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1

Hartmann, Dap. "MULTIGAME — AN ENVIRONMENT FOR DISTRIBUTED GAME-TREE RESEARCH." ICGA Journal 24, no. 1 (2001): 35–36. http://dx.doi.org/10.3233/icg-2001-24105.

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Marden, Jason R., and Jeff S. Shamma. "Game Theory and Control." Annual Review of Control, Robotics, and Autonomous Systems 1, no. 1 (2018): 105–34. http://dx.doi.org/10.1146/annurev-control-060117-105102.

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Game theory is the study of decision problems in which there are multiple decision makers and the quality of a decision maker's choice depends on both that choice and the choices of others. While game theory has been studied predominantly as a modeling paradigm in the mathematical social sciences, there is a strong connection to control systems in that a controller can be viewed as a decision-making entity. Accordingly, game theory is relevant in settings with multiple interacting controllers. This article presents an introduction to game theory, followed by a sampling of results in three spec
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Zheng, Jianchao, Yueming Cai, Ning Lu, Yuhua Xu, and Xuemin Shen. "Stochastic Game-Theoretic Spectrum Access in Distributed and Dynamic Environment." IEEE Transactions on Vehicular Technology 64, no. 10 (2015): 4807–20. http://dx.doi.org/10.1109/tvt.2014.2366559.

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Zhang, Jie, Gang Wang, Shaohua Yue, Xiaoqiang Yao, Yafei Song, and Jiayi Liu. "Study on Master Slave Interaction Model Based on Stackelberg Game in Distributed Environment." Symmetry 12, no. 2 (2020): 232. http://dx.doi.org/10.3390/sym12020232.

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In view of the problems such as low efficiency, difficulty in resolving local conflicts and lack of practical application scenarios, existing in the interaction model of multi-agent systems in a distributed environment, a multi-master multi-slave interaction model was designed based on the Stackelberg game, which is applied to the interaction game problem between the controller and the participant in the command and control process. Through optimizing the Stackelberg game model and multi-attribute decision-making, the multi-master, multi-slave, multi-agent system of the Stackelberg game was de
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배민수. "Distributed Data Processing for Bigdata Analysis in War Game Simulation Environment." Korea Journal of BigData 4, no. 2 (2019): 73–83. http://dx.doi.org/10.36498/kbigdt.2019.4.2.73.

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Marklund, Björn Berg, Per Backlund, Carl-Johan Dahlin, Henrik Engström, and Ulf Wilhelmsson. "A Game-Based Approach to Support Social Presence and Awareness in Distributed Project-Based Learning." International Journal of Game-Based Learning 4, no. 1 (2014): 1–20. http://dx.doi.org/10.4018/ijgbl.2014010101.

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An important factor for success in project-based learning (PBL) is that the involved project groups establish an atmosphere of social interaction in their working environment. In PBL-scenarios situated in distributed environments, most of a group's work-processes are mediated through the use of production-focused tools that are unconcerned with the important informal and social aspects of a project. On the other hand, there are plenty of tools and platforms that focus on doing the opposite and mainly support informal bonding (e.g., Facebook), but these types of environments can be obtrusive an
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Yu, Hai Dong, Bo Tao Zhang, and Yan Chun Wang. "Game Strategy in Multi-User Shared Virtual Environment Based on Internet." Applied Mechanics and Materials 26-28 (June 2010): 809–12. http://dx.doi.org/10.4028/www.scientific.net/amm.26-28.809.

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This paper proposed a new interests game model with dynamic correlation analysis in distributed virtual environment based on mechanism design theory. The game definitions in correlation network and interest matrix were given and an analysis approach to find out the interest focus of virtual agents and administrator was presented. Thus a prototype virtual environment game system was implemented to demonstrate the effects of our approach in optimizing the visual rendering process and highlighting the collaborative perception according to payoffs under imperfect information condition.
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Xiao, Zheng, Zhao Tong, Kenli Li, and Keqin Li. "Learning non-cooperative game for load balancing under self-interested distributed environment." Applied Soft Computing 52 (March 2017): 376–86. http://dx.doi.org/10.1016/j.asoc.2016.10.028.

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Hairunisa, Indah. "The THE DESCRIPTION AND THE IMPACT OF PLAYING ONLINE GAME ON PHARMACY STUDENTS IN SAMARINDA." Jurnal Ilmu Kesehatan 7, no. 1 (2019): 12–17. http://dx.doi.org/10.30650/jik.v7i1.255.

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Online game is a game that can be accessed by the community using internet access. Online games are known to have a fun and addictive effect on their use. Indonesia is the 16th most online game user in the world. This study aims to provide an overview and the impact of the habit of playing online games on Pharmacy students in Samarinda. The method used in this study was using questionnaires distributed to at least 57 respondents of Pharmacy students in Samarinda. The results show that at least 80% of students have played online games with an average playing time of 1-2 hours in one day. The re
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Angeline, Mia. "Game and Digital Culture: A Study on Hay Day Game." Humaniora 7, no. 1 (2016): 22. http://dx.doi.org/10.21512/humaniora.v7i1.3393.

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Digital games are a commercial product developed and distributed by media companies and often uses characters or scenarios of movies, books, and comics. The digital game play comes from individual media consumption patterns. Playing digital games also offer experience and satisfaction based on interactive communication technologies and immersive gameplay. In this digital age, digital games became more social-based, which means they implement the need to invite friends on social media to come into play and help each other in the game. The problems of this study was to determine what factors mak
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Weil, Shawn A., Talib Hussain, Tad Brunyé, Jason Sidman, and Lisa Spahr. "The Use of Massive Multi-Player Gaming Technology for Military Training: A Preliminary Evaluation." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 49, no. 12 (2005): 1186–90. http://dx.doi.org/10.1177/154193120504901219.

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Publicly available Massive Multi-Player Games (MMPG) allow multiple individuals to work together in simulated situations. To meet complex game objectives, users must exhibit high degrees of coordination. This is similar to the types of interactions required for effective coordination in military team environments, and this resemblance has not gone unnoticed. DARWARS is an initiative that aims to support a diverse array of distributed simulation-based military instruction, including those that allow large numbers of participants to interact in on-line virtual worlds. In effect, MMPGs are being
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Gao, Bingtuan, Xiaofeng Liu, Chen Chen, and Yuanmei Li. "Economic optimization for distributed energy network with cooperative game." Journal of Renewable and Sustainable Energy 10, no. 5 (2018): 055101. http://dx.doi.org/10.1063/1.5034080.

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13

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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Liu, Yuqi, Yao Song, and Ryoichi Tamura. "Hedonic and Utilitarian Motivations of Home Motion-Sensing Game Play Behavior in China: An Empirical Study." International Journal of Environmental Research and Public Health 17, no. 23 (2020): 8794. http://dx.doi.org/10.3390/ijerph17238794.

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As an important branch of video games and the integration of emerging motion-sensing technology, home motion-sensing games cannot only bring hedonic entertainment but also promote utilitarian benefits including exercise and social interaction for people to improve their physical and psychological health. As one of the most populous countries in the world, China has the largest number of households in the world but quite a low home game penetration rate due to the 13 year game industry winter for international enterprises. Whether Chinese customers have the intention of using motion-sensing gam
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XU, Huanliang, Zhaoyu ZHAI, Ke WANG, Shougang REN, and Haoyun WANG. "Multiobjective distributed model predictive control method for facility environment control based on cooperative game theory." TURKISH JOURNAL OF ELECTRICAL ENGINEERING & COMPUTER SCIENCES 25 (2017): 4160–71. http://dx.doi.org/10.3906/elk-1611-84.

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Qihui Wu, Yuhua Xu, Jinlong Wang, Liang Shen, Jianchao Zheng, and Alagan Anpalagan. "Distributed Channel Selection in Time-Varying Radio Environment: Interference Mitigation Game With Uncoupled Stochastic Learning." IEEE Transactions on Vehicular Technology 62, no. 9 (2013): 4524–38. http://dx.doi.org/10.1109/tvt.2013.2269152.

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Zheng, Jianchao, Yueming Cai, Yuhua Xu, and Alagan Anpalagan. "Distributed Channel Selection for Interference Mitigation in Dynamic Environment: A Game-Theoretic Stochastic Learning Solution." IEEE Transactions on Vehicular Technology 63, no. 9 (2014): 4757–62. http://dx.doi.org/10.1109/tvt.2014.2311496.

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18

Nezarat, Amin, and Yaser Shams. "A game theoretic-based distributed detection method for VM-to-hypervisor attacks in cloud environment." Journal of Supercomputing 73, no. 10 (2017): 4407–27. http://dx.doi.org/10.1007/s11227-017-2025-7.

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19

Zhang, Zhenghua, Jin Qian, Chongxin Fang, Guoshu Liu, and Quan Su. "Coordinated Control of Distributed Traffic Signal Based on Multiagent Cooperative Game." Wireless Communications and Mobile Computing 2021 (June 1, 2021): 1–13. http://dx.doi.org/10.1155/2021/6693636.

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In the adaptive traffic signal control (ATSC), reinforcement learning (RL) is a frontier research hotspot, combined with deep neural networks to further enhance its learning ability. The distributed multiagent RL (MARL) can avoid this kind of problem by observing some areas of each local RL in the complex plane traffic area. However, due to the limited communication capabilities between each agent, the environment becomes partially visible. This paper proposes multiagent reinforcement learning based on cooperative game (CG-MARL) to design the intersection as an agent structure. The method cons
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20

Kim, Sungwook. "A better-performing Q-learning game-theoretic distributed routing for underwater wireless sensor networks." International Journal of Distributed Sensor Networks 14, no. 1 (2018): 155014771875472. http://dx.doi.org/10.1177/1550147718754728.

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Underwater sensor networks have recently emerged as a promising networking technique for various underwater applications. However, the acoustic routing of underwater sensor networks in the aquatic environment presents challenges in terms of dynamic structure, high rates of energy consumption, long propagation delay, and narrow bandwidth. Therefore, it is difficult to adapt traditional routing protocols, which are known to be reliable in terrestrial wireless networks. In this study, we focus on the development of novel routing algorithms to tackle acoustic transmission problems in underwater se
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21

Rahili, Salar, Jiahui Lu, Wei Ren, and Ubaid M. Al-Saggaf. "Distributed Coverage Control of Mobile Sensor Networks in Unknown Environment Using Game Theory: Algorithms and Experiments." IEEE Transactions on Mobile Computing 17, no. 6 (2018): 1303–13. http://dx.doi.org/10.1109/tmc.2017.2761351.

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22

Reitman, Jason Ginsberg. "Distributed Cognition and Temporal Knowledge in League of Legends." International Journal of Gaming and Computer-Mediated Simulations 10, no. 1 (2018): 23–41. http://dx.doi.org/10.4018/ijgcms.2018010102.

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Elite video game competition provides a setting for studying how digitally connected teams handle massive amounts of information that no individual could manage on their own. This article discusses observations of the University of California, Irvine's scholarship League of Legends teams' practices and competitions from fall 2016 through spring 2017. The observations explore the nature of distributed cognition of time and temporal information in a high-pressure, competitive environment. The capacity and strategies of these teams to maintain high levels of coordination, while sitting at desktop
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Cui, Shichang, Yan‐Wu Wang, and Nian Liu. "Distributed game‐based pricing strategy for energy sharing in microgrid with PV prosumers." IET Renewable Power Generation 12, no. 3 (2017): 380–88. http://dx.doi.org/10.1049/iet-rpg.2017.0570.

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24

Shi, Chenguang, Fei Wang, Mathini Sellathurai, and Jianjiang Zhou. "Non-Cooperative Game Theoretic Power Allocation Strategy for Distributed Multiple-Radar Architecture in a Spectrum Sharing Environment." IEEE Access 6 (2018): 17787–800. http://dx.doi.org/10.1109/access.2018.2817625.

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25

Hofman-Kohlmeyer, Magdalena. "FORMS OF PROMOTION IN COMPUTER GAMES. AN EXAMPLE OF SECOND LIFE." Zeszyty Naukowe Wyższej Szkoły Humanitas Zarządzanie 19, no. 1 (2018): 243–58. http://dx.doi.org/10.5604/01.3001.0012.0533.

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Advertisers are faced with the choice of means of marketing communications. Messages that have an attractive form and are distributed by the popular source are more noticeable and are better remembered. The prevalence and ubiquity of traditional promotional instruments leads to seeking new forms of promotion. In recent years, the interest in promotion in the new medium of computer games has increased. This article is aimed to present traditional and new promotional tools embedded in a virtual environment on the example of Second Life game. The reflections are based on a review of available Pol
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Shao, Lingfeng, Junjie Yang, and Jicheng Fang. "A Distributed Optimization Algorithm for Energy of Wireless Sensor Networks Based on Potential Game." International Journal of Photoenergy 2020 (January 21, 2020): 1–11. http://dx.doi.org/10.1155/2020/4745678.

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Recently, we have witnessed the rapid development of techniques on upgrading energy efficiency for wireless sensor networks (WSN). With the improvement of the detection range and the detection intensity, the lifetime of wireless sensor networks (WSN) is still limited by sensor node batteries (BA). Due to the need for wireless sensor network energy optimization, the power supply side has been putting forward higher requirements, and the traditional wireless sensor network with energy supplement has difficulty in meeting this development trend. The game and potential game concepts were introduce
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Tsiropoulou, Eirini, George Kousis, Athina Thanou, Ioanna Lykourentzou, and Symeon Papavassiliou. "Quality of Experience in Cyber-Physical Social Systems Based on Reinforcement Learning and Game Theory." Future Internet 10, no. 11 (2018): 108. http://dx.doi.org/10.3390/fi10110108.

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This paper addresses the problem of museum visitors’ Quality of Experience (QoE) optimization by viewing and treating the museum environment as a cyber-physical social system. To achieve this goal, we harness visitors’ internal ability to intelligently sense their environment and make choices that improve their QoE in terms of which the museum touring option is the best for them and how much time to spend on their visit. We model the museum setting as a distributed non-cooperative game where visitors selfishly maximize their own QoE. In this setting, we formulate the problem of Recommendation
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Souidi, Mohammed El Habib, and Songhao Piao. "A New Decentralized Approach of Multiagent Cooperative Pursuit Based on the Iterated Elimination of Dominated Strategies Model." Mathematical Problems in Engineering 2016 (2016): 1–11. http://dx.doi.org/10.1155/2016/5192423.

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Game Theory is a promising approach to acquire coalition formations in multiagent systems. This paper is focused on the importance of the distributed computation and the dynamic formation and reformation of pursuit groups in pursuit-evasion problems. In order to address this task, we propose a decentralized coalition formation algorithm based on the Iterated Elimination of Dominated Strategies (IEDS). This Game Theory process is common to solve problems requiring the withdrawal of dominated strategies iteratively. Furthermore, we have used the Markov Decision Process (MDP) principles to contro
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Amantini, Susy Nazaré Silva Ribeiro, Alexandre Alberto Pascotto Montilha, Bianca Caseiro Antonelli, et al. "Using Augmented Reality to Motivate Oral Hygiene Practice in Children: Protocol for the Development of a Serious Game." JMIR Research Protocols 9, no. 1 (2020): e10987. http://dx.doi.org/10.2196/10987.

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Background New technologies create possible new ways of action, interaction, and learning which is extremely relevant in the field of oral health education. There is a lack of protocol in using an immersive interactive ludic-educational interface to motivate oral hygiene practice in children by means of augmented reality. Objective This study aims to present a protocol on the development of a serious game to motivate oral hygiene practice in children. Methods A serious game will be designed by augmented reality techniques to improve toothbrushing effectiveness of children aged 6 to 10 years. T
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Wang, Jin, Yang Liu, Shan Ren, Chuang Wang, and Wenbo Wang. "Evolutionary game based real-time scheduling for energy-efficient distributed and flexible job shop." Journal of Cleaner Production 293 (April 2021): 126093. http://dx.doi.org/10.1016/j.jclepro.2021.126093.

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Christodoulou, Klitos, Elias Iosif, Antonios Inglezakis, and Marinos Themistocleous. "Consensus Crash Testing: Exploring Ripple’s Decentralization Degree in Adversarial Environments." Future Internet 12, no. 3 (2020): 53. http://dx.doi.org/10.3390/fi12030053.

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The inception of Bitcoin as a peer-to-peer payment system, and its underlying blockchain data-structure and protocol, has led to an increased interest in deploying scalable and reliable distributed-ledger systems that build on robust consensus protocols. A critical requirement of such systems is to provide enough fault tolerance in the presence of adversarial attacks or network faults. This is essential to guarantee liveness when the network does not behave as expected and ensure that the underlying nodes agree on a unique order of transactions over a shared state. In comparison with tradition
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Skrzypczyk, Krzysztof, and Martin Mellado. "Handling uncertainty of resource division in multi agent system using game against nature." Archives of Control Sciences 24, no. 3 (2014): 351–73. http://dx.doi.org/10.2478/acsc-2014-0021.

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Abstract This paper addresses the problem of resource division for robotic agents in the framework of Multi-Agent System. Knowledge of the environment represented in the system is uncertain, incomplete and distributed among the individual agents that have both limited sensing and communication abilities. The pick-up-and-collection problem is considered in order to illustrate the idea presented. In this paper a framework for cooperative task assignment to individual agents is discussed. The process of negotiating access to common resources by intercommunicating agents is modeled and solved as a
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33

Grosser, Michelle. "Avatar/Player Subjectivity." Journal of Sound and Music in Games 1, no. 3 (2020): 1–14. http://dx.doi.org/10.1525/jsmg.2020.1.3.1.

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Many music scholars have theorized about musical agency, drawing perspectives from fields including cognition, semiotics, and musical meaning. Few, however, have explored musical agency in relation to ludic agency, a gap I hope to fill here. Through this article I will explore how the multimodal nature of Crypt of the NecroDancer influences the player's experience. I will first outline several theories of agency. Then I will analyze of Crypt of the NecroDancer and its various virtual and actual agencies, including narrative, music and sound, character, and virtual environment. I will use these
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K. Al-Soluiman, Rana, Abdallah Q. Bataineh, Sameer M. Al-Jabaly, and Hanadi A. Salhab. "The impact of smartphone advergames characteristics on purchasing intentions: the mediating role of game involvement." Innovative Marketing 16, no. 3 (2020): 113–25. http://dx.doi.org/10.21511/im.16(3).2020.10.

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This research aimed to investigate the impact of smartphone advergames characteristics on purchasing intentions. Four dimensions were considered (irritation, entertainment, credibility, and informativeness). To achieve this aim, the researchers developed a model based on literature reviews and previous studies; a self-administrated questionnaire was designed and distributed over a convenience sample. The researchers used a quantitative method and a descriptive-analytical approach; the study sample consisted of 600 consumers, and 519 questionnaires were returned with an 86.5% response rate. Var
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Gangolells, Marta, Miquel Casals, Marcel Macarulla, and Núria Forcada. "Exploring the Potential of a Gamified Approach to Reduce Energy Use and Carbon Emissions in the Household Sector." Sustainability 13, no. 6 (2021): 3380. http://dx.doi.org/10.3390/su13063380.

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This paper analyzes the impact of an innovative approach based on gamification to promote reduced energy consumption in social housing. The game was developed and validated under the auspices of the EU-funded project EnerGAware-Energy Game for Awareness of energy efficiency in social housing communities in an affordable housing pilot located in Plymouth (United Kingdom). The results showed that the future exploitation of the game holds important energy- and emissions-saving potential. Assuming that the game is distributed freely by European energy providers to their domestic end-users, the gam
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Mitsis, Giorgos, Eirini Eleni Tsiropoulou, and Symeon Papavassiliou. "Data Offloading in UAV-Assisted Multi-Access Edge Computing Systems: A Resource-Based Pricing and User Risk-Awareness Approach." Sensors 20, no. 8 (2020): 2434. http://dx.doi.org/10.3390/s20082434.

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Unmanned Aerial Vehicle (UAV)-assisted Multi-access Edge Computing (MEC) systems have emerged recently as a flexible and dynamic computing environment, providing task offloading service to the users. In order for such a paradigm to be viable, the operator of a UAV-mounted MEC server should enjoy some form of profit by offering its computing capabilities to the end users. To deal with this issue in this paper, we apply a usage-based pricing policy for allowing the exploitation of the servers’ computing resources. The proposed pricing mechanism implicitly introduces a more social behavior to the
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Wang, Yifei, Xiuli Wang, Chengcheng Shao, and Naiwei Gong. "Distributed energy trading for an integrated energy system and electric vehicle charging stations: A Nash bargaining game approach." Renewable Energy 155 (August 2020): 513–30. http://dx.doi.org/10.1016/j.renene.2020.03.006.

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Zhu, Xing, Baoyu Liao, and Shanlin Yang. "An optimal incentive policy for residential prosumers in Chinese distributed photovoltaic market: A Stackelberg game approach." Journal of Cleaner Production 308 (July 2021): 127325. http://dx.doi.org/10.1016/j.jclepro.2021.127325.

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Gu, Bo, Yapeng Chen, Haijun Liao, Zhenyu Zhou, and Di Zhang. "A Distributed and Context-Aware Task Assignment Mechanism for Collaborative Mobile Edge Computing." Sensors 18, no. 8 (2018): 2423. http://dx.doi.org/10.3390/s18082423.

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Mobile edge computing (MEC) is an emerging technology that leverages computing, storage, and network resources deployed at the proximity of users to offload their delay-sensitive tasks. Various existing facilities including mobile devices with idle resources, vehicles, and MEC servers deployed at base stations or road side units, could act as edges in the network. Since task offloading incurs extra transmission energy consumption and transmission latency, two key questions to be addressed in such an environment are (i) should the workload be offloaded to the edge or computed in terminals? (ii)
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Gong, Cheng, Chao Guo, Haitao Xu, Chengcheng Zhou, and Xiaotao Yuan. "A Joint Optimization Strategy of Coverage Planning and Energy Scheduling for Wireless Rechargeable Sensor Networks." Processes 8, no. 10 (2020): 1324. http://dx.doi.org/10.3390/pr8101324.

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Wireless Sensor Networks (WSNs) have the characteristics of large-scale deployment, flexible networking, and many applications. They are important parts of wireless communication networks. However, due to limited energy supply, the development of WSNs is greatly restricted. Wireless rechargeable sensor networks (WRSNs) transform the distributed energy around the environment into usable electricity through energy collection technology. In this work, a two-phase scheme is proposed to improve the energy management efficiency for WRSNs. In the first phase, we designed an annulus virtual force base
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Bonamini, Giorgio, Emanuela Colombo, Natividad Llorca, and Joaquin Sanchez-Soriano. "Cost allocation for rural electrification using game theory: A case of distributed generation in rural India." Energy for Sustainable Development 50 (June 2019): 139–52. http://dx.doi.org/10.1016/j.esd.2019.01.007.

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Engouang, Tristan Daladier, Yun Liu, and Zhenjiang Zhang. "TDAL: Thoroughly Data Aggregation of Low Energy Devices in Secure Heterogeneous Wireless Sensor Networks." Journal of Sensors 2014 (2014): 1–15. http://dx.doi.org/10.1155/2014/938480.

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The heterogeneous wireless sensor networks (HWSNs), composed of multiple types of tiny devices (sensor nodes) with wireless communication capability and suffering from computational resources constrains, enable interacting with the physical world, like never before. Innovative applications are developed for security, industrial production, monitoring, and tracking, but theoretical assumptions on these distributed data may not hold in a real scenario. In this paper, the emphasis is on accurate data and sensor nodes privacy preserving while transmitting their sensory information amongst neighbor
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Xiong, Dan, Junhao Xiao, Huimin Lu, et al. "The design of an intelligent soccer-playing robot." Industrial Robot: An International Journal 43, no. 1 (2016): 91–102. http://dx.doi.org/10.1108/ir-05-2015-0092.

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Purpose – The purpose of this paper is to design intelligent robots operating in such dynamic environments like the RoboCup Middle-Size League (MSL). In the RoboCup MSL, two teams of five autonomous robots play on an 18- × 12-m field. Equipped with sensors and on-board computers, each robot should be able to perceive the environment, make decision and control itself to play the soccer game autonomously. Design/methodology/approach – This paper presents the design of our soccer robots, participating in RoboCup MSL. The mechanical platform, electrical architecture and software framework are disc
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Driouech, Safaa, Essaid Sabir, Mounir Ghogho, and El-Mehdi Amhoud. "D2D Mobile Relaying Meets NOMA—Part I: A Biform Game Analysis." Sensors 21, no. 3 (2021): 702. http://dx.doi.org/10.3390/s21030702.

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Structureless communications such as Device-to-Device (D2D) relaying are undeniably of paramount importance to improving the performance of today’s mobile networks. Such a communication paradigm requires implementing a certain level of intelligence at device level, allowing to interact with the environment and select proper decisions. However, decentralizing decision making sometimes may induce some paradoxical outcomes resulting, therefore, in a performance drop, which sustains the design of self-organizing, yet efficient systems. Here, each device decides either to directly connect to the eN
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Dadvar, Mehdi, Saeed Moazami, Harley R. Myler, and Hassan Zargarzadeh. "Multiagent Task Allocation in Complementary Teams: A Hunter-and-Gatherer Approach." Complexity 2020 (March 26, 2020): 1–15. http://dx.doi.org/10.1155/2020/1752571.

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Consider a dynamic task allocation problem, where tasks are unknowingly distributed over an environment. This paper considers each task comprising two sequential subtasks: detection and completion, where each subtask can only be carried out by a certain type of agent. We address this problem using a novel nature-inspired approach called “hunter and gatherer.” The proposed method employs two complementary teams of agents: one agile in detecting (hunters) and another skillful in completing (gatherers) the tasks. To minimize the collective cost of task accomplishments in a distributed manner, a g
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46

Voitko, Serhii, and Olena Trofymenko. "Development of methodological foundations for the development of energy in Industry 4.0 in part of game theory and blockchain." Technology audit and production reserves 2, no. 4(58) (2021): 20–23. http://dx.doi.org/10.15587/2706-5448.2021.230370.

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The object of research is the implementation of the principles of Industry 4.0, in particular game theory and blockchain, for the development of energy. One of the obstacles to development is the problem of energy supply in modern economic conditions in terms of achieving sustainable development goals. In the course of the research, a systematic approach to the critical analysis of scientific sources of information related to the development of the energy sector, in particular renewable energy, was used. The scientific result of the systemic interaction of distributed generating devices with «
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Haghifam, Sara, Kazem Zare, Mehdi Abapour, Gregorio Muñoz-Delgado, and Javier Contreras. "A Stackelberg Game-Based Approach for Transactive Energy Management in Smart Distribution Networks." Energies 13, no. 14 (2020): 3621. http://dx.doi.org/10.3390/en13143621.

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Recently, with the penetration of numerous Distributed Energy Resources (DER) in Smart Distribution Networks (SDN), Local Transactive Markets have emerged. Exchanging energy between all participants of local markets results in the satisfaction of producers and consumers. Based on these issues, this study provides a novel framework for the participation of SDN-independent entities in wholesale and local electricity markets simultaneously. In this regard, the considered system’s players, namely Distribution System Operator (DSO) and DER Aggregator (AG), take part within local as well as wholesal
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Naz, Aqdas, Nadeem Javaid, Muhammad Babar Rasheed, Abdul Haseeb, Musaed Alhussein, and Khursheed Aurangzeb. "Game Theoretical Energy Management with Storage Capacity Optimization and Photo-Voltaic Cell Generated Power Forecasting in Micro Grid." Sustainability 11, no. 10 (2019): 2763. http://dx.doi.org/10.3390/su11102763.

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In order to ensure optimal and secure functionality of Micro Grid (MG), energy management system plays vital role in managing multiple electrical load and distributed energy technologies. With the evolution of Smart Grids (SG), energy generation system that includes renewable resources is introduced in MG. This work focuses on coordinated energy management of traditional and renewable resources. Users and MG with storage capacity is taken into account to perform energy management efficiently. First of all, two stage Stackelberg game is formulated. Every player in game theory tries to increase
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Liu, Damon Shing-Min, Chun-Hao Yung, and Cheng-Hsuan Chung. "Developing Physics Simulation in Augmented Reality." International Journal of Virtual Reality 11, no. 2 (2012): 45–52. http://dx.doi.org/10.20870/ijvr.2012.11.2.2842.

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Use of a physics engine to drive a virtual scene is becoming more common. Physics simulations aim to model the behaviors of objects in space so as to provide realistic motions in computer animation, thereby enriching the interaction and user experience in augmented reality. In this paper, we present a cross-platform environment in which handheld and desktop-computer users can collaborate with each other in a shared scene to accomplish physically realistic experiences during the course of interaction. In realizing the system, we explore and exploit several novel techniques, including bare-hand
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McDowell, Perry, Rudolph Darken, Joe Sullivan, and Erik Johnson. "Delta3D: A Complete Open Source Game and Simulation Engine for Building Military Training Systems." Journal of Defense Modeling and Simulation: Applications, Methodology, Technology 3, no. 3 (2006): 143–54. http://dx.doi.org/10.1177/154851290600300302.

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Delta3D, the open source game and simulation engine built for military training, is continuing to be improved to meet the requirements of the military users. The most recent upgrades, available in versions 1.4 and later, include adding capability for After Action Review, integration with SCORM-compliant learning management systems (LMS's), and distributed interactive simulation (DIS) networking. Additionally, more applications, created by both government users and civilian companies, continue to be built using Delta3D and its expanding capabilities With these added features, Delta3D has become
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