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1

Ilcinkas, David, and Andrzej Pelc. "Impact of Asynchrony on the Behavior of Rational Selfish Agents." Fundamenta Informaticae 82, no. 1-2 (2008): 113–25. https://doi.org/10.3233/fun-2008-821-208.

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The behavior of rational selfish agents has been classically studied in the framework of strategic games in which each player has a set of possible actions, players choose actions simultaneously and the payoff for each player is determined by the matrix of the game. However, in many applications, players choose actions asynchronously, and simultaneity of this process is not guaranteed: it is possible that a player learns the action of another player before making its choice. Delays of choices are controled by the adversary and each player can only secure the worst-case payoff over the adversar
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2

Lee, Jia, Susumu Adachi, Ferdinand Peper, and Kenichi Morita. "Asynchronous game of life." Physica D: Nonlinear Phenomena 194, no. 3-4 (2004): 369–84. http://dx.doi.org/10.1016/j.physd.2004.03.007.

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3

Maliuk, Yevhen. "Communication Models in Asynchronous Multiplayer Video Games." Digital Platform: Information Technologies in Sociocultural Sphere 6, no. 1 (2023): 130–37. https://doi.org/10.31866/2617-796X.6.1.2023.283979.

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The purpose of the article is to study the communicative features of asynchronous multiplayer video games. Research methodology. This study uses general scientific methods of analysis and synthesis, as well as the historical method. The analysis was used for the existing theories that study asynchronous video games, as well as for the study of gaming experience in relevant projects. The synthesis allows us to form a general vision of the functioning of the considered class of video games in the context of popular communication models. The historical method allows us to observe the dy
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4

Brockington, Mark G., and Jonathan Schaeffer. "APHID: Asynchronous Parallel Game-Tree Search." Journal of Parallel and Distributed Computing 60, no. 2 (2000): 247–73. http://dx.doi.org/10.1006/jpdc.1999.1600.

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MIHAILOVIĆ, ZORAN, and MILAN RAJKOVIĆ. "SYNCHRONOUS COOPERATIVE PARRONDO'S GAMES." Fluctuation and Noise Letters 03, no. 04 (2003): L399—L406. http://dx.doi.org/10.1142/s021947750300149x.

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Inspired by asynchronous cooperative Parrondo's games we introduce two new types of games in which all players simultaneously play game A or game B or a combination of these two games. These two types of games differ in the way a combination of games A and B is played. In the first type of synchronous games, all players simultaneously play the same game (either A or B), while in the second type players simultaneously play the game of their choice, i.e. A or B. We show that for these games, as in the case of asynchronous games, occurrence of the paradox depends on the number of players. An anal
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Lim, Darren, Mageswaran Sanmugam, and Wan Ahmad Jaafar Wan Yahaya. "Addressing the Dilemma of Online Gamification with Subgame Perfect Equilibria." International Journal of Information and Education Technology 13, no. 4 (2023): 757–62. http://dx.doi.org/10.18178/ijiet.2023.13.4.1864.

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Gamification, a concept originally derived from games, is defined as the extraction and inclusion of game mechanics within ordinary activities. Applying gamification to the educational context had surged over the past decade due to the recognition of the potential in motivating, promoting engagement, and enhancing student performance. The current study sought to overcome three dilemmas, including gamified depths, online gamification, and interaction, when gamifying the online learning environment through game theory, which investigates the arising conflict and collaboration among logical and i
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Pais, Pedro, David Gonçalves, Kathrin Gerling, Teresa Romão, Tiago Guerreiro, and André Rodrigues. "Promoting Family Play through Asymmetric Game Design." Proceedings of the ACM on Human-Computer Interaction 8, CSCW1 (2024): 1–24. http://dx.doi.org/10.1145/3637392.

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For families, where abilities, motivations, and availability vary widely, opportunities for intergenerational play are limited. Designing games that cater to these differences remains an open challenge. In this paper, we first identify barriers related with time and expertise. Next, we propose asymmetric game design and asynchronous play to reconcile children's and adults' requirements; and interdependent gameplay mechanics to foster real-world interactions. Following this approach, we designed a testbed game and conducted a mixed-methods remote study with six pairs of adult-child family membe
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Chakrabarti, Subir K., Jianan Chen, and Qin Hu. "Stationary Markov Equilibrium Strategies in Asynchronous Stochastic Games: Existence and Computation." Algorithms 17, no. 11 (2024): 490. http://dx.doi.org/10.3390/a17110490.

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We study Asynchronous Dynamic games and show that in games with a finite state space and finite action sets, one can obtain the pure strategy Markov perfect equilibrium by using a simple backward induction method when the time period for the game is finite. The equilibrium strategies for games with an infinite horizon are then obtained as the point-wise limit of the equilibrium strategies of a sequence of finite horizon games, where the finite horizon games are truncated versions of the original game with successively longer time periods. We also show that if the game has a fixed K-period cycl
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Kusuma Susanto, Evan, and Yosi Kristian. "Pemanfaatan Asynchronous Advantage Actor-Critic Dalam Pembuatan AI Game Bot Pada Game Arcade." Journal of Intelligent System and Computation 1, no. 2 (2019): 74–84. http://dx.doi.org/10.52985/insyst.v1i2.82.

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Asynchronous Advantage Actor-Critic (A3C) adalah sebuah algoritma deep reinforcement learning yang dikembangkan oleh Google DeepMind. Algoritma ini dapat digunakan untuk menciptakan sebuah arsitektur artificial intelligence yang dapat menguasai berbagai jenis game yang berbeda melalui trial and error dengan mempelajari tempilan layar game dan skor yang diperoleh dari hasil tindakannya tanpa campur tangan manusia. Sebuah network A3C terdiri dari Convolutional Neural Network (CNN) di bagian depan, Long Short-Term Memory Network (LSTM) di tengah, dan sebuah Actor-Critic network di bagian belakang
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10

Blok, Hendrik J., and Birger Bergersen. "Synchronous versus asynchronous updating in the “game of Life”." Physical Review E 59, no. 4 (1999): 3876–79. http://dx.doi.org/10.1103/physreve.59.3876.

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11

Yu, Jianye, Junjie Lv, Yuanzhuo Wang, and Jingyuan Li. "Mechanism analysis of competitive information asynchronous dissemination on social networks." International Journal of Modern Physics C 30, no. 11 (2019): 1950094. http://dx.doi.org/10.1142/s0129183119500943.

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Information dissemination groups, especially those disseminating the same kind of information such as advertising, product promotion, etc., compete with each other when their information spread on social networks. Most of the existing methods analyze the dissemination mechanism mainly upon the information itself without considering human characteristics, e.g. relation networks, cooperation/defection, etc. In this paper, we introduce a framework of social evolutionary game (SEG) to investigate the influence of human behaviors in competitive information dissemination. Coordination game is applie
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12

Maliuk, Yevhen. "Communication Models in Asynchronous Multiplayer Video Games." Digital Platform: Information Technologies in Sociocultural Sphere 6, no. 1 (2023): 130–37. http://dx.doi.org/10.31866/2617-796x.6.1.2023.283979.

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The purpose of the article is to study the communicative features of asynchronous multiplayer video games. Research methodology. This study uses general scientific methods of analysis and synthesis, as well as the historical method. The analysis was used for the existing theories that study asynchronous video games, as well as for the study of gaming experience in relevant projects. The synthesis allows us to form a general vision of the functioning of the considered class of video games in the context of popular communication models. The historical method allows us to observe the dynamics of
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13

McFadyen, Niall. "Games and literacy: Remixes in asynchronous time." Ludic Language Pedagogy 2 (October 25, 2020): 256–68. http://dx.doi.org/10.55853/llp_v2pg12.

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What is this? This is a narrative explaining my development of an asynchronous learning activity that used student gameplay as a reflective learning activity targeting media literacy and multiliteracies. Why did you make it? I made it to share my experiences and resources for other teachers and educators while exploring how video games can be used for literacy instruction. Who is it for? Teachers, parents, teacher-candidates, students, and researchers. What other resources did you use and adapt? Jonathan deHaan’s Game Terakoya project.
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Jones, Carolynn T., Penelope Jester, Jennifer A. Croker, et al. "Creating and testing a GCP game in an asynchronous course environment: The game and future plans." Journal of Clinical and Translational Science 4, no. 1 (2019): 36–42. http://dx.doi.org/10.1017/cts.2019.423.

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AbstractIntroduction:The National Institute of Health has mandated good clinical practice (GCP) training for all clinical research investigators and professionals. We developed a GCP game using the Kaizen-Education platform. The GCP Kaizen game was designed to help clinical research professionals immerse themselves into applying International Conference on Harmonization GCP (R2) guidelines in the clinical research setting through case-based questions.Methods:Students were invited to participate in the GCP Kaizen game as part of their 100% online academic Masters during the Spring 2019 semester
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15

Himstedt, Kai. "An Optimistic Pondering Approach for Asynchronous Distributed Game-Tree Search." ICGA Journal 28, no. 2 (2005): 77–90. http://dx.doi.org/10.3233/icg-2005-28203.

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16

Ji, Hai Qiang, Hong Wei Gao, Lei Wang, Meng Ke Zhen, and Shu Qing Liu. "An Asynchronous Irrational Behavior Proof Condition for the Problem of Emission Reduction." Applied Mechanics and Materials 863 (February 2017): 195–200. http://dx.doi.org/10.4028/www.scientific.net/amm.863.195.

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In dynamic cooperative games, a player may use ‘irrational’ acts to extort additional gains if conditions allow. For the differential game problem occurred in the infinite interval, we propose a new asynchronous irrational behavior proof (AIBP) condition. This condition requires that the later the irrational behaviors appear, i.e., the more time the player participates in cooperation, the higher payoff the player will get. Considering the differential game about the problem of emission reduction among countries, we show that the AIBP condition can make the cooperation last much longer.
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17

Moon, Daekyeong. "Network Traffic Characteristics and Analysis in Recent Mobile Games." Applied Sciences 14, no. 4 (2024): 1397. http://dx.doi.org/10.3390/app14041397.

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The landscape of mobile gaming has evolved significantly over the years, with profound changes in network reliability and traffic patterns. In the early 2010s, mobile games faced challenges due to unreliable networks and primarily featured asynchronous gameplay. However, in the current era, modern mobile games benefit from robust network connectivity, mirroring PC gaming experiences by relying on persistent connections to game servers. This shift prompted us to conduct an in-depth traffic analysis of two mobile games that represent opposite ends of the genre spectrum: a massively multiplayer g
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Minovic, Miroslav, Miloš Milovanovic, Jelena Minovic, and Dušan Starcevic. "Integrating an Educational Game in Moodle LMS." International Journal of Distance Education Technologies 10, no. 4 (2012): 17–25. http://dx.doi.org/10.4018/jdet.2012100102.

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The authors present a learning platform based on a computer game. Learning games combine two industries: education and entertainment, which is often called “Edutainment.” The game is realized as a strategic game (similar to Risk™), implemented as a module for Moodle CMS, utilizing Java Applet technology. Moodle is an open-source course management system (CMS), which is widely used among universities as an eLearning platform. Java Applet enables development of rich-client applications which are executed in web browser environment. During the game, players receive questions from specified Moodle
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19

Miszczak, Jarosław Adam. "Rule switching mechanisms in the Game of Life with synchronous and asynchronous updating policy." Physica Scripta 98, no. 11 (2023): 115210. http://dx.doi.org/10.1088/1402-4896/acfc6c.

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Abstract The emergence of complex structures in the systems governed by a simple set of rules is among the most fascinating aspects of Nature. The particularly powerful and versatile model suitable for investigating this phenomenon is provided by cellular automata, with the Game of Life being one of the most prominent examples. However, this simplified model can be too limiting in providing a tool for modelling real systems. To address this, we introduce and study an extended version of the Game of Life, with the dynamical process governing the rule selection at each step. We show that the int
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20

Xu, Xiang Zheng, and Qi Chen. "Research on Reactive Power Compensation Algorithm Based on Game Theory in Wind Farm." Key Engineering Materials 439-440 (June 2010): 989–93. http://dx.doi.org/10.4028/www.scientific.net/kem.439-440.989.

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In current, constant speed of asynchronous generator system has been used wind farm in China areas. But because of that abilities of reactive power control helpless, reactive power have been provided by grid. In view of the above situation, the feasible measures are adopted in the wind dynamic reactive power compensation devices. The asynchronous machine transient process used reactive power to keeping voltage of machine has been provided. This article introduced the Game Theory in economics to the area of reactive power compensation. This new method of the share of reactive power in wind farm
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21

Sun, Lijuan, Menggang Chen, Yawei Shi, et al. "Solving PEV Charging Strategies with an Asynchronous Distributed Generalized Nash Game Algorithm in Energy Management System." Energies 15, no. 24 (2022): 9364. http://dx.doi.org/10.3390/en15249364.

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As plug-in electric vehicles (PEVs) become more and more popular, there is a growing interest in the management of their charging power. Many models exist nowadays to manage the charging of plug-in electric vehicles, and it is important that these models are implemented in a better way. This paper investigates a price-driven charging management model in which all plug-in electric vehicles are informed of the charging strategies of neighboring plug-in electric vehicles and adjust their own strategies to minimize the cost, while an aggregator determines the unit price based on overall electricit
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22

Antonopoulou, Hera, Constantinos Halkiopoulos, Evgenia Gkintoni, and Athanasios Katsimpelis. "Application of Gamification Tools for Identification of Neurocognitive and Social Function in Distance Learning Education." International Journal of Learning, Teaching and Educational Research 21, no. 5 (2022): 367–400. http://dx.doi.org/10.26803/ijlter.21.5.19.

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The present study investigates the role of synchronous and asynchronous education techniques in the context of digital and game-based learning materials through a collaborative study, conducted during the Covid-19 pandemic (October 2020 – June 2021), in an online e-learning environment. The study involved 35 last-year elementary school children, in Western Greece, with learning and behavioral issues. The children were given games with both practical and academic modules throughout their online schooling. For example, a math game was played over WebEx using Kahoot; a game for European instituti
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23

Basilico, Nicola, Nicola Gatti, and Federico Villa. "Asynchronous Multi-Robot Patrolling against Intrusions in Arbitrary Topologies." Proceedings of the AAAI Conference on Artificial Intelligence 24, no. 1 (2010): 1224–29. http://dx.doi.org/10.1609/aaai.v24i1.7733.

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Use of game theoretical models to derive randomized mobile robot patrolling strategies has recently received a growing attention. We focus on the problem of patrolling environments with arbitrary topologies using multiple robots. We address two important issues cur rently open in the literature. We determine the smallest number of robots needed to patrol a given environment and we compute the optimal patrolling strategies along several coordination dimensions. Finally, we experimentally evaluate the proposed techniques.
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Ohzawa, Yoshihiko, and Yukio-Pegio Gunji. "Logic Gates Formed by Perturbations in an Asynchronous Game of Life." Symmetry 13, no. 5 (2021): 907. http://dx.doi.org/10.3390/sym13050907.

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The game of life (GL), a type of two-dimensional cellular automaton, has been the subject of many studies because of its simple mechanism and complex behavior. In particular, the construction of logic circuits using the GL has helped to extend the concept of computation. Conventional logic circuits assume deterministic transitions due to the synchronicity of the classic GL. However, they are fragile to noise and cannot maintain the expected behavior in an environment with noise. In this study, a probabilistic logic gate model was constructed using perturbations in an asynchronous game of life
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Kun, Ádám, Gergely Boza, and István Scheuring. "Asynchronous snowdrift game with synergistic effect as a model of cooperation." Behavioral Ecology 17, no. 4 (2006): 633–41. http://dx.doi.org/10.1093/beheco/ark009.

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Featherstone, Mark, and Jacob Habgood. "UniCraft: Exploring the impact of asynchronous multiplayer game elements in gamification." International Journal of Human-Computer Studies 127 (July 2019): 150–68. http://dx.doi.org/10.1016/j.ijhcs.2018.05.006.

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Bittencourt, Luiz, Flávio Miyazawa, and André Vignatti. "Distributed Load Balancing Algorithms for Heterogeneous Players in Asynchronous Networks." JUCS - Journal of Universal Computer Science 18, no. (20) (2012): 2771–97. https://doi.org/10.3217/jucs-018-20-2771.

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In highly scalable networks, such as grid and cloud computing environments and the Internet itself, the implementation of centralized policies is not feasible. Thus, nodes in such networks act according to their interests. One problem with these networks is load balancing. This paper considers load balancing in networks with heterogeneous nodes, that is, nodes with different processing power, and asynchronous actions, where there is no centralized clock and thus one or more nodes can perform their actions simultaneously. We show that if the nodes want to balance the load without complying with
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Lei, Jinlong, and Uday V. Shanbhag. "Asynchronous Schemes for Stochastic and Misspecified Potential Games and Nonconvex Optimization." Operations Research 68, no. 6 (2020): 1742–66. http://dx.doi.org/10.1287/opre.2019.1946.

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In “Asynchronous Schemes for Stochastic and Misspecified Potential Games and Nonconvex Optimization,” Lei and Shanbhag consider a class of convex stochastic Nash games, possibly corrupted by parametric misspecification and characterized by a possibly nonconvex potential function. The authors present an asynchronous inexact proximal best-response (BR) scheme in which, at any step, a randomly selected player computes an inexact BR step (via stochastic approximation) and other players keep their strategies invariant. Misspecification is addressed by a simultaneous learning process reliant on an i
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Liu, Xuanzhang, Jiyao Liu, Xinliang Wei, and Yu Wang. "Incentive mechanism design for semi-asynchronous blockchain-based federated edge learning." ITU Journal on Future and Evolving Technologies 6, no. 2 (2025): 119–31. https://doi.org/10.52953/xfjh6676.

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Federated learning at edge systems not only mitigates privacy concerns by keeping data localized but also leverages edge computing resources to enable real-time AI inference and decision-making. In a blockchain-based federated learning framework over edge clouds, edge servers as clients can contribute private data or computing resources to the overall training or mining task for secure model aggregation. To overcome the impractical assumption that edge servers will voluntarily join training or mining, it is crucial to design an incentive mechanism that motivates edge servers to achieve optimal
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Kong, Xiangshan, Qilong Sun, and Haitao Li. "Survey on Mathematical Models and Methods of Complex Logical Dynamical Systems." Mathematics 10, no. 20 (2022): 3722. http://dx.doi.org/10.3390/math10203722.

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Logical dynamical systems (LDSs) have wide applications in gene regulation, game theory, digital circuits, and so on. In LDSs, phenomena such as impulsive effect, time delays, and asynchronous behavior are not negligible, which generate complex LDSs. This paper presents a detailed survey on models and methods of investigating LDSs. Firstly, some preliminary results on LDSs and semi-tensor product (STP) method are presented. Secondly, some new developments on modeling complex LDSs are summarized, including switched LDSs, probabilistic LDSs, delayed LDSs, LDSs with impulsive effects, asynchronou
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Fallah, Brima. "Distributed Asynchronous Game Theoretic Solutions for Precoding Strategies in Multiuser MIMO Systems." International Journal of Distributed and Parallel systems 3, no. 4 (2012): 133–43. http://dx.doi.org/10.5121/ijdps.2012.3414.

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Zhu, Yuying, and Chengyi Xia. "Asynchronous best-response dynamics of networked anti-coordination game with payoff incentives." Chaos, Solitons & Fractals 172 (July 2023): 113503. http://dx.doi.org/10.1016/j.chaos.2023.113503.

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Pramono, Andy, Pujiyanto Pujiyanto, and AAG Rai Arimbawa. "DESAIN TEMATIK GAME EDUKASI UNTUK PENINGKATAN NILAI KEPEDULIAN DAN KETEKUNAN PADA KARAKTER ANAK DENGAN MODEL ASINKRON." JADECS (Jurnal of Art, Design, Art Education & Cultural Studies) 4, no. 1 (2019): 48. http://dx.doi.org/10.17977/um037v4i1p48-55.

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According to the Indonesian Ministry of Communication and Informatics data, at least 30 million children and adolescents in Indonesia are internet users, and digital media is currently the main choice of communication channels they use. One of the content that is the choice of users, especially children, is an interactive game. There is a strong assumption that interactive games can inhibit children's education, which makes children lazy to learn. The other side of character education is a target of the Indonesian government. Education about caring and perseverance is an important topic for ch
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Hope, Denise L., Gary D. Grant, Gary D. Rogers, and Michelle A. King. "Virtualized Gamified Pharmacy Simulation during COVID-19." Pharmacy 10, no. 2 (2022): 41. http://dx.doi.org/10.3390/pharmacy10020041.

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Extended and immersive gamified pharmacy simulation has been demonstrated to provide transformative learning in pharmacy education, preparing graduates for real-world practice. An international consortium of universities has implemented local adaptations of the Pharmacy Game into their curricula. From early 2020, pharmacy academics modified the delivery of gamified simulation in response to the COVID-19 pandemic, while still aiming to deliver the important learning outcomes of enhanced communication, collaboration, confidence and competence. Australian universities went into full lockdown from
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Costa, João, João Barata, Sara João, and Daniel Barbosa. "Principles for Engineering Social Interaction in Asynchronous Mobile Games." International Journal of Gaming and Computer-Mediated Simulations 13, no. 3 (2021): 1–16. http://dx.doi.org/10.4018/ijgcms.290306.

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Since their first appearance, mobile devices have had exponential technological growth and have gained other functionalities besides standard calls and messaging services. With the advent of smartphones, the mobile gaming market has grown enormously to become one of the most widespread forms of gaming. This paper devises guidelines for engineering online multiplayer asynchronous mobile games. The findings emerge from the launch of a new game where, alternately, players try to guess the answers given by other players to a given set of questions. Departing from the meaning of usability in ISO 92
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Kim, Youngsik. "Performance Comparison of Asynchronous Transfer Configurations for UHD Game Image Compression with GPGPU." International Journal of Multimedia and Ubiquitous Engineering 11, no. 12 (2016): 161–70. http://dx.doi.org/10.14257/ijmue.2016.11.12.15.

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Ramsey, D. M. "A model of a 2-player stopping game with priority and asynchronous observation." Mathematical Methods of Operations Research 66, no. 1 (2007): 149–64. http://dx.doi.org/10.1007/s00186-006-0136-7.

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Botchkaryov, Alexey. "Multi-agent Coordination with Deferred Asynchronous Messaging in a Distributed Coordination Space." Advances in Cyber-Physical Systems 7, no. 2 (2022): 83–90. http://dx.doi.org/10.23939/acps2022.02.083.

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A method of multi-agent coordination with deferred asynchronous messaging in a distributed coordination space has been proposed. The method has been based on the concept of multi-agent conditional interaction. The method has used 1) a distributed coordination space in which agents move, 2) the rules of state transitions for the coordination space nodes depending on the movements of agents, 3) the rules of agents move and state transitions depending on the states of the coordination space nodes, 4) a multi-agent coordination game based on the coordination space and the rules. The coordination s
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Hellström, Mikael. "Playing Political Science - Leveraging Game Design in the Post-Secondary Classroom." International Journal of Role-Playing, no. 6 (May 17, 2023): 39–45. http://dx.doi.org/10.33063/ijrp.vi6.245.

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The Multiplayer Classroom describes how a course in computer game design can be based on the same structure as a computer game (Sheldon 2012). Students play this game through the entire term. Sheldon also had students take on roles based on Bartle’s taxonomy of player types (Bartle 1996), leveraging it to structure group work and accommodating different learning types. During the Winter term of 2015, I taught two courses in Political Science at the University of Calgary: Topics in Comparative Politics in the Industrialized World and Introduction to Public Administration. Having previously leve
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Ryu, Dongwan. "Play to Learn, Learn to Play: Language Learning through Gaming Culture." ReCALL 25, no. 2 (2013): 286–301. http://dx.doi.org/10.1017/s0958344013000050.

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AbstractMany researchers have investigated learning through playing games. However, after playing games, players often go online to establish and participate in the online community where they enrich their game experiences, discuss game-related issues, and create fan-fictions, screenshots, or scenarios. Although these emerging activities are an essential part of gaming culture, they have not attracted much attention from researchers and only a few empirical studies have been done on learning through beyond-game culture. Language learning in particular has not been extensively researched despit
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Kim, Youngsik. "CUDA based Lossless Asynchronous Compression of Ultra High Definition Game Scenes using DPCM-GR." Journal of Korea Game Society 14, no. 6 (2014): 59–68. http://dx.doi.org/10.7583/jkgs.2014.14.6.59.

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42

Kucera, Stepan, Sonia Aissa, Koji Yamamoto, and Susumu Yoshida. "Asynchronous distributed power and rate control in ad hoc networks: a game-theoretic approach." IEEE Transactions on Wireless Communications 7, no. 7 (2008): 2536–48. http://dx.doi.org/10.1109/twc.2008.060792.

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43

Sakai, Satoki. "Asynchronous leaf expansion and shedding in a seasonal environment: Result of a competitive game." Journal of Theoretical Biology 154, no. 1 (1992): 77–90. http://dx.doi.org/10.1016/s0022-5193(05)80189-4.

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Ciobanu, Gabriel, and Mihai Rotaru. "A Pi-Calculus Machine." JUCS - Journal of Universal Computer Science 6, no. (1) (2000): 39–59. https://doi.org/10.3217/jucs-006-01-0039.

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In this paper we investigate the -calculus guards, proposing a formalism which use exclusively machine tradition concepts: state, resource, transition. The reduction mechanism is similar to the token-game of Petri nets. We provide a multiset semantics for the -calculus by using this formalism. Moreover, our machines have a graphical representation which emphasizes their structure. As a consequence, we give a new improved graphical representation for the asynchronous -calculus. 1 C.S.Calude and G.Stefanescu (eds.). Automata, Logic, and Computability. Special issue dedicated to Professor Sergiu
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Huang, Boyang, Yanjun Fang, and Zhengmin Kong. "A Game-Theoretic Precoding for Secure Communication in MIMO Interference Channels." Mathematical Problems in Engineering 2018 (August 26, 2018): 1–11. http://dx.doi.org/10.1155/2018/3680791.

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We investigate the problem of secure communication in multiple-input-multiple-output (MIMO) interference channels from the perspective of physical layer security (PLS). We focus on the design of joint transceiver, which aims at maximizing the difference of mean-squared errors (MSE) between legitimate users and the eavesdropper. To reduce the complexity, the problem is formulated as a noncooperative game, and an asynchronous algorithm is proposed to obtain the Nash equilibrium solution. In each iteration, the closed-form solution is obtained by using Karush-Kuhn-Tucker (KKT) conditions. Further
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Hirsch, Linda, Florian Müller, Francesco Chiossi, Theodor Benga, and Andreas Martin Butz. "My Heart Will Go On: Implicitly Increasing Social Connectedness by Visualizing Asynchronous Players’ Heartbeats in VR Games." Proceedings of the ACM on Human-Computer Interaction 7, CHI PLAY (2023): 976–1001. http://dx.doi.org/10.1145/3611057.

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Social games benefit from social connectedness between players because it improves the gaming experience and increases enjoyment. In virtual reality (VR), various approaches, such as avatars, are developed for multi-player games to increase social connectedness. However, these approaches are lacking in single-player games. To increase social connectedness in such games, our work explores the visualization of physiological data from asynchronous players, i.e., electrocardiogram (ECG). We identified two visualization dimensions, the number of players, and the visualization style, after a design
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Kiron, Nafisul, Mehnuma Tabassum Omar, and Julita Vassileva. "Engagement Strategies in a Peer-quizzing Game: Investigating Student Interactions and Powergaming." European Conference on Games Based Learning 18, no. 1 (2024): 506–15. http://dx.doi.org/10.34190/ecgbl.18.1.2729.

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Educational games are a popular means of engaging students in learning activities. However, students in game-based learning environments often engage in powergaming to reap undeserved rewards and spoil the experi-ence of their peers. This may happen when the students pretend to engage in game activities or collude with other students, exploiting the game settings and rules to maximize their points. In this explorative study, we investigate powergaming in three settings of an asynchronous online multiplayer peer-quizzing game in a blended learning setting – a first-year programming class in a C
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Bontrager, Philip, Ahmed Khalifa, Damien Anderson, Matthew Stephenson, Christoph Salge, and Julian Togelius. ""Superstition" in the Network: Deep Reinforcement Learning Plays Deceptive Games." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 15, no. 1 (2019): 10–16. http://dx.doi.org/10.1609/aiide.v15i1.5218.

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Deep reinforcement learning has learned to play many games well, but failed on others. To better characterize the modes and reasons of failure of deep reinforcement learners, we test the widely used Asynchronous Actor-Critic (A2C) algorithm on four deceptive games, which are specially designed to provide challenges to game-playing agents. These games are implemented in the General Video Game AI framework, which allows us to compare the behavior of reinforcement learning-based agents with planning agents based on tree search. We find that several of these games reliably deceive deep reinforceme
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Kari, Majidabad Abbas, Marzieh Mozafari, and Ali Naimi-Sadigh. "Stackelberg-Nash Equilibrium in competitive facility location game among a franchisor and two investors." Modeling in engineering 17, no. 57 (2019): 111–25. https://doi.org/10.22075/JME.2018.15243.1511.

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In the competitive location problems, the matter of the optimal location of single or multiple facilities are in a condition in which competitors exist as well. This paper deals with a type of a competitive location on which a leader possibly uses the investment of other investors through concession and receives a percentage of their income. He also can place his own facilities on potential locations that are available. In fact there are three decision-makers, one as a leader, others as followers who get in the game of facility location for placing their facilities. The location of facilities
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Palliyil, Vijay, Niklas Suhre, Meng Cai, et al. "E-participation using the metaverse: A methodological framework for e-townhalls and online gaming." Open Research Europe 5 (July 21, 2025): 187. https://doi.org/10.12688/openreseurope.20298.1.

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The metaverse offers new opportunities for online participatory research, with immersive, interactive virtual spaces that support collaboration and real-time interactions between avatars. While previous studies indicate that metaverse environments can enhance participation by increasing engagement and motivation, there is no methodological framework designed to fully utilise the capabilities and features of these virtual spaces for participatory research. Our research aims to address this gap by proposing a metaverse-based methodological framework, combining two interactive methods: e-townhall
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