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
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
We study the effects of the planarity and heterogeneity of networks on evolutionary two-player symmetric games by considering four different kinds of networks, including two types of heterogeneous networks: the weight...We study the effects of the planarity and heterogeneity of networks on evolutionary two-player symmetric games by considering four different kinds of networks, including two types of heterogeneous networks: the weighted planar stochastic lattice(a planar scale-free network) and the random uncorrelated scale-free network with the same degree distribution as the weighted planar stochastic lattice; and two types of homogeneous networks: the hexagonal lattice and the random regular network with the same degree k_0= 6 as the hexagonal lattice. Using extensive computer simulations, we found that both the planarity and heterogeneity of the network have a significant influence on the evolution of cooperation, either promotion or inhibition, depending not only on the specific kind of game(the Harmony, Snowdrift, Stag Hunt or Prisoner's Dilemma games), but also on the update rule(the Fermi, replicator or unconditional imitation rules).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
Game-centered approach has become increasingly recognized in coaching with its potential for improving players' motivation and game performance. Since players are the centered component of this approach, players' pe...Game-centered approach has become increasingly recognized in coaching with its potential for improving players' motivation and game performance. Since players are the centered component of this approach, players' perception can provide useful information for coaches in order to enhance cognitive learning of game play and improve game performance. Thus, the purpose of this study was to determine the players' perception for implementing the game-centered approach in coaching. Approximately 30 min of interviews with open-ended questions were conducted with five female collegiate soccer players. The game-centered approach helped participants to recognize their weaknesses and their strengths, to think more tactically and to adapt their performance from practices to competitions. Players were encouraged to tactically analyze their performance, emphasize cognitive learning of game play, and construct game knowledge. The cognitive learning helped players to easily transfer their game performance into competitions. Additionally, there was a positive impact on the players' motivation while they experienced enjoyment, challenges, and teamwork. Cognitive learning of game play, the performance adaptability for competitions, as well as the improving players' motivation was supported during the game-centered approach. Results provided helpful information for coaches to improve the effectiveness of practices which are truly useful to competitions.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
This work concentrates on simultaneous move non-cooperating quantum games. Part of it is evidently not new, but it is included for the sake self consistence, as it is devoted to introduction of the mathematical and ph...This work concentrates on simultaneous move non-cooperating quantum games. Part of it is evidently not new, but it is included for the sake self consistence, as it is devoted to introduction of the mathematical and physical grounds of the pertinent topics, and the way in which a simple classical game is modified to become a quantum game (a procedure referred to as a quantization of a classical game). The connection between game theory and information science is briefly stressed, and the role of quantum entanglement (that plays a central role in the theory of quantum games), is exposed. Armed with these tools, we investigate some basic concepts like the existence (or absence) of a pure strategy and mixed strategy Nash equilibrium and its relation with the degree of entanglement. The main results of this work are as follows: 1) Construction of a numerical algorithm based on the method of best response functions, designed to search for pure strategy Nash equilibrium in quantum games. The formalism is based on the discretization of a continuous variable into a mesh of points, and can be applied to quantum games that are built upon two-players two-strategies classical games, based on the method of best response functions. 2) Application of this algorithm to study the question of how the existence of pure strategy Nash equilibrium is related to the degree of entanglement (specified by a continuous parameter γ ). It is shown that when the classical game G<sub>C</sub> has a pure strategy Nash equilibrium that is not Pareto efficient, then the quantum game G<sub>Q</sub> with maximal entanglement (γ = π/2) has no pure strategy Nash equilibrium. By studying a non-symmetric prisoner dilemma game, it is found that there is a critical value 0γ<sub>c</sub> such that for γγ<sub>c</sub> there is a pure strategy Nash equilibrium and for γ≥γ<sub>c </sub>there is no pure strategy Nash equilibrium. The behavior of the two payoffs as function of γ starts at that of the classical ones at (D, D) and approaches the cooperative classical ones at (C, C) (C = confess, D = don’t confess). 3) We then study Bayesian quantum games and show that under certain conditions, there is a pure strategy Nash equilibrium in such games even when entanglement is maximal. 4) We define the basic ingredients of a quantum game based on a two-player three strategies classical game. This requires the introduction of trits (instead of bits) and quantum trits (instead of quantum bits). It is proved that in this quantum game, there is no classical commensurability in the sense that the classical strategies are not obtained as a special case of the quantum strategies.展开更多
A class of cooperative games with graph communication structure is studied in this paper by considering some important players,namely essential players.Under the assumption that only connected coalitions containing es...A class of cooperative games with graph communication structure is studied in this paper by considering some important players,namely essential players.Under the assumption that only connected coalitions containing essential players are able to cooperate and obtain their worths,the class of graph games with essential players is proposed as well as an allocation rule.The proposed value follows the spirit of the Myerson value defined by applying the Shapley value on a modified game.Three properties,feasible component efficiency,the inessential component property,and fairness,are provided to fully characterize this value,where feasible component efficiency and fairness follows the same ideas of component efficiency and fairness for classical graph games,and the inessential component property says that the total payoffs of the players in a non-feasible component is zero.Moreover,some computational aspects of the proposed value and comparisons with disjunctive permission value for games with permission structure are also studied,respectively.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.
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.
基金Project supported by the National Natural Science Foundation of China(Grant Nos.11575072 and 11475074)the Fundamental Research Funds for the Central Universities(Grant No.lzujbky-2017-172)
文摘We study the effects of the planarity and heterogeneity of networks on evolutionary two-player symmetric games by considering four different kinds of networks, including two types of heterogeneous networks: the weighted planar stochastic lattice(a planar scale-free network) and the random uncorrelated scale-free network with the same degree distribution as the weighted planar stochastic lattice; and two types of homogeneous networks: the hexagonal lattice and the random regular network with the same degree k_0= 6 as the hexagonal lattice. Using extensive computer simulations, we found that both the planarity and heterogeneity of the network have a significant influence on the evolution of cooperation, either promotion or inhibition, depending not only on the specific kind of game(the Harmony, Snowdrift, Stag Hunt or Prisoner's Dilemma games), but also on the update rule(the Fermi, replicator or unconditional imitation rules).
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Game-centered approach has become increasingly recognized in coaching with its potential for improving players' motivation and game performance. Since players are the centered component of this approach, players' perception can provide useful information for coaches in order to enhance cognitive learning of game play and improve game performance. Thus, the purpose of this study was to determine the players' perception for implementing the game-centered approach in coaching. Approximately 30 min of interviews with open-ended questions were conducted with five female collegiate soccer players. The game-centered approach helped participants to recognize their weaknesses and their strengths, to think more tactically and to adapt their performance from practices to competitions. Players were encouraged to tactically analyze their performance, emphasize cognitive learning of game play, and construct game knowledge. The cognitive learning helped players to easily transfer their game performance into competitions. Additionally, there was a positive impact on the players' motivation while they experienced enjoyment, challenges, and teamwork. Cognitive learning of game play, the performance adaptability for competitions, as well as the improving players' motivation was supported during the game-centered approach. Results provided helpful information for coaches to improve the effectiveness of practices which are truly useful to competitions.
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Acknowledgement: The Project is sponsored by National Science Foundation of China (No. 60873139) and Natural Science Foundation of Shanxi Province (No. 2008011040).
文摘This work concentrates on simultaneous move non-cooperating quantum games. Part of it is evidently not new, but it is included for the sake self consistence, as it is devoted to introduction of the mathematical and physical grounds of the pertinent topics, and the way in which a simple classical game is modified to become a quantum game (a procedure referred to as a quantization of a classical game). The connection between game theory and information science is briefly stressed, and the role of quantum entanglement (that plays a central role in the theory of quantum games), is exposed. Armed with these tools, we investigate some basic concepts like the existence (or absence) of a pure strategy and mixed strategy Nash equilibrium and its relation with the degree of entanglement. The main results of this work are as follows: 1) Construction of a numerical algorithm based on the method of best response functions, designed to search for pure strategy Nash equilibrium in quantum games. The formalism is based on the discretization of a continuous variable into a mesh of points, and can be applied to quantum games that are built upon two-players two-strategies classical games, based on the method of best response functions. 2) Application of this algorithm to study the question of how the existence of pure strategy Nash equilibrium is related to the degree of entanglement (specified by a continuous parameter γ ). It is shown that when the classical game G<sub>C</sub> has a pure strategy Nash equilibrium that is not Pareto efficient, then the quantum game G<sub>Q</sub> with maximal entanglement (γ = π/2) has no pure strategy Nash equilibrium. By studying a non-symmetric prisoner dilemma game, it is found that there is a critical value 0γ<sub>c</sub> such that for γγ<sub>c</sub> there is a pure strategy Nash equilibrium and for γ≥γ<sub>c </sub>there is no pure strategy Nash equilibrium. The behavior of the two payoffs as function of γ starts at that of the classical ones at (D, D) and approaches the cooperative classical ones at (C, C) (C = confess, D = don’t confess). 3) We then study Bayesian quantum games and show that under certain conditions, there is a pure strategy Nash equilibrium in such games even when entanglement is maximal. 4) We define the basic ingredients of a quantum game based on a two-player three strategies classical game. This requires the introduction of trits (instead of bits) and quantum trits (instead of quantum bits). It is proved that in this quantum game, there is no classical commensurability in the sense that the classical strategies are not obtained as a special case of the quantum strategies.
基金supported by the National Natural Science Foundation of China(No.71901145)the Shanghai Planning Project of Philosophy and Social Science(No.2019EGL010).
文摘A class of cooperative games with graph communication structure is studied in this paper by considering some important players,namely essential players.Under the assumption that only connected coalitions containing essential players are able to cooperate and obtain their worths,the class of graph games with essential players is proposed as well as an allocation rule.The proposed value follows the spirit of the Myerson value defined by applying the Shapley value on a modified game.Three properties,feasible component efficiency,the inessential component property,and fairness,are provided to fully characterize this value,where feasible component efficiency and fairness follows the same ideas of component efficiency and fairness for classical graph games,and the inessential component property says that the total payoffs of the players in a non-feasible component is zero.Moreover,some computational aspects of the proposed value and comparisons with disjunctive permission value for games with permission structure are also studied,respectively.