It is well established that Nash equilibrium exists within the framework of mixed strategies in strategic-form non-cooperative games. However, finding the Nash equilibrium generally belongs to the class of problems kn...It is well established that Nash equilibrium exists within the framework of mixed strategies in strategic-form non-cooperative games. However, finding the Nash equilibrium generally belongs to the class of problems known as PPAD (Polynomial Parity Argument on Directed graphs), for which no polynomial-time solution methods are known, even for two-player games. This paper demonstrates that in fixed-sum two-player games (including zero-sum games), the Nash equilibrium forms a convex set, and has a unique expected payoff. Furthermore, these equilibria are Pareto optimal. Additionally, it is shown that the Nash equilibrium of fixed-sum two-player games can theoretically be found in polynomial time using the principal-dual interior point method, a solution method of linear programming.展开更多
The novel Ready Player One shows Ernest Cline’s ability of space construction,and demonstrates charm and artistic value of the virtual fantasy space it depicts.It is a science fiction with perfect combination of ideo...The novel Ready Player One shows Ernest Cline’s ability of space construction,and demonstrates charm and artistic value of the virtual fantasy space it depicts.It is a science fiction with perfect combination of ideological content and artistic form.This thesis aims to discuss the Ernest Cline’s construction of the virtual pace and the real space in Ready Player One and the function of their construction.In real space,the environment is awful and dilapidated,and people’s lives are depressed.While in the virtual space,the world is colorful and people have varied ways of entertainment to fulfill their mind.This Thesis summarizes the effects brought by both the real space and virtual space for Ready Player One.With such a strong contrast,the conflict between the two spaces promotes the narrative process and also highlights the theme of the novel.展开更多
Vision-based player recognition is critical in sports applications.Accuracy,efficiency,and Low memory utilization is alluring for ongoing errands,for example,astute communicates and occasion classification.We develope...Vision-based player recognition is critical in sports applications.Accuracy,efficiency,and Low memory utilization is alluring for ongoing errands,for example,astute communicates and occasion classification.We developed an algorithm that tracks the movements of different players from a video of a basketball game.With their position tracked,we then proceed to map the position of these players onto an image of a basketball court.The purpose of tracking player is to provide the maximum amount of information to basketball coaches and organizations,so that they can better design mechanisms of defence and attack.Overall,our model has a high degree of identification and tracking of the players in the court.We directed investigations on soccer,basketball,ice hockey and pedestrian datasets.The trial comes about an exhibit that our technique can precisely recognize players under testing conditions.Contrasted and CNNs that are adjusted from general question identification systems,for example,Faster-RCNN,our approach accomplishes cutting edge exactness on three sorts of recreations(basketball,soccer and ice hockey)with 1000×fewer parameters.The all-inclusive statement of our technique is additionally shown on a standard passer-by recognition dataset in which our strategy accomplishes aggressive execution contrasted and cutting-edge methods.展开更多
Game player modeling is a paradigm of computational models to exploit players’behavior and experience using game and player analytics.Player modeling refers to descriptions of players based on frameworks of data deri...Game player modeling is a paradigm of computational models to exploit players’behavior and experience using game and player analytics.Player modeling refers to descriptions of players based on frameworks of data derived from the interaction of a player’s behavior within the game as well as the player’s experience with the game.Player behavior focuses on dynamic and static information gathered at the time of gameplay.Player experience concerns the association of the human player during gameplay,which is based on cognitive and affective physiological measurements collected from sensors mounted on the player’s body or in the player’s surroundings.In this paper,player experience modeling is studied based on the board puzzle game“Candy Crush Saga”using cognitive data of players accessed by physiological and peripheral devices.Long Short-Term Memory-based Deep Neural Network(LSTM-DNN)is used to predict players’effective states in terms of valence,arousal,dominance,and liking by employing the concept of transfer learning.Transfer learning focuses on gaining knowledge while solving one problem and using the same knowledge to solve different but related problems.The homogeneous transfer learning approach has not been implemented in the game domain before,and this novel study opens a new research area for the game industry where the main challenge is predicting the significance of innovative games for entertainment and players’engagement.Relevant not only from a player’s point of view,it is also a benchmark study for game developers who have been facing problems of“cold start”for innovative games that strengthen the game industrial economy.展开更多
The athletic component in football is nowadays one of the most important factor to determinate the performance. This consideration is part of our study, which aims to evaluate and quantify the difference between the w...The athletic component in football is nowadays one of the most important factor to determinate the performance. This consideration is part of our study, which aims to evaluate and quantify the difference between the workload of an amateur footballer and an elite one. All this is allowed by match analysis made by GPS evaluation method for amateur and video tracking for elite. The examined teams were playing in 7th Italian league, and we used 10 GPS to track 6 games, 5 for each team. For every team and every game were analysed a forward, a central midfielder, a wide midfielder, a central defender and a full back (Age 25.3 + 4.2, Weight 74.5 Kg a: 5.3, Height 1.76 cm + 5.2). In our study, we used a 20 Hz GPS (thanks to Advanced Research Group in Sport, School of Health and Sport Science with K-Sport Universal, Italy) to detect performance data, and then we compared the outcome with matches performance data from elite players gather from scientific literature. Data analysis shows that elite players reach higher values in almost all parameters taken into account. In particular, they obtained higher value in meters per minutes, High Speed Distance (〉 16 Km/h), High Metabolic Power Distance (〉 20 W/Kg) and in high and very high and acceleration (2 m/s, 3 m/s, 〉 3 m/s) and deceleration (-2 m/s, -3 m/s, 〉 -3 m/s). This study can be useful to select and catalogue player performance model, in order to better understand the real value of a player, and to help coaches and teams to identify talent, at least in physical values.展开更多
针对PowerPoint在音、视频方面无法添加多个曲目和有效控制其播放的局限性,通过对PowerPoint提供的VBA和Windows Media Player控件的深入研究,利用Windows Media Player控件的特性,运用简单的编程和界面设计,给出了在PowerPoint2007中...针对PowerPoint在音、视频方面无法添加多个曲目和有效控制其播放的局限性,通过对PowerPoint提供的VBA和Windows Media Player控件的深入研究,利用Windows Media Player控件的特性,运用简单的编程和界面设计,给出了在PowerPoint2007中对音、视频实现曲目灵活播放和控制的方法。展开更多
多媒体播放器是人们平时娱乐的一个重要内容。随着时代的进步,信息化逐渐变得越来越重要。如何管理好用户平时娱乐收藏的媒体文件,从而达到娱乐、工作两不误,已经成为日常生活中的一个大问题。在这种情况下,拥有一个可以规范化、现代化...多媒体播放器是人们平时娱乐的一个重要内容。随着时代的进步,信息化逐渐变得越来越重要。如何管理好用户平时娱乐收藏的媒体文件,从而达到娱乐、工作两不误,已经成为日常生活中的一个大问题。在这种情况下,拥有一个可以规范化、现代化、多样化的多媒体播放器就显得非常必要。虽然目前国内外关于多媒体播放器的软件很多,但其种类都比较繁杂,而且多数都致力于专门的一种功能,并不能满足用户的实际需求,缺乏一定的多样性。下面介绍的Neusoft Media Player可以很好地解决以上问题,本系统具有音频播放、视频播放和图片播放三种基本功能,综合了三种媒体播放器,从本质上实现了播放器的多样性,另外,除了基本功能之外,还具备最近播放列表、用户自定义列表、显示媒体文件详细信息、按照不同信息对媒体文件排序等功能,而且进一步完善了三种播放模式之间的互相转换。这不仅取代了传统的媒体播放器的单一性,而且更加符合用户的实际生活需求,给用户的日常生活及娱乐活动带来前所未有的方便。系统采用Microsoft Visual Studio 2010作为前端开发工具,SQL Server 2005作为后台的数据库开发平台。连接数据库采用的是比较流行的ADO技术,主要功能通过各种函数和控件进行实现。展开更多
川宇公司推出的“移动影霸”(Digltal Data Player V-MP3H)功能十分强大,据有10GB~60GB的海量存储,真是当之无愧的“移动影霸”|其主要功能可概括为:VCD播放、MP3播放、图片浏览和移动存储。有了这个移动影霸,就相当于拥有了便携VCD、...川宇公司推出的“移动影霸”(Digltal Data Player V-MP3H)功能十分强大,据有10GB~60GB的海量存储,真是当之无愧的“移动影霸”|其主要功能可概括为:VCD播放、MP3播放、图片浏览和移动存储。有了这个移动影霸,就相当于拥有了便携VCD、MP3播放器,移动硬盘。 这款“移动影霸”带有2.5英寸真彩16色LCD,所以用户可以十分方便地浏览图片和欣赏VCD电影,而且“移动影霸”可以连接电视机和TFT显示器。要是用“移动影霸”来听MP3就方便了。展开更多
自从MSN Messenger 7.0(简称MSN)直接支持Windows Media Player正在播放的信息以来,很多多媒体播放器直接或者间接向MSN发送播放的多媒体信息,《网友世界》各栏目也陆续刊登过相关的应用和技巧文章。现在,KMPlayer也赶上了这辆末...自从MSN Messenger 7.0(简称MSN)直接支持Windows Media Player正在播放的信息以来,很多多媒体播放器直接或者间接向MSN发送播放的多媒体信息,《网友世界》各栏目也陆续刊登过相关的应用和技巧文章。现在,KMPlayer也赶上了这辆末班车,可以与MSN好友“分享”播放的多媒体。展开更多
A conflict of three players, including an attacker, a defender, and a target with bounded control is discussed based on the differential game theories in which the target and the defender use an optimal pursuit strate...A conflict of three players, including an attacker, a defender, and a target with bounded control is discussed based on the differential game theories in which the target and the defender use an optimal pursuit strategy. The current approach chooses the miss distance as the outcome of the conflict. Different optimal guidance laws are investigated, and feasible conditions are analyzed for the attacker to accomplish an attacking task. For some given conditions, the attacker cannot intercept the target by only using a one-to-one optimal pursuit guidance law; thus, a guidance law for the attacker to reach a critical safe value is investigated.Specifically, the guidance law is divided into two parts. Before the engagement time between the defender and the attacker, the attacker uses this derived guidance law to guarantee that the evasion distance from the defender is safe, and that the zero-effort-miss(ZEM) distance between the attacker and the target is the smallest.After that engagement time, the attacker uses the optimal one-toone guidance law to accomplish the pursuit task. The advantages and limited conditions of these derived guidance laws are also investigated by using nonlinear simulations.展开更多
文摘It is well established that Nash equilibrium exists within the framework of mixed strategies in strategic-form non-cooperative games. However, finding the Nash equilibrium generally belongs to the class of problems known as PPAD (Polynomial Parity Argument on Directed graphs), for which no polynomial-time solution methods are known, even for two-player games. This paper demonstrates that in fixed-sum two-player games (including zero-sum games), the Nash equilibrium forms a convex set, and has a unique expected payoff. Furthermore, these equilibria are Pareto optimal. Additionally, it is shown that the Nash equilibrium of fixed-sum two-player games can theoretically be found in polynomial time using the principal-dual interior point method, a solution method of linear programming.
文摘The novel Ready Player One shows Ernest Cline’s ability of space construction,and demonstrates charm and artistic value of the virtual fantasy space it depicts.It is a science fiction with perfect combination of ideological content and artistic form.This thesis aims to discuss the Ernest Cline’s construction of the virtual pace and the real space in Ready Player One and the function of their construction.In real space,the environment is awful and dilapidated,and people’s lives are depressed.While in the virtual space,the world is colorful and people have varied ways of entertainment to fulfill their mind.This Thesis summarizes the effects brought by both the real space and virtual space for Ready Player One.With such a strong contrast,the conflict between the two spaces promotes the narrative process and also highlights the theme of the novel.
文摘Vision-based player recognition is critical in sports applications.Accuracy,efficiency,and Low memory utilization is alluring for ongoing errands,for example,astute communicates and occasion classification.We developed an algorithm that tracks the movements of different players from a video of a basketball game.With their position tracked,we then proceed to map the position of these players onto an image of a basketball court.The purpose of tracking player is to provide the maximum amount of information to basketball coaches and organizations,so that they can better design mechanisms of defence and attack.Overall,our model has a high degree of identification and tracking of the players in the court.We directed investigations on soccer,basketball,ice hockey and pedestrian datasets.The trial comes about an exhibit that our technique can precisely recognize players under testing conditions.Contrasted and CNNs that are adjusted from general question identification systems,for example,Faster-RCNN,our approach accomplishes cutting edge exactness on three sorts of recreations(basketball,soccer and ice hockey)with 1000×fewer parameters.The all-inclusive statement of our technique is additionally shown on a standard passer-by recognition dataset in which our strategy accomplishes aggressive execution contrasted and cutting-edge methods.
基金This study was supported by the BK21 FOUR project(AI-driven Convergence Software Education Research Program)funded by the Ministry of Education,School of Computer Science and Engineering,Kyungpook National University,Korea(4199990214394).This work was also supported by the Institute of Information&communications Technology Planning&Evaluation(IITP)grant funded by the Korea Government(MSIT)under Grant 2017-0-00053(A Technology Development of Artificial Intelligence Doctors for Cardiovascular Disease).
文摘Game player modeling is a paradigm of computational models to exploit players’behavior and experience using game and player analytics.Player modeling refers to descriptions of players based on frameworks of data derived from the interaction of a player’s behavior within the game as well as the player’s experience with the game.Player behavior focuses on dynamic and static information gathered at the time of gameplay.Player experience concerns the association of the human player during gameplay,which is based on cognitive and affective physiological measurements collected from sensors mounted on the player’s body or in the player’s surroundings.In this paper,player experience modeling is studied based on the board puzzle game“Candy Crush Saga”using cognitive data of players accessed by physiological and peripheral devices.Long Short-Term Memory-based Deep Neural Network(LSTM-DNN)is used to predict players’effective states in terms of valence,arousal,dominance,and liking by employing the concept of transfer learning.Transfer learning focuses on gaining knowledge while solving one problem and using the same knowledge to solve different but related problems.The homogeneous transfer learning approach has not been implemented in the game domain before,and this novel study opens a new research area for the game industry where the main challenge is predicting the significance of innovative games for entertainment and players’engagement.Relevant not only from a player’s point of view,it is also a benchmark study for game developers who have been facing problems of“cold start”for innovative games that strengthen the game industrial economy.
文摘The athletic component in football is nowadays one of the most important factor to determinate the performance. This consideration is part of our study, which aims to evaluate and quantify the difference between the workload of an amateur footballer and an elite one. All this is allowed by match analysis made by GPS evaluation method for amateur and video tracking for elite. The examined teams were playing in 7th Italian league, and we used 10 GPS to track 6 games, 5 for each team. For every team and every game were analysed a forward, a central midfielder, a wide midfielder, a central defender and a full back (Age 25.3 + 4.2, Weight 74.5 Kg a: 5.3, Height 1.76 cm + 5.2). In our study, we used a 20 Hz GPS (thanks to Advanced Research Group in Sport, School of Health and Sport Science with K-Sport Universal, Italy) to detect performance data, and then we compared the outcome with matches performance data from elite players gather from scientific literature. Data analysis shows that elite players reach higher values in almost all parameters taken into account. In particular, they obtained higher value in meters per minutes, High Speed Distance (〉 16 Km/h), High Metabolic Power Distance (〉 20 W/Kg) and in high and very high and acceleration (2 m/s, 3 m/s, 〉 3 m/s) and deceleration (-2 m/s, -3 m/s, 〉 -3 m/s). This study can be useful to select and catalogue player performance model, in order to better understand the real value of a player, and to help coaches and teams to identify talent, at least in physical values.
文摘针对PowerPoint在音、视频方面无法添加多个曲目和有效控制其播放的局限性,通过对PowerPoint提供的VBA和Windows Media Player控件的深入研究,利用Windows Media Player控件的特性,运用简单的编程和界面设计,给出了在PowerPoint2007中对音、视频实现曲目灵活播放和控制的方法。
文摘多媒体播放器是人们平时娱乐的一个重要内容。随着时代的进步,信息化逐渐变得越来越重要。如何管理好用户平时娱乐收藏的媒体文件,从而达到娱乐、工作两不误,已经成为日常生活中的一个大问题。在这种情况下,拥有一个可以规范化、现代化、多样化的多媒体播放器就显得非常必要。虽然目前国内外关于多媒体播放器的软件很多,但其种类都比较繁杂,而且多数都致力于专门的一种功能,并不能满足用户的实际需求,缺乏一定的多样性。下面介绍的Neusoft Media Player可以很好地解决以上问题,本系统具有音频播放、视频播放和图片播放三种基本功能,综合了三种媒体播放器,从本质上实现了播放器的多样性,另外,除了基本功能之外,还具备最近播放列表、用户自定义列表、显示媒体文件详细信息、按照不同信息对媒体文件排序等功能,而且进一步完善了三种播放模式之间的互相转换。这不仅取代了传统的媒体播放器的单一性,而且更加符合用户的实际生活需求,给用户的日常生活及娱乐活动带来前所未有的方便。系统采用Microsoft Visual Studio 2010作为前端开发工具,SQL Server 2005作为后台的数据库开发平台。连接数据库采用的是比较流行的ADO技术,主要功能通过各种函数和控件进行实现。
文摘川宇公司推出的“移动影霸”(Digltal Data Player V-MP3H)功能十分强大,据有10GB~60GB的海量存储,真是当之无愧的“移动影霸”|其主要功能可概括为:VCD播放、MP3播放、图片浏览和移动存储。有了这个移动影霸,就相当于拥有了便携VCD、MP3播放器,移动硬盘。 这款“移动影霸”带有2.5英寸真彩16色LCD,所以用户可以十分方便地浏览图片和欣赏VCD电影,而且“移动影霸”可以连接电视机和TFT显示器。要是用“移动影霸”来听MP3就方便了。
文摘自从MSN Messenger 7.0(简称MSN)直接支持Windows Media Player正在播放的信息以来,很多多媒体播放器直接或者间接向MSN发送播放的多媒体信息,《网友世界》各栏目也陆续刊登过相关的应用和技巧文章。现在,KMPlayer也赶上了这辆末班车,可以与MSN好友“分享”播放的多媒体。
基金supported by the National Natural Science Foundation of China(11672093)
文摘A conflict of three players, including an attacker, a defender, and a target with bounded control is discussed based on the differential game theories in which the target and the defender use an optimal pursuit strategy. The current approach chooses the miss distance as the outcome of the conflict. Different optimal guidance laws are investigated, and feasible conditions are analyzed for the attacker to accomplish an attacking task. For some given conditions, the attacker cannot intercept the target by only using a one-to-one optimal pursuit guidance law; thus, a guidance law for the attacker to reach a critical safe value is investigated.Specifically, the guidance law is divided into two parts. Before the engagement time between the defender and the attacker, the attacker uses this derived guidance law to guarantee that the evasion distance from the defender is safe, and that the zero-effort-miss(ZEM) distance between the attacker and the target is the smallest.After that engagement time, the attacker uses the optimal one-toone guidance law to accomplish the pursuit task. The advantages and limited conditions of these derived guidance laws are also investigated by using nonlinear simulations.