasons in China's Mainland, Hong Kong, Taiwan and other Chinese diaspora. Against the global trend of culture heritage nationalization context, via the new media platform, the performative staging of individual emotions and reverie in the market society2, the longings to redeem various alienation in a vertical modernity3, as well as the yearnings for emotional balance in a burgeoning feministic modernity, all integrate with each other and together generate a restless transforming memory for kunqu. Just like a misty veil, this complex, contentious, contradictory and long-lasting collective memory-making process blurs kunqu's appearance, expands its layers, and ultimately generates a cultural myth. With detailed case studies this paper aims to reflect upon the deep reasons for the kunqu myth and to probe the transformative powers of a performative space in enabling remembrance and/or forgetting.展开更多
Teams developing serious games are often small and face both time and budget constraints. Although its importance is well-established, iterative usability testing is often forgone. Further, serious games present uniqu...Teams developing serious games are often small and face both time and budget constraints. Although its importance is well-established, iterative usability testing is often forgone. Further, serious games present unique challenges that they must be usable, enjoyable, and effective. It is necessary that the game's design is evaluated at several stages during development to ensure that all of these objectives are met. A model for incorporating usability testing into development that addresses these three elements is presented, along with guidelines for implementation focused specifically on small serious games development teams. By applying this model to development should ensure that developers are able to efficiently produce more effective serious games.展开更多
The number of people playing Massive Multiplayer Online Games (MMOGs) is growing steadily, yet there are limited studies on the social impact that this online activity has. This research, using both quantitative and...The number of people playing Massive Multiplayer Online Games (MMOGs) is growing steadily, yet there are limited studies on the social impact that this online activity has. This research, using both quantitative and qualitative data, focused on whether users of the most popular MMOG, World of Warcraft (WOW), exhibited behaviors of social capital in their online gaming activity and whether there was any correlation to offiine social capital. The findings indicated that cooperation provided the best indicator to make a correlation about a gamer's offiine social capital behaviors. One conclusion, stemming from this is that, in virtual worlds, the added social capital can lead to cronyism and help those in power maintain the status quo.展开更多
文摘In this paper, we study linear static Stac kelberg problems with multiple leaders-followers in which each decision maker wi thin his group may or may not cooperate. An exact penalty function method is dev eloped. The duality gaps of the followers’ problems are appended to the leaders’ objective function with a penalty. The structure leads to the decomposition of the composite problem into a series of linear programmings leading to an efficie nt algorithm. We prove that local optimality is reached for an exact penalty fun ction and illustrate the method with three examples. The model in this paper ext ends the stackelberg leader-follower model.
基金Basic Research Foundation from State Administration of Science,Technology and Industry for National Defence,PRC(No.Z192011B001)Science Foundation for Youths of Heilongjiang Province(No.QC2009C87)
文摘A non-cooperative game model based on brittleness entropy is formulated for preventing cascading failure of complex systems.Subsystems of a complex system are mapped to the players of the game.The influence of collapsed subsystems to other subsystems is also taken into account in the definition of payoff function except for their own entropy increase.This influence is named brittleness entropy.Each player has two optional strategies;rational for negative entropy and irrational for negative entropy.The model is designed to identify the players who select an irrational strategy for negative entropy.The players who select the irrational strategy for negative entropy continue to compete for negative entropy after the recovery of ordered state and make other subsystems can' t get enough negative entropy to reduce entropy increase.It leads to cascading failure of the complex system in the end.Genetic algorithm is used to seek the solution of game model,and the simulation result verifies the effectiveness of the proposed model.The model provides a new way to prevent cascading failure of complex systems.
基金Supported by National Nature Science Foundation under Grant No.60904063the Tianjin municipal Natural Science Foundation under Grant Nos.11JCYBJC06600,11ZCKF6X00900,11ZCKFGX00900
文摘We investigate the evolution of cooperation with evolutionary public goods games based on finite populations, where four pure strategies: cooperators, defectors, punishers and loners who are unwilling to participate are considered. By adopting approximate best response dynamics, we show that the magnitude of rationality not only quantitatively explains the experiment results in [Nature (London) 425 (2003) 390], but also it will heavily influence the evolution of cooperation. Compared with previous results of infinite populations, which result in two equilibriums, we show that there merely exists a special equilibrium cooperation. In addition, we characterize that loner's and the relevant high value of bounded rationality will sustain payoff plays an active role in the maintenance of cooperation, which will only be warranted for the low and moderate values of loner's payoff. It thus indicates the effects of rationality and loner's payoff will influence the cooperation. Finally, we highlight the important result that the introduction of voluntary participation and punishment will facilitate cooperation greatly.
文摘Problem-solving strategy i,,; a critical skill in inquiry-based learning. Several studies have investigated how to use learning games to improve inquiry abilities. However, not every learner favors this kind of approach. Thus, we need to examine how human factors affect learners' reactions to the use of a digital game to support inquiry-based learning. This study addressed this issue by developing a digital game, "Baking Town", and using the game to examine the effects of two central human factors, sex differences and problem-solving strategies, on students' performance. The results demonstrate that students' inquiry abilities were significantly improved after they participated in the digital game. The results also demonstrate that the digital game may be a feasible way to reduce differences between boys and girls in this domain. Finally, we used the findings to develop a framework that can be used to enhance our understanding of sex differences and the use of problem-solving strategies in the context of digital games.
文摘Female character in video games is the one of the most controversial topic in game studies and nowadays women's anthropology. From the beginning of role in games' plot to sexualized graphical representation, woman in virtual world were (and sometimes still are) a point of discussion about characters sexualisation and role of female sex in virtual industry. The main aim of this paper is to present analysis of female representation in video games and how in last 30 years it has changed. In other words, how female characters were ennobled from sex object to main protagonist status. In presented research, there were used mostly the examples of popular video games with extended plot and world which can be explored by protagonists. Video game historiography, textual analysis (which helped to treat video game character as a protagonist), and thematic analysis of video games were used as a main research method. The main conclusion of this paper is that female characters can overcome all gender or sexual stereotypes and even eventually became an icon of popular culture
文摘Videogames feature non-player-characters. Such ingame entities are controlled by artificial intelligence that is sought to match the user's skill. Defining and understanding the given human-computer-interaction videogame genres can be differentiated in either competitive matches or coherent plays. While artificial intelligence answers in responsive patterns only, natural intelligence holds creative qualities. A match is a game that creates suspense over the question of who is going to prevail. It can thus only be a game that features competing human players, since a computerized opponent is unaware of the game's significance. The nature of the match lies within the interactive trial. In a play, however, there is no battle but only cooperation. The aesthetics of such a play unfold to the audience, its purpose is showing rather than experiencing and/or competitively interacting. Artificial intelligence is then a surrogate that is often used in videogames to create an illusion of competition or battle. Its actual purpose is not to feature a worthy opponent, but to be a programmatic loser. In narrative and linear videogames, such as AI takes the role of a supporting actor whose function in the plot is, to signalize the player's dominance.
文摘Yukio Ninagawa (1935-2016) was expected to achieve in a few years the great milestone of directing the complete collection of Shakespeare plays in new Japanese translations. This paper reconsiders Ninagawa's direction from a global/local perspective with a special focus on several last works directed by him: Richard II, performed by young players of the Saitama Next Theater in February 2012, which was especially intended for the local Japanese audience; Ninagawa Macbeth, which was performed in September 2015 and was a revival of the director's internationally-acclaimed production, first performed in Japan in 1980 and abroad in 1985 onwards; and Two Gentlemen of Verona, the thirty-first in his series of Shakespeare plays and seventh in his series of Shakespeare plays with all-male casts, in October 2015. His last plays were not as perfect as he was still experimenting. This paper concludes, however, that while possessed by the power of theater, his direction emits its magical and subversive power and suggestion to give the audience vital energy to live in this world of tough conflicts. He continued to hope to make global and local spectators wonder at the plays he directed.
文摘Recognition is the key to intersubjectivity, as it implies a relation only possible between rational subjects. To recognize means therefore to make a decision, maybe one of the most important decisions, so that a philosophical reflection on intersubjectivity cannot be separated from a reflection on the social and political nature of decision. This leads, to how a simple theory of decision is to be found even in a deeply intersubjective context like the one of role and tabletop games. Aim of this research is to reflect on the role of unexpectedness and unexpected--and thus free---decisions in fields like those described by recognitions, States, and games, bringing into dialogue some thoughts of Hegel, Schelling, and C. Schmitt.
基金Supported by the National High Technology Research and Development Programme of China(No.2011AA010503)the National Natural Science Foundations of China(No.60903192)
文摘The spectrum allocation for links in multi-hop cognitive radio networks is addressed.The links rent the vacant licensed bands offered by primary users for implementing directional transmission.To minimize the individual cost,the links share the licensed band and rental fee.An interference model for the directional transmission in cognitive radio networks is proposed to formulate the cooperative and dynamic behavior of the links using the theory of hedonic game,called spectrum allocation game.The game is proved to converge to the core stable state indicating that all links satisfy with their current conditions and do not deviate from their coalitions.Numerical results show that the game improves spectral efficiency and contributes to reducing the individual cost of the links.
文摘This study is about Eugene O'Neill's use of "medusation" as an effective metatheatrical device and foremost achievement in his art. Occurring onstage as an unexpected "anagnorisis", the medusation is a traumatic experience that engenders ritual death. This author argues that the medusation is a quintessentially metatheatrical act, insomuch as here O'Neill carries out a commentary on the function and functioning of theatre, through the consciously fictitious events that unfold on the stage. In the "Introduction", the author reviews its development in O'Neill's plays, from the more traditional melodramatic situations of the early works to the subsequent portrayal of a self-defeating pattern calling for psychological violence and symbolic death. In the section called "Medusation", the author addresses the concept of medusation in order to account for the process whereby O'Neill's people, annihilated by their sudden glimpses into the other within themselves, undergo major physical and spiritual change In "Case Studies", the author analyzes the chief correlatives of medusation: the dead-in-life, the death mask and the dead double. The author's point in this paper is, thus, to show how extensively and pervasively O'Neill deploys medusation in order to signify a rite of passage that engenders metatheatrical death. Its outcome may either be the perpetuation of an endless spiral of violence and self-defeat, or a premise for rebirth arising from the characters' assumption of responsibility as to their share of guilt in the evil of the world, together with the renewed human sympathy and understanding that this awareness brings along
文摘In recent decades, a new type of cultural upsurge surrounding kunqu1 has arisen in Chinese language sphere, though respectively due to different reasons in China's Mainland, Hong Kong, Taiwan and other Chinese diaspora. Against the global trend of culture heritage nationalization context, via the new media platform, the performative staging of individual emotions and reverie in the market society2, the longings to redeem various alienation in a vertical modernity3, as well as the yearnings for emotional balance in a burgeoning feministic modernity, all integrate with each other and together generate a restless transforming memory for kunqu. Just like a misty veil, this complex, contentious, contradictory and long-lasting collective memory-making process blurs kunqu's appearance, expands its layers, and ultimately generates a cultural myth. With detailed case studies this paper aims to reflect upon the deep reasons for the kunqu myth and to probe the transformative powers of a performative space in enabling remembrance and/or forgetting.
文摘Teams developing serious games are often small and face both time and budget constraints. Although its importance is well-established, iterative usability testing is often forgone. Further, serious games present unique challenges that they must be usable, enjoyable, and effective. It is necessary that the game's design is evaluated at several stages during development to ensure that all of these objectives are met. A model for incorporating usability testing into development that addresses these three elements is presented, along with guidelines for implementation focused specifically on small serious games development teams. By applying this model to development should ensure that developers are able to efficiently produce more effective serious games.
文摘The number of people playing Massive Multiplayer Online Games (MMOGs) is growing steadily, yet there are limited studies on the social impact that this online activity has. This research, using both quantitative and qualitative data, focused on whether users of the most popular MMOG, World of Warcraft (WOW), exhibited behaviors of social capital in their online gaming activity and whether there was any correlation to offiine social capital. The findings indicated that cooperation provided the best indicator to make a correlation about a gamer's offiine social capital behaviors. One conclusion, stemming from this is that, in virtual worlds, the added social capital can lead to cronyism and help those in power maintain the status quo.