As one of Qo S(Quality of Service) metrics, delay is critical important to delay sensitive applications, such as interactive video, network game and online surgery. In this paper, we exploit SDN(Software Defined Netwo...As one of Qo S(Quality of Service) metrics, delay is critical important to delay sensitive applications, such as interactive video, network game and online surgery. In this paper, we exploit SDN(Software Defined Networking) advantages to solve delay Qo S problem. Our work mainly focuses on SDN based queuing delay estimation with real traffic and end-to-end delay control. First, we propose a queuing estimation model and extended it for end-to-end delay of the whole path. It is proved to be feasible and accurate with experimental results in SDN environment. Second, in order to demonstrate the use of our proposed model, we also implement an end-to-end delay control application in SDN. It fulfills specific delay Qo S requirements by dynamically switching flows to a suitable queue based on estimation results and delay requirements.展开更多
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
The emergence of the somatosensory interactive technology has changed the ways of the interaction between the users and the computers, so that people can control the computers more freely. This paper focuses on the in...The emergence of the somatosensory interactive technology has changed the ways of the interaction between the users and the computers, so that people can control the computers more freely. This paper focuses on the interactive design of the somatosensory games, and combines the Kinect interactive devices with the popular Unity 3D game engines, and analyzes and designs the realization principles of the somatosensory games, the somatosensory games and the digital somatosensory interactive display. Through the design and production of the original game "Dream", the author discusses the design methods of the game interactive experience while abandoning the traditional human-comouter interactive mode.展开更多
Analyzed the monitor results under current systems concerning game and then pointed out that a way-out to improve chinese coal mine production safety control is to implement system innovation and punish the monitor's...Analyzed the monitor results under current systems concerning game and then pointed out that a way-out to improve chinese coal mine production safety control is to implement system innovation and punish the monitor's lazy behaviors strictly.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
This paper considers optimization problems for a new kind of control systems based on non-equilibrium dynamic games.To be precise,the authors consider the infinitely repeated games between a human and a machine based ...This paper considers optimization problems for a new kind of control systems based on non-equilibrium dynamic games.To be precise,the authors consider the infinitely repeated games between a human and a machine based on the generic 2×2 game with fixed machine strategy of finite k-step memory.By introducing and analyzing the state transfer graphes(STG),it will be shown that the system state will become periodic after finite steps under the optimal strategy that maximizes the human’s averaged payoff,which helps us to ease the task of finding the optimal strategy considerably. Moreover,the question whether the optimizer will win or lose is investigated and some interesting phenomena are found,e.g.,for the standard Prisoner’s Dilemma game,the human will not lose to the machine while optimizing her own averaged payoff when k = 1;however,when k≥2,she may indeed lose if she focuses on optimizing her own payoff only The robustness of the optimal strategy and identification problem are also considered.It appears that both the framework and the results are beyond those in the classical control theory and the traditional game theory.展开更多
Mean field theory has raised a lot of interest in the recent years (see in particular the results of Lasry-Lions in 2006 and 2007,of Gueant-Lasry-Lions in 2011,of HuangCaines-Malham in 2007 and many others).There are ...Mean field theory has raised a lot of interest in the recent years (see in particular the results of Lasry-Lions in 2006 and 2007,of Gueant-Lasry-Lions in 2011,of HuangCaines-Malham in 2007 and many others).There are a lot of applications.In general,the applications concern approximating an infinite number of players with common behavior by a representative agent.This agent has to solve a control problem perturbed by a field equation,representing in some way the behavior of the average infinite number of agents.This approach does not lead easily to the problems of Nash equilibrium for a finite number of players,perturbed by field equations,unless one considers averaging within different groups,which has not been done in the literature,and seems quite challenging.In this paper,the authors approach similar problems with a different motivation which makes sense for control and also for differential games.Thus the systems of nonlinear partial differential equations with mean field terms,which have not been addressed in the literature so far,are considered here.展开更多
基金supported by the project of 111 Intelligence Introduction for Innovation at Communication University of ChinaNSFC under grant No.61371191,No.61472389 and No.61201236ETH Zurich for the valuable discussion about H2020 MAMI project related to TCP modeling in this work
文摘As one of Qo S(Quality of Service) metrics, delay is critical important to delay sensitive applications, such as interactive video, network game and online surgery. In this paper, we exploit SDN(Software Defined Networking) advantages to solve delay Qo S problem. Our work mainly focuses on SDN based queuing delay estimation with real traffic and end-to-end delay control. First, we propose a queuing estimation model and extended it for end-to-end delay of the whole path. It is proved to be feasible and accurate with experimental results in SDN environment. Second, in order to demonstrate the use of our proposed model, we also implement an end-to-end delay control application in SDN. It fulfills specific delay Qo S requirements by dynamically switching flows to a suitable queue based on estimation results and delay requirements.
基金supported by the Foundation for Innovative Research Groups of the National Natural Science Foundation of China(Grant No.61521003)the National Basic Research Program of China(2012CB315901,2013CB329104)+2 种基金the National Natural Science Foundation of China(Grant No.61372121,61309020,61309019)the National High-Tech Research&Development Program of China(Grant No.2013AA013505)the National Science and Technology Support Program Project(Grant No.2014BAH30B01)
文摘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.
文摘The emergence of the somatosensory interactive technology has changed the ways of the interaction between the users and the computers, so that people can control the computers more freely. This paper focuses on the interactive design of the somatosensory games, and combines the Kinect interactive devices with the popular Unity 3D game engines, and analyzes and designs the realization principles of the somatosensory games, the somatosensory games and the digital somatosensory interactive display. Through the design and production of the original game "Dream", the author discusses the design methods of the game interactive experience while abandoning the traditional human-comouter interactive mode.
文摘Analyzed the monitor results under current systems concerning game and then pointed out that a way-out to improve chinese coal mine production safety control is to implement system innovation and punish the monitor's lazy behaviors strictly.
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.
基金supported by the National Natural Science Foundation of China under Grant No.60821091 by the Knowledge Innovation Project of Chinese Academy of Sciences under Grant No.KJCX3-SYW-S01
文摘This paper considers optimization problems for a new kind of control systems based on non-equilibrium dynamic games.To be precise,the authors consider the infinitely repeated games between a human and a machine based on the generic 2×2 game with fixed machine strategy of finite k-step memory.By introducing and analyzing the state transfer graphes(STG),it will be shown that the system state will become periodic after finite steps under the optimal strategy that maximizes the human’s averaged payoff,which helps us to ease the task of finding the optimal strategy considerably. Moreover,the question whether the optimizer will win or lose is investigated and some interesting phenomena are found,e.g.,for the standard Prisoner’s Dilemma game,the human will not lose to the machine while optimizing her own averaged payoff when k = 1;however,when k≥2,she may indeed lose if she focuses on optimizing her own payoff only The robustness of the optimal strategy and identification problem are also considered.It appears that both the framework and the results are beyond those in the classical control theory and the traditional game theory.
基金Project supported by the WCU World Class University program through the National Research Foundation of Korea funded by the Ministry of Education,Science and Technology (No. R31-20007)the Research Grants Council of HKSAR (No. PolyU 5001/11P)
文摘Mean field theory has raised a lot of interest in the recent years (see in particular the results of Lasry-Lions in 2006 and 2007,of Gueant-Lasry-Lions in 2011,of HuangCaines-Malham in 2007 and many others).There are a lot of applications.In general,the applications concern approximating an infinite number of players with common behavior by a representative agent.This agent has to solve a control problem perturbed by a field equation,representing in some way the behavior of the average infinite number of agents.This approach does not lead easily to the problems of Nash equilibrium for a finite number of players,perturbed by field equations,unless one considers averaging within different groups,which has not been done in the literature,and seems quite challenging.In this paper,the authors approach similar problems with a different motivation which makes sense for control and also for differential games.Thus the systems of nonlinear partial differential equations with mean field terms,which have not been addressed in the literature so far,are considered here.