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Dissertations / Theses on the topic 'Game Programming'

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1

Johnsen, Andreas Lyngstad, and Georgy Ushakov. "[Lecture Games] Python programming game." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap, 2011. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-13582.

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Pythia is a programming game that allows the player to change pieces of theirenvironment through use of the programming language Python. The idea is that thegame could be used as a part of teaching simple programming to first year universitystudents. The game should be fun enough for the students to keep playing, teachenough for it to earn a place as a teaching tool, and it should be usable by allstudents. It should also be possible for a teacher to create their own content for thegame.Pythia was implemented by extending the Python-interpreter Jython and building a game around it. The game was rendered using a simple hardware accelerationlibrary. A simple story was invented and there was some research on learning andprogramming in games.A set of levels was made, matching the story and introducing puzzles related tosimple programming. These levels were used in testing to collect data on usability,entertainment, and learning. There were also tests of the performance of the gameon several systems, and an evaluation was made on creating content for the game.The game has potential for being used to teach programming to first yearstudents, as testers found it to be both fun and educational. We do not know if itwould be possible to use it, as it does not currently run on thin clients. If studentscan run it, we feel that it should be possible for teachers to create puzzles thatemulate the teaching goal.
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Areizaga, Ander. "Programming learning games : Identification of game design patterns in programming learning games." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17230.

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There is a high demand for program developers, but the dropouts from computer science courses are also high and course enrolments keep decreasing. In order to overcome that situation, several studies have found serious games as good tools for education in programming learning. As an outcome from such research, several game solutions for programming learning have appeared, each of them using a different approach. Some of these games are only used in the research field where others are published in commercial stores. The problem with commercial games is that they do not offer a clear map of the different programming concepts. This dissertation addresses this problem and analyses which fundamental programming concepts that are represented in commercial games for programming learning. The study also identifies game design patterns used to represent these concepts. The result of this study shows topics that are represented more commonly in commercial games and what game design patterns are used for that. This thesis identifies a set of game design patterns in the 20 commercial games that were analysed. A description as well as some examples of the games where it is found is included for each of these patterns. As a conclusion, this research shows that from the list of the determined fundamental programming topics only a few of them are greatly represented in commercial games where the others have nearly no representation. This shows potential spots for future research in games for programming teaching.
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Pantaloni, Tommaso. "Game programming: Grafica 3d." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2014. http://amslaurea.unibo.it/6595/.

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Tesi riguardante la creazione di tutte le risorse grafiche necessarie ad un videogioco tridimensionale in prima persona con Blender e Unity3D. Gli argomenti trattati sono: prgettazione, 3D modeling, texturing e shading.
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Muaweyah, Amer. "Game skeletons in Game Maker for the course Design and Programming of Computer Games." Thesis, Linköping University, Department of Computer and Information Science, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-50777.

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This report is written as a summary of the solution to the problem that the staff for the course TDDD23 at the Swedish university Linköpings universitet wanted two computer game skeletons. One for a scrolling shooter game and one for a strategy game. The games the staff wanted were to be like two existing games. The scrolling shooter was to be like the scrolling shooter from the tutorial GM Tutorial Scrolling Shooter[1]. The strategy game was to be like an existing game called Ancient War[2]. There were some additional requirements that the games had to fulfill. The games were created using Game Maker. It is an easy to use program for creating small computer games. The result of the project was two game skeletons. One for a scrolling shooter game and one for a strategy game. The skeletons were according to the requirements stated.

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Sasso, Michele. "Game programming: sviluppo di un gioco." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2014. http://amslaurea.unibo.it/6596/.

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Jintanawan, Jaturon. "The development of situational simulation game programming." Online version, 2001. http://www.uwstout.edu/lib/thesis/2001/2001jintanawanj.pdf.

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Maggiore, Giuseppe <1985&gt. "Casanova: a language for game development." Doctoral thesis, Università Ca' Foscari Venezia, 2013. http://hdl.handle.net/10579/3046.

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In this work we present Casanova, a programming language. Its novelty lies in the fact that it was designed with an exclusive focus on making games. The goal of Casanova is to change the landscape of game development, by show-ing how programming languages, and not game engines and game development sys-tems, are the real frontier to explore in order to make game development truly easier. In this work we do not just show Casanova. We also present an extensive eval-uation of our own experience in using the current implementation of Casanova in order to build games and simulations. We conclude that Casanova is not just capable of making games, but that it also makes it easier to create games and to avoid bugs and common pitfalls.
In questo lavoro presentiamo Casanova, un linguaggio di programmazione. La novità sta nel fatto che è stato progettato con un focus esclusivo sul realizzare videogiochi. L'obiettivo di Casanova è quello di cambiare lo sviluppo di giochi, mostrando come linguaggi di programmazione, e non motori di gioco e sistemi di sviluppo del gioco siano la vera frontiera da esplorare al fine di rendere più facile lo sviluppo di giochi. In questo lavoro non ci limitiamo a mostrare Casanova. Presentiamo anche una valutazione approfondita della nostra esperienza nell'utilizzo dell'implementazione corrente di Casanova per costruire giochi e simulazioni. Concludiamo che Casanova non è solo in grado di supportare la realizzazione di giochi, ma anche che rende più facile evitare errori e difficoltà comuni.
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Wu, Penn Pinlung. "Development of a Career-Oriented Instructional Design Model for Game Programming." NSUWorks, 2012. http://nsuworks.nova.edu/gscis_etd/339.

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This dissertation proposal begins with a discussion about how the education of game programmers was not meeting the needs of the game industry. With this problem identified, this study proceeded to verify the existence of disparities of current game programming curricula. The findings from the literature review were able to: (a) justify the need to develop a career-oriented instructional design model for education of game programming; (b) identify the disparities that caused the mismatch of instructional content between academia and the game industry; (c) review research that contributed to the identification of three disparities: curriculum objectives and structure, instructional content, and curriculum orientation; (d) discuss theories and models of instructional design, student engagement, and related pedagogies; and (e) explore how these theories and models might be instrumental in improving education of game programming. The results obtained from the literature review were also used to formulate guidelines for investigating the status of currently available curricula in game programming. The research design and the research methods utilized by this study to examine the research questions are also described in detail. Four research questions were used to guide the study with the goal of identifying or forming a guiding principle for developing an instructional design model for a career-oriented education of game programming professionals. The results of this study indicated that all of the investigated game programming curricula had not yet produced graduates whom the game companies are interested in hiring as game programmers and that educational institutions had missed an opportunity to equip students with the proper programming skills for the game industry. Furthermore, this study identified that an accreditation standard as well as an industry-accepted instructional design model was not yet available to reflect the personnel hiring requirements of the game industry. The curriculum and coursework must be career-oriented and instructional content must center on game programming. Game programming pedagogy must lead to development of core competencies. In reviewing these findings, the guiding principles for developing an instructional design model became clear. The contribution of this study was to present an immediately applicable instructional design model that could be used as a basis by schools to create or fine tune their game programming curricula. The completed model is provided as an attachment to this dissertation. This proposed instructional design model is intended to provide an initial basis towards a solution to minimize the disparities between academia and the game industry in educational areas of curriculum orientation, curriculum objectives and structure, and instructional content. As with any problem solution, future study and analysis should be done in order to optimize and standardize a game programming curriculum that will be accepted by the game industry as well as accredited by a mutually accepted accreditation body.
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Jonsson, Jenna. "Game Development : Using UML Class Diagram." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-19253.

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In my thesis I have planned the structure of a game that I have developed together with two developers and an art director. The structure of the game is planned using class diagram. Class diagram is included in UML and can be used in many areas, one area is programming. Other fields where class diagram can be useful are enterprise information systems. The report shows the advantages and disadvantages of using class diagram when developing games. Examples are shown of how it can be used and how I have used it in my work. The outcome shows that using class diagram can facilitate the development of a game with a complicated structure. Another advantage is that it improves the communication between all participants in a project.
I mitt examensarbete har jag planerat strukturen för ett spel som jag har tagit fram tillsammans med två utvecklare och en art director. Spelets struktur planeras med klassdiagram. Klassdiagram ingår i UML och kan användas inom många områden, ett av områdena är programmering. Fler användningsområden är företags informationssystem. Syftet med rapporten är att visa på fördelar och nackdelar med att använda klassdiagram. Rapporten visar exempel på hur det kan användas och hur jag har använt mig av det i mitt arbete. Resultatet visar att klassdiagram kan underlätta programmeringen av ett spel med en komplicerad struktur. Andra fördelar är att det förbättrar kommunikationen mellan samtliga deltagare i ett projekt.
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McKee-Scott, Jamie. "A study of an educational game for learning programming." Thesis, University of British Columbia, 2015. http://hdl.handle.net/2429/53704.

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Introductory, first-year programming classes are challenging for many students. Unlike other first year science courses, computer science is not required for entry to most first-year science programs, and students struggle with bug hunting and code planning, especially if they have never programmed before. This thesis introduces the development of a web-based educational game, called Code Age, as a tool for supporting the learning of basic programming concepts. Code Age is a mini-game style game designed to be used at the students convenience, and currently consists of three minigames related to introductory programming concepts encountered throughout the process of learning programming. A pilot study was designed to evaluate the prototype in terms of using mini-games for learning, finding the correct measures for evaluating engagement, and continuing the project. The pilot study consisted of a heuristic evaluation and usability study. The heuristic evaluation found few usability errors in the software, which did not impact the results and analysis of the usability study. The usability study contained three questionnaires, the Intrinsic Motivation Inventory, an engagement pre/post-test, and a usability questionnaire. The IMI showed that students found value and enjoyment from the game. The engagement questionnaire was adapted from the NSSE and its results showed promise, despite the fact that the study did not have enough participants and the adapted questions were too course-oriented. Suggestions for modified questions are proposed. The usability study demonstrated that student opinion of the mini-games was diverse, but a wide variety of games is necessary to maintain engagement and throughout these games, the balance between conceptual and physical challenge must be given much attention. The pilot study ultimately concluded that the engagement questionnaire needed revision, the mini-games were a good choice, and the system was intuitive and easy to use despite the usability errors. Finally, the study showed that even the students who did not care for Code Age itself felt that games are useful to help learning and to help learning programming.
Graduate Studies, College of (Okanagan)
Graduate
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Yang, Zijian. "May's Journey: a serious game to teach middle and high school girls programming." Digital WPI, 2016. https://digitalcommons.wpi.edu/etd-theses/454.

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May’s Journey is a game where you help a video game character, May, finding her friend and repairing the broken game world. This is a 3D puzzle game in which players solve an environmental maze by using the game’s pseudo code to manipulate the environment. The game is aimed at 12 to 18 year old girls and the purpose is to attract them into Computer Science fields by teaching them basics of programming by focusing on logics and concepts while still asking them to type simple instructions in our programming language. Players do this in a compelling environment, with characters they can identify with, embedded in a relevant story. Our design process was based on our research on young female preferences in games and current teaching techniques for programming. Each decision we made whether for the teaching content, the art style, or the game mechanics and the techniques used to develop this game are motivated by the goal of making programming more appealing and interesting for girls. For this we developed our own pseudo-code language in order to provide an interface that bridges the gap between drag and drop approach and real programming and introduce typing as part of the experience. We tested our game with 10 teenagers aged from 14 to 17 years old for educational content. We were pleased to see how engaged with the game they were. Overall, the testing results were mostly as expected. The players liked the game (rated 4.8 out of 6) and all of them wanted to play more of it. They all felt that they learned something and 8 of them expressed the will to learn more about programming. Unfortunately, the sample of players is too small to generalize our results so we plan to take the feedback into account, iterate and test it again with a larger study group and get conclusive results. Working on this project has allowed us to understand the importance of iterative design and early play test feedback. We have also learned the importance of tutorials in games and how that might completely change the users’ experience. Finally, a crucial point was the importance of the UI helpers and targeted feedback in serious games.
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Jemmali, Chaima. "May's Journey: A serious game to teach middle and high school girls programming." Digital WPI, 2016. https://digitalcommons.wpi.edu/etd-theses/455.

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May’s Journey is a game where you help a video game character, May, finding her friend and repairing the broken game world. This is a 3D puzzle game in which players solve an environmental maze by using the game’s pseudo code to manipulate the environment. The game is aimed at 12 to 18-year-old girls and the purpose is to attract them into Computer Science fields by teaching them basics of programming by focusing on logics and concepts while still asking them to type simple instructions in our programming language. Players do this in a compelling environment, with characters they can identify with,embedded in a relevant story. Our design process was based on our research on young female preferences in games and current teaching techniques for programming.Each decision we made whether for the teaching content, the art style, or the game mechanics and the techniques used to develop this game are motivated by the goal of making programming more appealing and interesting for girls. For this, we developed our own pseudo-code language in order to provide an interface that bridges the gap between drag and drop approach and real programming and introduce typing as part of the experience. We tested our game with 10 teenagers aged from 14 to 17 years old for educational content. We were pleased to see how engaged with the game they were. Overall, the testing results were mostly as expected. The players liked the game (rated 4.8 out of 6) and all of them wanted to play more of it. They all felt that they learned something and 8 of them expressed the will to learn more about programming. Unfortunately, the sample of players is too small to generalize our results so we plan to take the feedback into account, iterate and test it again with a larger study group and get conclusive results. Working on this project has allowed us to understand the importance of iterative design and early playtest feedback. We have also learned the importance of tutorials in games and how that might completely change the users’ experience. Finally, a crucial point was the importance of the UI helpers and targeted feedback in serious games.
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Kondrak, Krzysztof. "Design and implementation of application independent easy-to-use game engine." Thesis, Linköping University, Department of Computer and Information Science, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-18460.

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The objective of this Master's thesis is to study whether it is possible to create a versatile game engine that can be both application independent and easy to use. In order to study this issue, we have implemented a prototype game engine that supports 2D game development. The system includes predefined programming constructs in order to make game development faster and easier.The conclusion of this thesis work is that the presented problem, while theoretically possible to solve, would introduce too many practical problems during the game development. Furthermore, we conclude that growth in ease of use may limit the functionality of the engine.

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Koffi, Cole Mahoukau. "Video game development with 3D Studio Max and the XNA framework." CSUSB ScholarWorks, 2007. https://scholarworks.lib.csusb.edu/etd-project/3228.

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The purpose of this project on game design and development is to experiment with actual technology tools used in computer games and get experience in three deminsional game development using 3D Studio Max and Microsoft XNA.
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Pell, Barney Darryl. "Strategy generation and evaluation for meta-game playing." Thesis, University of Cambridge, 1993. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.308363.

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Jackson, E. P. "A representation language based on a game-theoretic interpretation of logic." Thesis, University of Leeds, 1987. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.376515.

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Hung, Cheng-Yu. "Multi-user game development." CSUSB ScholarWorks, 2007. https://scholarworks.lib.csusb.edu/etd-project/3122.

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This project included the development of a multi-user game that takes place in a 3 dimensional world of the computer science department. Basically, the game allows prospective students to meet existing students and faculty in a virtual open house that takes place within the third floor of Jack Brown Hall. Users can walk around Jack Brown Hall and type text messages to chat with each other.
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Unsal, Omur. "Two-person zero-sum network-interdiction game with multiple inspector types." Thesis, Monterey, California : Naval Postgraduate School, 2010. http://edocs.nps.edu/npspubs/scholarly/theses/2010/Jun/10Jun%5FUnsal.pdf.

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Thesis (M.S. in Operations Research)--Naval Postgraduate School, June 2010.
Thesis Advisor(s): Wood, R. Kevin ; Second Reader: Salmeron, Javier. "June 2010." Description based on title screen as viewed on July 14, 2010. Author(s) subject terms: Two-person zero-sum network-interdiction game, game theoretic network interdiction, column generation, pure inspection-assignment strategy, inspector-to-edge assignment and mixed strategies, marginal probability, Cournet's simultaneous play game. Includes bibliographical references (p. 47-48). Also available in print.
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Surangi, Vani Indrani. "Game design and development." CSUSB ScholarWorks, 2006. https://scholarworks.lib.csusb.edu/etd-project/3098.

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The project focuses on computer tools suitable for particular game genres and how they are used to develop 3D computer games. As part of learning about the tools, the author developed a 3D computer adventure game called "Adventures of Smiley" using Macromedia Director MX and 3D Studio Max. The game's purpose is to engage children using a friendly interface while they learn about different topics in various subject areas through lessons and puzzles. The research gathered information about the current game industry, technologies and game genres, which can be used as a reference for the beginning level game programmer. The project documentation and the game are also published on the Internet and can be freely accessed online.
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Wallentin, Olof. "Component-Based Entity Systems : Modular Object Construction and High Performance Gameplay." Thesis, Uppsala universitet, Institutionen för speldesign, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-227240.

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This bachelor thesis examines design implementation and differences between game entity systems, with a focus on a component-based structure. How each will affect the other will be discussed from both a technical and design point of view, including possible drawbacks or advantages regarding game design iteration and performance. Since the focus is on component-based entity systems, a clarification on traditional entity systems are required, thus this thesis focuses on entity systems that are traditional, property-based, container-based, and aggravated component-based. The design and implementation of each system was founded from different generations of programming paradigms which resulted in specific compositional structure based on each specific era of hardware configuration. This thesis analyses the progress of hardware alongside game entity system design to further understand its progression and evolution into today’s standards and implementation. Details on each system is provided from a design perspective for the traditional entity system and with an in-depth view for the component-based entity systems.
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Hasslund, Mikael. "Analysis and improvement of tools used in a game-pipeline." Thesis, Linköping University, Department of Science and Technology, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-12548.

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Tools development is a sometimes overlooked process that is crucial for developing high quality games. The experience of the users will vary which makes usability an important issue as well as having good guidelines for communications and development of user interfaces. This report presents the development process of two different tools used in production of high-quality projects at Avalanche Studios and describes both the added functionality as well as the methods used to provide them.


Programmering av verktyg är en process som ofta är förbisedd men som är mycket viktig för utvecklingen av hög-kvalitativa spel. Den varierande kunskapsnivån hos användare gör att det är viktigt att fokusera på användarbarheten samt även ha bra riktlinjer för kommunikationer och utvecklingen av användargränssnitt. Den här rapporten presenterar hela utvecklingsprocessen av två olika verktyg som används vid utveckling av högkvalitativa projekt vid Avalanche Studios, och går igenom både ny funktionalitet samt även använda metoder för att uppnå detta.

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Pazzini, Fabio. "Game Design & Programming: progettazione e sviluppo di un videogioco 3D con Unity." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2016. http://amslaurea.unibo.it/11869/.

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Questa Tesi prende in esame tutte le fasi che portano alla realizzazione di un generico videogioco applicandole per creare, dal principio, un gioco 3D con Unity. Se ne analizzerà l'ideazione, la progettazione degli ambienti ma anche degli algoritmi implementati, la produzione e quindi la scrittura del codice per poi terminare con i test effettuati.
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Scott, Michael James. "Self-beliefs in the introductory programming lab and game-based fantasy role-play." Thesis, Brunel University, 2015. http://bura.brunel.ac.uk/handle/2438/11047.

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It is important for students to engage in adequate deliberate practice in order to develop programming expertise. However, students often encounter anxiety when they begin to learn. This can present a challenge to educators because such anxiety can influence practice behaviour. This thesis situates this challenge within the Control- Value Theory of Achievement Emotions, emphasising a need for domain-specific research and presenting new research tools which can be used to investigate the area. Analysis of data collected from three cohorts of introductory programming students on web programming (2011-12) and robot programming (2012-13 and 2013-14) courses show that programming self-concept and programming aptitude mindset can predict programming anxiety and that programming anxiety is negatively correlated with programming practice. However, levels of anxiety remained consistently high across this period. A method to enrich these psychological constructs through a multimedia-rich learning environment is proposed. Drawing upon the interplay between narrative reinforcement and procedural rhetoric that can be achieved in a fantasy role-play, students' self-concept can be enhanced. A double-blind randomised controlled trial demonstrates promising results, however small effect sizes suggest further research is needed.
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Nivens, Ryan Andrew. "A Review of Robot Turtles: The Game for Little Programmers." Digital Commons @ East Tennessee State University, 2017. https://dc.etsu.edu/etsu-works/2637.

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Sanjabi, Sam Bakhtiar. "A semantics for aspects by compositional translation." Thesis, University of Oxford, 2008. http://ora.ox.ac.uk/objects/uuid:9cb4d365-afb9-4f9f-b18b-59857e2c85d6.

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We analyse the semantics of aspect-oriented extensions to functional languages by presenting compositional translations of these primitives into languages with traditional notions of state and control. As a first step, we examine an existing semantic description of aspects which allows the labelling of program points. We show that a restriction of these semantics to aspects which do not preempt the execution of code can be fully abstractly translated into a functional calculus with higher order references, but that removing this restriction requires a notion of exception handling to be added to the target language in order to yield a sound semantics. Next, we proceed to show that abandoning the labelling technique, and consequently relaxing the so-called ``obliviousness'' property of aspectual languages, allows preemptive aspects to be included in the general references model without the need for exceptions. This means that the game model of general references is inherited by the aspect calculus. The net result is a clean semantic description of aspect-orientation, which mirrors recently published techniques for their implementation, and thereby provides theoretical justification for these systems. The practical validity of our semantics is demonstrated by implementing extensions to the basic calculus in Standard ML, and showing how a number of useful aspect-oriented features can be expressed using general references alone. Our theoretical methodology closely follows the proof structure that often appears in the game semantics literature, and therefore provides an operational perspective on notions such as ``bad variables'' and factorisation theorems.
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Gaddoni, Giacomo. "Modeling of Evolutionary Cancer Dynamics and Optimal Treatment via Dynamic Programming." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2021.

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Cancer is one of the biggest challenges in healthcare. Fast diagnosis and personalized pharmacological therapies are essential for lowering the mortality rate. In this thesis, we propose a general-purpose model for cancer and an optimal control strategy to minimize its volume. Firstly, we analyze the literature about cancer in the System and Control community and produce a taxonomy of cancer typologies. We identify four main behaviors arising in these models: growth, mutation, migration, and drug response. After this preliminary analysis, we propose a cancer treatment model based on Ordinary Differential Equations (ODEs) and Evolutionary Game Theory, that captures these dynamics more generally. ODEs provide a framework for lumped-parameters representations, and Evolutionary Game Theory provides tools to describe competitive behaviors typical of these cell populations. Starting from this taxonomy, we chose a model representable with a 2-node graph that expressed all the dynamics of cancer processes. We studied the model, discretized it, and applied an optimal control method based on Differential Dynamic Programming (DDP). Bounded and unbounded DDP were ineffective. It was necessary to introduce regularized DDP via adaptive shift. With this algorithm, the results are promising: the system is successfully stabilized in the origin. It is also possible to control the system, driving it between two equilibria, tracking a demanded trajectory. Most of the testing was done in MATLAB. Then, the project was ported to Python. This was done to facilitate future expansion of the model and control strategies through scientific analysis toolboxes and frameworks.
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Leleno, Joanna M. "A mathematical programming-based analysis of a two stage model of interacting producers." Diss., Virginia Polytechnic Institute and State University, 1987. http://hdl.handle.net/10919/77818.

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This dissertation is concerned with the characterization, existence and computation of equilibrium solutions in a two-stage model of interacting producers. The model represents an industry involved with two major stages of production. On the production side there exist some (upstream) firms which perform the first stage of production and manufacture a semi-finished product, and there exist some other (downstream) firms which perform the second stage of production and convert this semi-finished product to a final commodity. There also exist some (vertically integrated) firms which handle the entire production process themselves. In this research, the final commodity market is an oligopoly which may exhibit one of two possible behavioral patterns: follower-follower or multiple leader-follower. In both cases, the downstream firms are assumed to be price takers in purchasing the intermediate product. For the upstream stage, we consider two situations: a Cournot oligopoly or a perfectly competitive market. An equilibrium analysis of the model is conducted with output quantities as decision variables. The defined equilibrium solutions employ an inverse derived demand function for the semi-finished product. This function is derived and characterized through the use of mathematical programming problems which represent the equilibrating process in the final commodity market. Based on this analysis, we provide sufficient conditions for the existence (and uniqueness) of an equilibrium solution, under various market assumptions. These conditions are formulated in terms of properties of the cost functions and the final product demand function. Next, we propose some computational techniques for determining an equilibrium solution. The algorithms presented herein are based on structural properties of the inverse derived demand function and its local approximation. Both convex as well as nonconvex cases are considered. We also investigate in detail the effects of various integrations among the producers on firms' profits, and on industry outputs and prices at equilibrium. This sensitivity analysis provides rich information and insights for industrial analysts and policy makers into how the foregoing quantities are effected by mergers and collusions and the entry or exit of various types of firms, as well as by differences in market behavior.
Ph. D.
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Abate, Shalom (Shalom A. ). "A numerical analysis of the NPA semidenite programming hierarchy for the Mod P game." Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/112827.

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Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2017.
This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student-submitted PDF version of thesis.
Includes bibliographical references (pages 67-68).
The Mod P game is a generalization of the famous CHSH game [6] to a field of order p. The CHSH game corresponds to the Mod P game for the value of p = 2. The CHSH game was one of the earliest and most important results in quantum mechanics because it predicted a clear and experimentally verifiable separation between classical and quantum physics in the form of a Bell's inequality violation. In this thesis, we study the maximum winning probability for the Mod P game over the set of quantum strategies. For p = 2, an early result by Tsirelson [15] showed that the maximum winning probability by a quantum strategy is 0:854. This result is also tight in that it is achievable. Here we are interested in studying the game for values of p > 2 which has seen little progress over the years. This research thesis serves two purposes. The first is to create a self contained reference for some of the most important results in the area. Among these results, a prominent work is the NPA hierarchy [13] of semidenite programs for testing whether a given bipartite correlation corresponds to a valid quantum mechanical experiment. The second part of this thesis is an implementation of this hierarchy for the Mod P game. In the first level of the hierarchy, we obtain numerical results that match analytic upper bounds by Bavarian and Shor [2]. We also nd that the Bavarian and Shor bound is tighter than the first level NPA hierarchy value for a prime power p. In a collaborative work with Matthew Coudron we also present an approach for a semidenite relaxation of the Mod P game using unitary operators. This approach brings us closer to achieving an exact analytic solution for the winning probability of the Mod P game.
by Shalom Abate.
M. Eng.
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29

Scherer, Scott D. "Game-Theoretic Anti-Submarine Warfare Mission Planner (heuristic-based, fully Excel capable)." Thesis, Monterey, California : Naval Postgraduate School, 2009. http://edocs.nps.edu/npspubs/scholarly/theses/2009/Sep/09Sep%5FScherer.pdf.

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Thesis (M.S. in Operations Research)--Naval Postgraduate School, September 2009.
Thesis Advisor(s): Brown, Gerald G. "September 2009." Description based on title screen as viewed on November 5, 2009. Author(s) subject terms: Optimization, Mathematical Programming, Heuristic Algorithms, Network Flows, Anti-Submarine Warfare, Search and Detection, Game Theory. Includes bibliographical references (p. 53). Also available in print.
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Rösler, Amanda. "Augmented Reality Games on the iPhone." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3255.

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Augmented reality opens up a lot of possibilities for new types of games, where the real and the virtual world are mixed. Despite this, augmented reality games are still not very common, probably due to the fact that head-mounted displays (which are often used for augmented reality) are expensive. However, in recent years mobile phones have become more and more powerful, and since many of them have built-in cameras and rather large screens, they are a potential platform for augmented reality games. This thesis explores some of the problems and possibilities associated with the creation of augmented reality games for the Apple iPhone. In order to do that, a multi-player augmented reality game for the iPhone was implemented, and then a number of performance tests and a user study were conducted. The most important conclusion that was reached is that performance is a definite problem when creating augmented reality games for the iPhone.
Augmented reality (förstärkt/utökad verklighet) öppnar upp nya möjligheter för spel där den virtuella världen kombineras med den verkliga. Trots detta så finns det inte många augmented reality-spel tillgängliga, vilket kan bero på att head-mounted displays (som ofta använda till augmented reality) är dyra och inte särskilt lätt att få tag på. Mobiltelefoner är däremot väldigt lättillgängliga och de senaste åren har de blivit mer och mer kraftfulla. Eftersom många av dem dessutom har inbyggda videokameror och relativt stora skärmar, så har mobiltelefoner blivit en potentiell plattform för augmented reality-spel. Denna rapport utforskar några av de problem och möjligheter som är associerade med skapandet av augmented reality-spel för Apples mobiltelefon, iPhone. Ett multi-player augmented reality-spel implementerades för iPhone, och sedan genomfördes ett antal prestanda-tester och en användarstudie. Den viktigaste slutsatsen som drogs var att prestanda är ett stort problem när man skapar augmented reality-spel för iPhone.
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31

Jordine, Tobias Johannes Gerhardus. "A mobile game-based framework for learning object-oriented programming : development and evaluation of the new framework with a mobile Java learning game." Thesis, University of the West of Scotland, 2017. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.739389.

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32

Wilhelmsson, Patrik. "Visual Programming with the Unreal Development Kit." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-94243.

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This thesis discusses the differences of programming with the Unreal Engine 3’s visual scripting tool Kismet versus traditional programming. A simple action adventure game was developed with the Unreal Development Kit (UDK) in order to gain experience with the tool. UDK is the free version of Epic Games’ game engine Unreal Engine 3. The resulting game has a mixture of a third person behind the character default camera and fixed camera angles. The gameplay is simple; the playable character can run, investigate the level, shoot and lift and push objects. The game focused on exploration and puzzle solving. The writer found programming with Kismet to be easy to get into and highly useful. It was preferred over traditional programming for beginners. The same principles of planning ahead before writing code applied even to visual programming. It was concluded that good structure to the code was very important for larger sequences in order to have readable code. For complex gameplay classes the Unreal Engine 3’s own programming language UnrealScript was preferred. The resulting opinions of programming with a visual language are of highly subjective nature and suggestions for further studies were given.
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Gaudl, Swen. "Building robust real-time game AI : simplifying & automating integral process steps in multi-platform design." Thesis, University of Bath, 2016. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.698997.

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Digital games are part of our culture and have gained significant attention over the last decade. The growing capabilities of home computers, gaming consoles and mobile phones allow current games to visualise 3D virtual worlds, photo-realistic characters and the inclusion of complex physical simulations. The growing computational power of those devices enables the usage of complex algorithms while visualising data. Therefore, opportunities arise for developers of interactive products such as digital games which introduce new, challenging and exciting elements to the next generation of highly interactive software systems. Two of those challenges, which current systems do not address adequately, are design support for creating Intelligent Virtual Agents and more believable non-player characters for immersive game-play. We start in this thesis by addressing the agent design support first and then extend the research, addressing the second challenge. The main contributions of this thesis are: - The POSH-SHARP system is a framework for the development of game agents. The platform is modular, extendable, offers multi-platform support and advanced software development features such as behaviour inspection and behaviour versioning. The framework additionally integrates an advanced information exchange mechanism supporting loose behaviour coupling. - The Agile behaviour design methodology integrates agile software development and agent design. To guide users, the approach presents a work-flow for agent design and guiding heuristics for their development. - The action selection augmentation ERGo introduces a "white-box" solution to altering existing agent frameworks, making their agents less deterministic. It augments selected behaviours with a bio-mimetic memory to track and adjust their activation over time. With the new approach to agent design, the development of "deepagent" behaviour for digital adversaries and advanced tools supporting their design is given. Such mechanisms should enable developers to build robust non-player characters that act more human-like in an efficient and robust manner. Within this thesis, different strategies are identified to support the design of agents in a more robust manner and to guide developers. These discussed mechanisms are then evolved to develop and design Intelligent Virtual Agents. Because humans are still the best measurement for human-likeness, the evolutionary cycle involves feedback given by human players.
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34

Douglas, Brady D. "Using Video Game Development as a Stepping Stone into the World of Technology." Ashland University Honors Theses / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=auhonors1525247444242345.

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35

Huang, Angela Tzujui. "Develop heuristics to the popular Minesweeper game." CSUSB ScholarWorks, 2004. https://scholarworks.lib.csusb.edu/etd-project/2545.

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This project describes Automine, a program intended to aid in the solving of the Minesweeper computer game. Automine is based on the Linux xwindow C program with xwindow graphic library. The program uses heuristics and probability statistics to help in determining safe squares and squares concealing mines with the goal of allowing a player to achieve minimal time performance. The source code for Automine and for a game simulation is provided in the appendices.
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36

Andrews, Martin. "Learning strategies for the financial markets." Thesis, University of Cambridge, 1994. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.336624.

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37

Thomas, Adam J. "Tri-level optimization for anti-submarine warfare mission planning." Thesis, Monterey, Calif. : Naval Postgraduate School, 2008. http://edocs.nps.edu/npspubs/scholarly/theses/2008/Sept/08Sep%5FThomas.pdf.

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Thesis (M.S. in Operations Research)--Naval Postgraduate School, September 2008.
Thesis Advisor(s): Brown, Gerald G. ; Wood, R. Kevin. "September 2008." Description based on title screen as viewed on November 5, 2008. Includes bibliographical references (p. 53-54). Also available in print.
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38

Marais, Craig. "Guidelines for the use of the Indie approach in game development projects in the context of a capstone experience." Thesis, Nelson Mandela Metropolitan University, 2013.

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This research addresses the challenges associated with the supervision of game development projects as part of a capstone experience. The context of this research is the capstone experience as undertaken by third year software development students who have chosen to develop a game for their project at the School of Information and Communication Technology (ICT) at the Nelson Mandela Metropolitan University (NMMU). This research begins by determining the curricular requirements with respect to the capstone experience for Information Technology (IT) qualifications. This is done by investigating the applicable documentation at the international, national and departmental levels. The position of game development as a sub-category of software development is established and the Indie paradigm is investigated as a further sub-category of game development. Furthermore, the Indie paradigm is investigated through in-depth analyses of the techniques used in the development of ten Indie games. This investigation serves to identify the commonly used techniques in the Indie paradigm. The research presents a case study of the game development projects at the School of ICT at the NMMU for the period from 2009 to 2013. This case study combined with the techniques identifed from the Indie paradigm forms the basis of the guidelines presented by this research. The guidelines are subject to a review by an industry expert. The review takes the form of an expert interview, which serves to verify the guidelines. This research concludes by demonstrating alignment with the objectives it set out to achieve and motivating the success of the research conducted.
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39

Shedied, Samy Aly. "Optimal Control for a Two Player Dynamic Pursuit Evasion Game; The Herding Problem." Diss., Virginia Tech, 2002. http://hdl.handle.net/10919/26110.

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In this dissertation we introduce a new class of pursuit-evasion games; the herding problem. Unlike regular pursuit evasion games where the pursuer aims to hunt the evader the objective of the pursuer in this game is to drive the evader to a certain location on the x-y grid. The dissertation deals with this problem using two different methodologies. In the first, the problem is introduced in the continuous-time, continuous-space domain. The continuous time model of the problem is proposed, analyzed and we came up with an optimal control law for the pursuer is obtained so that the evader is driven to the desired destination position in the x-y grid following the local shortest path in the Euler Lagrange sense. Then, a non-holonomic realization of the two agents is proposed. In this and we show that the optimal control policy is in the form of a feedback control law that enables the pursuer to achieve the same objective using the shortest path. The second methodology deals with the discrete model representation of the problem. In this formulation, the system is represented by a finite di-graph. In this di-graph, each state of the system is represented by a node in the graph. Applying dynamic programming technique and shortest path algorithms over the finite graph representing the system, we come up with the optimal control policy that the pursuer should follow to achieve the desired goal. To study the robustness, we formulate the problem in a stochastic setting also. We analyze the stochastic model and derive an optimal control law in this setting. Finally, the case with active evader is considered, the optimal control law for this case is obtained through the application of dynamic programming technique.
Ph. D.
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40

Saberi, Amin. "Algorithmic Aspects of the Internet." Diss., Georgia Institute of Technology, 2004. http://hdl.handle.net/1853/6427.

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The goal of this thesis is to use and advance the techniques developed in the field of exact and approximation algorithms for many of the problems arising in the context of the Internet. We will formalize the method of dual fitting and the idea of factor-revealing LP. We use this combination to design and analyze two greedy algorithms for the metric uncapacitated facility location problem. Their approximation factors are 1.861 and 1.61 respectively. We also provide the first polynomial time algorithm for the linear version of a market equilibrium model defined by Irving Fisher in 1891. Our algorithm is modeled after Kuhn's primal-dual algorithm for bipartite matching. We also study the connectivity properties of the Internet graph and its impact on its structure. In particular, we consider the model of growth with preferential attachment for modeling the graph of the Internet and prove that under some reasonable assumptions, this graph has a constant conductance.
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41

Ji, Ang. "Traffic programming: Aligning incentives for socially efficient lane changes among non-connected vehicles." Thesis, The University of Sydney, 2022. https://hdl.handle.net/2123/28190.

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This dissertation explores the rationality of drivers' risky and aggressive behaviors in lane-changing scenarios and discusses some feasible ways to hold selfish drivers accountable for their decisions. Regardless of potential congestion and crashes suffering by other road users, rational drivers prefer to maximize their gains and demand others' yielding. However, when all of them have such thoughts, conflicts (dilemmas) are embedded in their interactions, leading to unexpected consequences for the whole traffic. This question is investigated analytically by exploiting the game theory concept. A simplified 2×2 non-cooperative game is built to model strategies executed by human drivers without communications. This research learns driver behavior in two predefined sub-phases: `Stay' and `Execution' from empirical data. This procedure examines the factors that impact drivers' execution of lane changes. From the results, we understand that lane-changing is motivated by the urgency to change and the dissatisfaction with current circumstances. The analytical model is then established by integrating driver incentives into payoff functions. The `greed' and `fear' of drivers in this process are quantified by speed advantages and possible crash costs respectively, so they trade off these factors and make decisions based on their own and opponents' estimated payoffs. Using a numerical case study, we find that social gaps exist between user-optimal and system-optimal strategies when drivers mostly engage in selfish behaviors, significantly deteriorating the total system benefit. Pricing can be a sufficient tool to incentivize users to cooperate with others and achieve win-win outcomes. It is posited that the designed pricing schemes may promote the negotiation between drivers, reducing collision risks and improving operational traffic efficiency. Several simulation experiments are then conducted to evaluate this dissertation's hypotheses on the performance of pricing rules. Overall, the proposed framework develops a behavioral model and improvement schemes from the perspective of microscopic vehicular interactions. The conclusions will hopefully find their applications in autonomous vehicle-human interaction algorithms and future transportation systems.
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42

Westberg, Johannes. "UniRx and Unity 5 : Working with C# and object-oriented reactive programming." Thesis, Uppsala universitet, Institutionen för speldesign, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-323737.

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Gameplay programming is vital for video game development and benefits from good tools and techniques. However, techniques are still used in the industry that involves describing how the computer operates. Reactive programming is a way to describe eventful and stateful computer programs declaratively, focusing on what the program should accomplish. This thesis uses the reactive library UniRx with the game engine Unity 5 to create an FPS with reactive techniques, and discusses the advantages and disadvantages of these. Object-oriented reactive programming is used to combine reactive objects with Unity’s component-based framework without using wrappers for non-reactive objects. The results include static methods for observable user input, patterns when defining game components with reactive content, and communication between game objects through interface components. It can be concluded that reactive programming for game programming enables the programmer to describe and understand game logic in a declarative manner. However, combining UniRx and Unity 5 led to complex patterns. Suggestion for future work is using reactive programming with game engines that allows to design game objects that are fully reactive.
Gameplay-programmering är avgörande för utveckling av videospel och har nytta av bra verktyg och tekniker. Dock används tekniker i spelbranschen som kräver att programmeraren beskriver hur datorn utför uppgifter. Reaktiv programmering är ett sätt att beskriva händelserika och föränderliga datorprogram med fokus på vad programmet ska utföra. Denna avhandling använder det reaktiva biblioteket UniRx med spelmotorn Unity 5 för att skapa en FPS med reaktiva tekniker, samt diskuterar fördelarna och nackdelarna med dessa. Objektorienterad reaktiv programmering används för att kombinera reaktiva objekt med Unity’s komponentbaserade ramverk utan att använda wrappers för icke-reaktiva objekt. Resultaten inkluderar statiska metoder för observerbar användarinput, programmeringsmönster för definition av spelkomponenter med reaktivt innehåll och kommunikation mellan spelobjekt via gränssnittskomponenter. Man kan dra slutsatsen att reaktiv programmering för spelprogrammering gör det möjligt för programmeraren att beskriva och förstå spellogik på ett deklarativt sätt. Kombinationen av UniRx och Unity 5 ledde emellertid till komplexa mönster. Förslag till framtida arbete är att använda reaktiv programmering med spelmotorer som gör det möjligt att designa spelobjekt som är helt reaktiva.
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43

Kinyua, Patrick Irungu Dishon. "Game ranching in Machakos District, Kenya : an application of mathematical programming to the study of wildlife policy." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp02/NQ34563.pdf.

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44

Aziz, Yunus Emre. "Improving The Programming Logic of Children by Creating Computer Games on Greenfoot Framework." Thesis, Linnéuniversitetet, Institutionen för datavetenskap, fysik och matematik, DFM, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-10121.

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In our modern time, age of education is decreasing day by day. People have started tolearn more advanced things at earlier ages. This fact is also true for children. They arelearning more advanced thing now because they are facing new technology in everyaspect of life. Today, one of the most popular subject is computer programming so it is also one ofthe most popular technologies to investigate, inevitably. One reason to such popularity isthat computer programming is very important in every field of life or business and itseems that this importance will improve with time. Certain levels of logic and synthesisare needed for programming. It is crucial to improve these skills. This master thesis tries to improve and tame the programming abilities of childrenand strengthen the knowledge about the basic concepts of mathematics and physics,which are related to the computer science by creating simple computer games usingGreenfoot Framework. In this project, tutorials like approach was used. Designs of the games was studied astutorials and at the end of the last tutorial, two tests and a survey were applied. According to the results, purpose about improving and taming the programmingabilities of children is achieved. For the other purposes, these are increases around 8%and 16%. Since they are not dramatic increases and the target number is 6 I can not sayclearly that these purposes are also achieved.
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45

Hannah, Jason. "Design pattern usage in designing web services for a video game inventory application /." View PDF document on the Internet, 2005. http://library.athabascau.ca/drr/download.php?filename=scis/JasonHannah.PDF.

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46

Vijayvargiya, Abhishek. "Multiobjective Optimization of Uncertain Mechanical Systems." Scholarly Repository, 2009. http://scholarlyrepository.miami.edu/oa_theses/224.

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This thesis is aimed at the optimum design of uncertain mechanical components and systems involving multiple objectives and constraints. There are various mechanical and design problems that are encountered every now and then which require the output that equalize several conflicting objectives. In recent years several methods have been developed to find a solution to multiobjective problems. The most efficient method for obtaining a compromise solution is the game theory method, which is based on the Pareto minimum or optimum solution. A thorough methodology is developed, and subsequently applied to three examples problems. The first problem is to design four helical springs which are further used to support a milling machine. The objective is to minimize the weight of the spring, also to minimize the deflection, and to maximize the natural frequency thus making the problem as a multiobjective problem. Further the subjected constraint is the shear stress constraint. After finding the optimized solution of the deterministic problem, the problem is again solved using Stochastic Nonlinear Programming, and after that it is solved using Interval Analysis. Game theory is used individually in all the three cases. The second problem is to design a gear box where the objectives are defined as the weight of the gear box, stress developed in the shaft 1, and the stress developed in shaft 2. It is subjected to nine constraints which are bending stress in teeth, contact stress of teeth, transverse displacement of shafts 1 and 2, and constraints related to the torque. The third problem is to design a power screw and the objective is to minimize the volume of the screw, and to maximize the critical buckling load and thus making it a multiobjective problem. It is subjected to constraints of being screw to be self locking, then the shear stress in screw thread, and the bearing stress in threads. The results of all the three problems that are achieved using Deterministic, Stochastic Nonlinear Programming, and Interval Analysis Method are tabulated, and the value of each objective achieved using these three methods for each problem at a time are compared to find out the most optimized solution.
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47

Yousef-Sibdari, Soheil. "Essays in Revenue Management and Dynamic Pricing." Diss., Virginia Tech, 2005. http://hdl.handle.net/10919/27127.

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In this dissertation, I study two topics in the context of revenue management. The First topic involves building a mathematical model to analyze the competition between many retailers who can change the price of their respective products in real time. I develop a game-theoretic model for the dynamic price competition where each retailer's objective is to maximize its own expected total revenue. I use the Nash equilibrium to predict market equilibrium and provide managerial insights into how each retailer should take into account its competitors' behavior when setting the price. The second topic involves working with Amtrak, the national railroad passenger corporation, to develop a revenue management model. The revenue management department of Amtrak provides the sales data of Auto Train, a service of Amtrak that allows passengers to bring their vehicles on the train. I analyze the demand structure from sales data and build a mathematical model to describe the sales process for Auto Train. I further develop an algorithm to calculate the optimal pricing strategy that yields the maximum revenue. Because of the distinctive service provided by Auto Train, my findings make important contribution to the revenue management literature.
Ph. D.
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48

Mateus, Pedro Farias. "Jogo para aprender a programar." Master's thesis, Universidade de Évora, 2016. http://hdl.handle.net/10174/19804.

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Neste documento foi feita a apresentação do conceito de Programação Visual, estudados alguns exemplos de Linguagens de Programação Visual e investigado vantagens e desvantagens sobre o seu uso comparativamente à programação tradicional (por texto) e, adicionalmente, foram estudados três jogos para aprender a programar com fortes características visuais. A partir desta investigação, foi criada uma nova Linguagem de Programação Visual(LPV) sendo a base de um prototipo de um jogo para aprender a programar. Este jogo é representado pela deslocação e execução de tarefas feitas por um robô dentro de uma casa, sendo o objetivo do programador colocar objetos nesta casa que manipulam a deslocação do robô dentro desta de forma a resolver um problema; Abstract: A game to learn programming Aplication of concepts of visual programming to create a game to learn how to program In this document we will explain the concept of Visual Programming, study some examples of Visual Programming Languages, analyze some arguments in favor and against its use in comparison to traditional programming (by text) and, additionally, study three games to learn programming with strong visual features. Using this research, a new Visual Programming Language(VPL) was created, being the basis of a prototype of a game to learn programming. This game is represented by the movement and execution of tasks done by a robot inside a house, being the goal of the programmer to place objects in this house that manipulate the movement of the robot inside of it in order to solve a problem.
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Lee, Moon Gul. "New fictitious play procedure for solving Blotto games." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2004. http://library.nps.navy.mil/uhtbin/hyperion/04Dec%5FLee%5Moon.pdf.

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Thesis (M.S. in Operations Research)--Naval Postgraduate School, Dec. 2004.
Thesis Advisor(s): James N. Eagle, W. Matthew Carlyle. Includes bibliographical references (p. 35). Also available online.
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50

Lewis, Aldo. "THE I: A CLIENT-BASED POINT-AND-CLICK PUZZLE GAME." CSUSB ScholarWorks, 2014. https://scholarworks.lib.csusb.edu/etd/74.

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Given mobile devices’ weak computational power, game programmers must learn to create games with simple graphics that are engaging and easy to play. Though seldom created for phones and tablets, puzzle games are a perfect fit. In recent years, the genre has gained a following and even won some acclaim. Games like Myst, The Seventh Guest and Portal all engage gamers with challenging puzzles and then reward them with story components upon task fulfillment. Few such games have been created for mobile devices, in part due to the difficulty of developing for devices with different operating systems. Android, WebIOS and Windows Phone all have different software development kits that produce a final product incompatible with operating systems other than what it was developed for. One promising solution is to use browser technology to deliver games since all devices are geared to interact with the Web through browsers such as Internet Explorer, Mozilla Firefox, and Google Chrome. The aim of this project was to build a puzzle game that can be run on any digital device. The project can be accessed without any plug-ins and was created by using web technologies such as JQuery, Touch Punch, local storage, and WebGL. JQuery allows drag and drop functionality and Touch Punch allows the JQuery functionality intended for a mouse to work on a touch interface. Local storage provides storage on a user’s device, as opposed to a server, and WebGL enables graphics processing on a user’s tablet or phone through web commands.
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