Academic literature on the topic 'Game scoring'

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Journal articles on the topic "Game scoring"

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Strååt, Björn, Fredrik Rutz, and Magnus Johansson. "Does Game Quality Reflect Heuristic Evaluation?" International Journal of Gaming and Computer-Mediated Simulations 6, no. 4 (2014): 45–58. http://dx.doi.org/10.4018/ijgcms.2014100104.

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Usability evaluation tools in the form of heuristic lists can be very helpful in software development. In the field of video game design, researchers are continuously developing new heuristic tools aimed specifically at video game productions. However, through previous studies, the authors have found that even though these tools are frequent and common, design issues regularly appear in video games. This study examines whether video game heuristics are able to capture and evaluate softer values of video game interaction, based on the challenges, flow and immersion of gameplay. By conducting a heuristic evaluation on low scoring and high scoring games the authors manage to show which kind of design issues are most frequent in both high and low scoring games. As a further result of the study, two new heuristics are presented.
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Westerholt, Rene, Heinrich Lorei, and Bernhard Höfle. "Behavioural Effects of Spatially Structured Scoring Systems in Location-Based Serious Games—A Case Study in the Context of OpenStreetMap." ISPRS International Journal of Geo-Information 9, no. 2 (2020): 129. http://dx.doi.org/10.3390/ijgi9020129.

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Location-based games have become popular in recent years, with Pokémon Go and Ingress being two very prominent examples. Some location-based games, known as Serious Games, go beyond entertainment and serve additional purposes such as data collection. Such games are also found in the OpenStreetMap context and playfully enrich the project’s geodatabase. Examples include Kort and StreetComplete. This article examines the role of spatially structured scoring systems as a motivational element. It is analysed how spatial structure in scoring systems is correlated with changes observed in the game behaviour. For this purpose, our study included two groups of subjects who played a modified game based on StreetComplete in a real urban environment. One group played the game with a spatially structured scoring system and the other with a spatially random scoring system. We evaluated different indicators and analysed the players’ GPS trajectories. In addition, the players filled out questionnaires to investigate whether they had become aware of the scoring system they were playing. The results obtained show that players who are confronted with a spatially structured scoring system are more likely to be in areas with high scores, have a longer playing time, walk longer distances and are more willing to take detours. Furthermore, discrepancies between the perception of a possible system in the scoring system and corresponding actions were revealed. The results are informative for game design, but also for a better understanding of how players interact with their geographical context during location-based games.
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Johnson, Will. "The combinatorial game theory of well-tempered scoring games." International Journal of Game Theory 43, no. 2 (2013): 415–38. http://dx.doi.org/10.1007/s00182-013-0386-6.

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Paul, Rodney J., Yoav Wachsman, and Andrew Weinbach. "MEASURING AND FORECASTING FAN INTEREST IN NFL FOOTBALL GAMES." Journal of Gambling Business and Economics 6, no. 3 (2013): 34–46. http://dx.doi.org/10.5750/jgbe.v6i3.611.

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This study examines the relationship between NFL game characteristics and the frequency of fan ratings on the NFL’s website (www.NFL.com). The margin of victory and overall total points scored in a game are shown to be significant determinants of the number of times individual games are rated; suggesting fans enjoy close and high-scoring games. While the actual game characteristics are only known for certain after the game is played, information provided by betting markets show similar predictive power in estimating the number of times a game is rated. Given that betting market data is generated prior to the start of the game, these relationships may allow for improvements in pre-game forecasting of television, or other media, audiences for live sporting events.
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Duda, Henryk. "Evaluation of football players' actions in individual risky situations of offensive play as a model determinant of a sports game." Journal of Kinesiology and Exercise Sciences 30, no. 92 (2020): 29–39. http://dx.doi.org/10.5604/01.3001.0014.8208.

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The essence of effective training in a sports game is the use of means and forms of teaching in the organisation of a game, which most faithfully reflect the environment of the player's actual activity in natural conditions. Thus, there is a need to accurately identify the conditions of competition in a sports game. One of the types of such activities is observation, which being an elementary method of cognition, based on deliberate, targeted and intended as well as systematic perception of the studied subject, process or phenomenon. Research objective and questions The aim of the work is to assess the level of absolutely dependent cooperation (synergy) during a team sports game in changing game situations, in achieving the highest offensive objective, i.e. scoring a goal. - Is the effectiveness of achieving the highest objective of the game in offensive actions (i.e. scoring a goal) dependent on the level of player synergy? - Is the size of the conflict in the sports objective of the game dependent on creative player involvement? Material and test method - In the work, detailed observation was carried out with regard to players' actions in achieving the highest objective of the game, i.e. scoring a goal. The observation concerned analysis of 134 goals scored in 61 UEFA Champions League and European League football matches in 2009-2020. - In this study, the method of observation was used, with the possibility of repeatedly observing events being the subject of research. - In the research analysis, the use of film material of recorded games on a DVD was taken into account, where the observed effects were applied to an observation sheet. - The situations in which goals were scored and the research material comprised teams that competed in a given match. - The observation of scoring goals took the type of situation and level of interaction between players into account. Results Analysis of the obtained results can be inferred: 1. In achieving the highest objective of offensive actions, a high level of synergy prevails, requiring anticipation of events. 2. The high level of synergistic activities increases with the difficulty of situational tasks. 3. Due to the multi-faceted nature of team games, the player's training process should also affect his/her mental sphere.
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Xu, Jin, and Chao Yi. "The Scoring Mechanism of Players after Game Based on Cluster Regression Analysis Model." Mathematical Problems in Engineering 2021 (March 12, 2021): 1–7. http://dx.doi.org/10.1155/2021/5524076.

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Cluster regression analysis model is an effective theory for a reasonable and fair player scoring game. It can roughly predict and evaluate the performance of athletes after the game with limited data and provide scientific predictions for the performance of athletes. The purpose of this research is to achieve the player’s postmatch scoring through the cluster regression model. Through the research and analysis of past ball games, the comparison and experiment of multiple objects based on different regression analysis theories, the following conclusions are drawn. Different regression models have different standard errors, but if the data in other model categories are put into the centroid model expression, the standard error and the error of the original model are within 0.3, which can replace other models for calculation. In the player’s postmatch scoring, although the expert’s prediction of the result is very accurate, within the error range of 1 copy, the player’s postmatch scoring mechanism based on the cluster regression analysis model is more accurate, and the error formula is in the 0.5 range. It is best to switch the data of the regression model twice to compare the scoring mechanism using different regression experiments.
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Lee, Chun-I., I.-Ping Chen, Chi-Min Hsieh, and Chia-Ning Liao. "Design Aspects of Scoring Systems in Game." Art and Design Review 05, no. 01 (2017): 26–43. http://dx.doi.org/10.4236/adr.2017.51003.

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Calvo, Emilio, Iñaki García, and Esther Gutiérrez. "Scoring rules: A cooperative game-theoretic approach." Social Choice and Welfare 16, no. 3 (1999): 491–512. http://dx.doi.org/10.1007/s003550050157.

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Duchêne, Eric, Stéphane Gonzalez, Aline Parreau, Eric Rémila, and Philippe Solal. "influence: A partizan scoring game on graphs." Theoretical Computer Science 878-879 (July 2021): 26–46. http://dx.doi.org/10.1016/j.tcs.2021.05.028.

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Gao, Yuexian, Wanxiang Li, Yuhao Xiao, Mohd Nor Akmal Khalid, and Hiroyuki Iida. "Nature of Attractive Multiplayer Games: Case Study on China’s Most Popular Card Game—DouDiZhu." Information 11, no. 3 (2020): 141. http://dx.doi.org/10.3390/info11030141.

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DouDiZhu, a multiplayer game with incomplete information, is the most popular card game in China. Although there are many DouDiZhu card games in the world, the specific characteristics of classical DouDiZhu card games are a harmonious combination of player numbers, player characters (landlords and peasants), deck numbers, and scoring systems. However, research on the complexity and attractiveness of DouDiZhu has not established. Therefore, in this paper, artificial intelligence (AI) players of different levels of DouDiZhu game were constructed for research, self-game simulation was conducted for DouDiZhu AI players, and game refinement measures were used to evaluate and identify the best Settings of the game. The results show that classical DouDiZhu provides the most complex game setup for all types of DouDiZhu AI players, while also clarifying its popularity.
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Dissertations / Theses on the topic "Game scoring"

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Fenner, Jonathan. "Talent identification using a game technical scoring chart within small-sided games in highly trained pre-pubertal soccer players." Thesis, Staffordshire University, 2015. http://eprints.staffs.ac.uk/2378/.

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Historically, research in talent identification has used a reductionist approach, whereby elements for successful soccer performance have been assessed as discrete components and their predictive power examined in isolation to match performance. To examine attributes that contribute to successful performance, a multidimensional represented task, such as small-sided games (SSG’s), may play a crucial role in achieving this objective. The game technical scoring chart’s (GTSC) reliability and validity was established. This thesis examined and designed an appropriate SSG by examining appropriate pitch size, game duration and surface. Reliability of the SSG design was also established. Utilising this SSG design, a 4 v 4 multiple SSG was used in an attempt to identify the most talented player. The results demonstrated that the more successful players in the SSG’s were rated highly by coaches and played the SSG’s at a higher speed and covered greater distances than their less successful peers. Consequently, multiple SSG’s could be used to identify talented pre-pubertal soccer players. A further study, attempted to examine a possession-based SSG model for talent identification. The results demonstrated highly rated player’s won the most amount of games. Possession-based SSG’s could also be used in a multidimensional represented task talent identification model to determine the most talented players. Finally, the thesis examined the influence of decision-making on player’s performance in both the traditional and possession-based SSG’s and found that there were no significant relationships between decision-making and success in both the traditional and possession-based SSG. In conclusion, this thesis has identified that both a traditional and possession-based SSG could be used within a talent identification model to successfully identify talented players through the recording of players win to loss ratio in multiple SSG’s. This talent identification model could be used to continually assess players’ ability throughout a season to evaluate player development.
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Berger, Ulrich, and Ansgar Grüne. "Evolutionary Stability of Indirect Reciprocity by Image Scoring." WU Vienna University of Economics and Business, 2014. http://epub.wu.ac.at/4087/1/wp168.pdf.

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Indirect reciprocity describes a class of reputation-based mechanisms which may explain the prevalence of cooperation in groups where partners meet only once. The first model for which this has analytically been shown was the binary image scoring mechanism, where one's reputation is only based on one's last action. But this mechanism is known to fail if errors in implementation occur. It has thus been claimed that for indirect reciprocity to stabilize cooperation, reputation assessments must be of higher order, i.e. contingent not only on past actions, but also on the reputations of the targets of these actions. We show here that this need not be the case. A simple image scoring mechanism where more than just one past action is observed provides ample possibilities for stable cooperation to emerge even under substantial rates of implementation errors. (authors' abstract)<br>Series: Department of Economics Working Paper Series
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Li, Yibei. "Dynamic Optimization for Agent-Based Systems and Inverse Optimal Control." Licentiate thesis, KTH, Optimeringslära och systemteori, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-252438.

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This dissertation is concerned with three problems within the field of optimization for agent--based systems. Firstly, the inverse optimal control problem is investigated for the single-agent system. Given a dynamic process, the goal is to recover the quadratic cost function from the observation of optimal control sequences. Such estimation could then help us develop a better understanding of the physical system and reproduce a similar optimal controller in other applications. Next, problems of optimization over networked systems are considered. A novel differential game approach is proposed for the optimal intrinsic formation control of multi-agent systems. As for the credit scoring problem, an optimal filtering framework is utilized to recursively improve the scoring accuracy based on dynamic network information. In paper A, the problem of finite horizon inverse optimal control problem is investigated, where the linear quadratic (LQ) cost function is required to be estimated from the optimal feedback controller. Although the infinite-horizon inverse LQ problem is well-studied with numerous results, the finite-horizon case is still an open problem. To the best of our knowledge, we propose the first complete result of the necessary and sufficient condition for the existence of corresponding LQ cost functions. Under feasible cases, the analytic expression of the whole solution space is derived and the equivalence of weighting matrices is discussed. For infeasible problems, an infinite dimensional convex problem is formulated to obtain a best-fit approximate solution with minimal control residual, where the optimality condition is solved under a static quadratic programming framework to facilitate the computation. In paper B, the optimal formation control problem of a multi-agent system is studied. The foraging behavior of N agents is modeled as a finite-horizon non-cooperative differential game under local information, and its Nash equilibrium is studied. The collaborative swarming behaviour derived from non-cooperative individual actions also sheds new light on understanding such phenomenon in the nature. The proposed framework has a tutorial meaning since a systematic approach for formation control is proposed, where the desired formation can be obtained by only intrinsically adjusting individual costs and network topology. In contrast to most of the existing methodologies based on regulating formation errors to the pre-defined pattern, the proposed method does not need to involve any information of the desired pattern beforehand. We refer to this type of formation control as intrinsic formation control. Patterns of regular polygons, antipodal formations and Platonic solids can be achieved as Nash equilibria of the game while inter-agent collisions are naturally avoided. Paper C considers the credit scoring problem by incorporating dynamic network information, where the advantages of such incorporation are investigated in two scenarios. Firstly, when the scoring publishment is merely individual--dependent, an optimal Bayesian filter is designed for risk prediction, where network observations are utilized to provide a reference for the bank on future financial decisions. Furthermore, a recursive Bayes estimator is proposed to improve the accuracy of score publishment by incorporating the dynamic network topology as well. It is shown that under the proposed evolution framework, the designed estimator has a higher precision than all the efficient estimators, and the mean square errors are strictly smaller than the Cramér-Rao lower bound for clients within a certain range of scores.<br>I denna avhandling behandlas tre problem inom optimering för agentbaserade system. Inledningsvis undersöks problemet rörande invers optimal styrning för ett system med en agent. Målet är att, givet en dynamisk process, återskapa den kvadratiska kostnadsfunktionen från observationer av sekvenser av optimal styrning. En sådan uppskattning kan ge ökad förståelse av det underliggande fysikaliska systemet, samt vara behjälplig vid konstruktion av en liknande optimal regulator för andra tillämpningar. Vidare betraktas problem rörande optimering över nätverkssystem. Ett nytt angreppssätt, baserat på differentialspel, föreslås för optimal intrinsisk formationsstyrning av system med fler agenter. För kreditutvärderingsproblemet utnyttjas ett filtreringsramverk för att rekursivt förbättra kreditvärderingens noggrannhet baserat på dynamisk nätverksinformation. I artikel A undersöks problemet med invers optimal styrning med ändlig tidshorisont, där den linjärkvadratiska (LQ) kostnadsfunktionen måste uppskattas från den optimala återkopplingsregulatorn. Trots att det inversa LQ-problemet med oändlig tidshorisont är välstuderat och med flertalet resultat, är fallet med ändlig tidshorisont fortfarande ett öppet problem. Så vitt vi vet presenterar vi det första kompletta resultatet med både tillräckliga och nödvändiga villkor för existens av en motsvarande LQ-kostnadsfunktion. I fallet med lösbara problem härleds ett analytiskt uttryck för hela lösningsrummet och frågan om ekvivalens med viktmatriser behandlas. För de olösbara problemen formuleras ett oändligtdimensionellt konvext optimeringsproblem för att hitta den bästa approximativa lösningen med den minsta styrresidualen. För att underlätta beräkningarna löses optimalitetsvillkoren i ett ramverk för statisk kvadratisk programmering. I artikel B studeras problemet rörande optimal formationsstyrning av ett multiagentsystem. Agenternas svärmbeteende modelleras som ett icke-kooperativt differentialspel med ändlig tidshorisont och enbart lokal information. Vi studerar detta spels Nashjämvikt. Att, ur icke-kooperativa individuella handlingar, härleda ett kollaborativt svärmbeteende kastar nytt ljus på vår förståelse av sådana, i naturen förekommande, fenomen. Det föreslagna ramverket är vägledande i den meningen att det är ett systematiskt tillvägagångssätt för formationsstyrning, där den önskade formeringen kan erhållas genom att endast inbördes justera individuella kostnader samt nätverkstopologin. I motstat till de flesta befintliga metoder, vilka baseras på att reglera felet i formeringen relativt det fördefinierade mönstret, så behöver den föreslagna metoden inte på förhand ta hänsyn till det önskade mönstret. Vi kallar denna typ av formationsstyrning för intrinsisk formationsstyrning. Mönster så som regelbundna polygoner, antipodala formeringar och Platonska kroppar kan uppnås som Nashjämvikter i spelet, samtidigt som kollisioner mellan agenter undviks på ett naturligt sätt. Artikel C behandlar kreditutvärderingsproblemet genom att lägga till dynamisk nätverksinformation. Fördelarna med en sådan integrering undersöks i två scenarier. Då kreditvärdigheten enbart är individberoende utformas ett optimalt Bayesiskt filter för riskvärdering, där observationer från nätverket används för att tillhandahålla en referens för banken på framtida finansiella beslut. Vidare föreslås en rekursiv Bayesisk estimator (stickprovsvariabel) för att förbättra noggrannheten på den skattade kreditvärdigheten genom att integrera även den dynamiska nätverkstopologin. Inom den föreslagna ramverket för tidsutveckling kan vi visa att, för kunder inom ett visst intervall av värderingar, har den utformade estimatorn högre precision än alla effektiva estimatorer och medelkvadrafelet är strikt mindre än den nedre gränsen från Cramér-Raos olikhet.<br><p>QC 20190603</p>
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Meyer, Steven J. "TIME, SPACE, POSITION INFORMATION UNIT MESSAGE STRUCTURE OVERVIEW." International Foundation for Telemetering, 2002. http://hdl.handle.net/10150/607515.

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International Telemetering Conference Proceedings / October 21, 2002 / Town & Country Hotel and Conference Center, San Diego, California<br>The Joint Advanced Missile Instrumentation (JAMI) program is developing a Time, Space, and Position Information (TSPI) unit for high dynamic missile platforms by employing the use of Global Position System (GPS) and inertial sensors. The GPS data is uncoupled from the inertial data. The output of the JAMI TSPI unit follows the packet telemetry protocol and is called the TSPI unit message structure (TUMS). The packet format allows the data stream to stand on its own, be integrated into a packet telemetry system or be an asynchronous data channel in a PCM data stream. On the ground, the JAMI data processor (JDP) Kalman filters the GPS and inertial data to provide a real time TSPI solution to the ranges for display. This paper gives an overview of the message format, the timing relationships between the GPS data and inertial data, and how TUMS is to be handled by the telemetry receiving site to hand it off to the JDP.
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Meyer, Steven J. "TELEMETRY GROUND STATION CONFIGURATION FOR THE JOINT ADVANCED MISSILE INSTRUMENTATION (JAMI) TIME SPACE POSITION INFORMATION (TSPI) UNIT (JTU)." International Foundation for Telemetering, 2005. http://hdl.handle.net/10150/604888.

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ITC/USA 2005 Conference Proceedings / The Forty-First Annual International Telemetering Conference and Technical Exhibition / October 24-27, 2005 / Riviera Hotel & Convention Center, Las Vegas, Nevada<br>The Joint Advance Missile Instrumentation (JAMI) program has developed a Time Space Position Information (TSPI) unit (JTU). The JTU employs a novel use of GPS technology and inertial measurement units (IMU) to provide a real time trajectory for high dynamic missile systems. The GPS system can function during high g maneuvers that an air-to-air missile might encounter. The IMU is decoupled from the GPS sensor. The IMU data is a secondary navigation source for the JTU and will provide platform attitude. The GPS data and IMU data are sent to the ground in a telemetry packet called TUMS (TSPI Unit Message Structure). The TUMS packet is sent to a computer that hosts the JAMI Data Processing (JDP) software, which performs a Kalmam filter on the GPS and IMU data to provide a real-time TSPI solution to the range displays. This paper focuses on the equipment and software needed at a telemetry ground station to display the real time TPSI solution on the range displays. It includes an overview of the system data flow. This overview should help a potential user of the system understand what is involved in running the JAMI system. The post mission tools to provide an accurate trajectory and end-game scoring will not be discussed in this paper.
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Meyer, Steven J. "INTEGRATING THE JOINT ADVANCED MISSILE INSTRUMENTATION (JAMI) TIME SPACE POSITION INFORMATION (TSPI) UNIT (JTU) INTO A TELEMETRY SYSTEM." International Foundation for Telemetering, 2005. http://hdl.handle.net/10150/605057.

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ITC/USA 2005 Conference Proceedings / The Forty-First Annual International Telemetering Conference and Technical Exhibition / October 24-27, 2005 / Riviera Hotel & Convention Center, Las Vegas, Nevada<br>The Joint Advance Missile Instrumentation (JAMI) program has developed a Time Space Position Information (TSPI) unit (JTU). The JTU employs a novel use of Global Positioning System (GPS) technology, and inertial measurement units (IMU) to provide a real time trajectory for high dynamic missile systems. The GPS system can function during high g maneuvers that an air-to-air missile might encounter. The IMU is decoupled from the GPS sensor. The IMU data is a secondary navigation source for the JTU and will provide platform attitude. The GPS data and IMU data are sent to the ground in telemetry packet called TSPI Unit Message Structure (TUMS). The TUMS packet is sent to a computer that hosts the JAMI Data Processing (JDP) software, which performs a Kalmam filter on the GPS and IMU data to provide a real time TSPI solution to the range displays. The packetized TUMS data is available in three different output formats: RS-232 serial data, 16-bit parallel and PCM. This paper focuses on how to integrate the JTU into a telemetry system, use it as a standalone system, and provides examples of possible uses.
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Berger, Ulrich, and Ansgar Grüne. "On the stability of cooperation under indirect reciprocity with first-order information." Elsevier, 2016. http://epub.wu.ac.at/5067/1/2016_GEB.pdf.

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Indirect reciprocity describes a class of reputation-based mechanisms which may explain the prevalence of cooperation in large groups where partners meet only once. The first model for which this has been demonstrated was the image scoring mechanism. But analytical work on the simplest possible case, the binary scoring model, has shown that even small errors in implementation destabilize any cooperative regime. It has thus been claimed that for indirect reciprocity to stabilize cooperation, assessments of reputation must be based on higher-order information. Is indirect reciprocity relying on frst-order information doomed to fail? We use a simple analytical model of image scoring to show that this need not be the case. Indeed, in the general image scoring model the introduction of implementation errors has just the opposite effect as in the binary scoring model: it may stabilize instead of destabilize cooperation.
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Grelck, John, Eldon Ehrsam, and James A. Means. "Space Tracking Systems/ Options Study." International Foundation for Telemetering, 1994. http://hdl.handle.net/10150/611727.

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International Telemetering Conference Proceedings / October 17-20, 1994 / Town & Country Hotel and Conference Center, San Diego, California<br>This paper presents the findings of the Space Tracking Systems/Options Study (STS/OS) and indicates its impact on the telemetering community. The STS/OS was commissioned by Air Force Test & Evaluation (AF/TE) to develop a long range plan (vision and roadmap) for the AF Test & Evaluation (T&E) community to ensure affordable capabilities (telemetry, tracking and commanding) for the future (2003-2008). The study was conducted by the Air Force Materiel Command (AFMC), Space & Missile Systems Center (SMC), Detachment 9, at Vandenberg AFB (VAFB), with support from the primary AFMC T&E centers, the Air Force Operational Test & Evaluation Command (AFOTEC), and the Air Force Space Command (AFSPC). Both "open air" aeronautical and astronautical test needs were considered. The study solicited requirements for existing and future programs, extrapolated existing and planned test capabilities out into the future, then compared the two to identify future shortfalls in capabilities and specific actions that are necessary to insure that the future program needs can be met. Three critical types of testing were identified that cannot be satisfied with existing or planned instrumentation. These are: large area testing (LAT), over the horizon testing (OTH), and space weapons testing (SWT). A major deficiency was also uncovered in end game scoring for air and space intercepts, where inadequate capability exists to perform the required vector miss-distance measurement. This paper is important to the telemetering community because it identifies the Global Positioning System (GPS) as the primary time space position information (TSPI) system for all future open air testing. GPS provides a passive capability that permits each vehicle to determine its own precise TSPI. Means must be provided, however, for the vehicle to relay its position to the appropriate range control center. The paper shows that the problems with down linking telemetry, aircraft buss data, digital audio, digital video, and TSPI collectively represent the need for a very capable datalink. Likewise, the need to uplink commands, synthetic targets, synthetic backgrounds, and target control information also represents the need for a very capable datalink. With its extensive expertise in RF linkages, the telemetering community is ideally suited to address this need for a robust datalink for the future of T&E.
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Qiu, Dongping. "Development of Scoring Algorithm for Karaoke Computer Games." Thesis, KTH, Signalbehandling, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-98757.

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In a Karaoke computer game, the users receive a score as a measure of their performance. A music recognition system estimates the underlying music notes the users have performed. Many developed approaches use deterministic signal processing. This thesis builds statistical hidden markov models (HMM) to be used in scoring. The HMM-based note models are based on the musical features pitch, accent, zero crossing rate and power. Gaussian mixture models (GMM) are used to determine the probability distributions of the features. A singing database is constructed by an amateur singer who is well-trained in the area of music. During the training stage, an intra-note model is trained using the HTK toolbox. The intra-note model describes the statistical behavior of model states inside a note. Then, a group of note models, covering a wide range of pitch, is built upon the trained intra-note model. Also a recognition network is constructed. During the recognition stage, the test data are decoded with the aid of thecnote models and the recognition network. An experiment compares the proposed approach with the framed-based and note-based approaches. The results show that our approach provides promising results over deterministic approaches.
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Kouassi, Komlan Prosper. "Adaptation des techniques actuelles de scoring aux besoins d'une institution de crédit : le CFCAL-Banque." Thesis, Strasbourg, 2013. http://www.theses.fr/2013STRAB004.

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Les institutions financières sont, dans l’exercice de leurs fonctions, confrontées à divers risques, entre autres le risque de crédit, le risque de marché et le risque opérationnel. L’instabilité de ces facteurs fragilise ces institutions et les rend vulnérables aux risques financiers qu’elles doivent, pour leur survie, être à même d’identifier, analyser, quantifier et gérer convenablement. Parmi ces risques, celui lié au crédit est le plus redouté par les banques compte tenu de sa capacité à générer une crise systémique. La probabilité de passage d’un individu d’un état non risqué à un état risqué est ainsi au cœur de nombreuses questions économiques. Dans les institutions de crédit, cette problématique se traduit par la probabilité qu’un emprunteur passe d’un état de "bon risque" à un état de "mauvais risque". Pour cette quantification, les institutions de crédit recourent de plus en plus à des modèles de credit-scoring. Cette thèse porte sur les techniques actuelles de credit-scoring adaptées aux besoins d’une institution de crédit, le CFCAL-banque, spécialisé dans les prêts garantis par hypothèques. Nous présentons en particulier deux modèles non paramétriques (SVM et GAM) dont nous comparons les performances en termes de classification avec celles du modèle logit traditionnellement utilisé dans les banques. Nos résultats montrent que les SVM sont plus performants si l’on s’intéresse uniquement à la capacité de prévision globale. Ils exhibent toutefois des sensibilités inférieures à celles des modèles logit et GAM. En d’autres termes, ils prévoient moins bien les emprunteurs défaillants. Dans l’état actuel de nos recherches, nous préconisons les modèles GAM qui ont certes une capacité de prévision globale moindre que les SVM, mais qui donnent des sensibilités, des spécificités et des performances de prévision plus équilibrées. En mettant en lumière des modèles ciblés de scoring de crédit, en les appliquant sur des données réelles de crédits hypothécaires, et en les confrontant au travers de leurs performances de classification, cette thèse apporte une contribution empirique à la recherche relative aux modèles de credit-scoring<br>Financial institutions face in their functions a variety of risks such as credit, market and operational risk. These risks are not only related to the nature of the activities they perform, but also depend on predictable external factors. The instability of these factors makes them vulnerable to financial risks that they must appropriately identify, analyze, quantify and manage. Among these risks, credit risk is the most prominent due to its ability to generate a systemic crisis. The probability for an individual to switch from a risked to a riskless state is thus a central point to many economic issues. In credit institution, this problem is reflected in the probability for a borrower to switch from a state of “good risk” to a state of “bad risk”. For this quantification, banks increasingly rely on credit-scoring models. This thesis focuses on the current credit-scoring techniques tailored to the needs of a credit institution: the CFCAL-banque specialized in mortgage credits. We particularly present two nonparametric models (SVM and GAM) and compare their performance in terms of classification to those of logit model traditionally used in banks. Our results show that SVM are more effective if we only focus on the global prediction performance of the models. However, SVM models give lower sensitivities than logit and GAM models. In other words the predictions of SVM models on defaulted borrowers are not satisfactory as those of logit or GAM models. In the present state of our research, even GAM models have lower global prediction capabilities, we recommend these models that give more balanced sensitivities, specificities and performance prediction. This thesis is not completely exhaustive about the scoring techniques for credit risk management. By trying to highlight targeted credit scoring models, adapt and apply them on real mortgage data, and compare their performance through classification, this thesis provides an empirical and methodological contribution to research on scoring models for credit risk management
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Books on the topic "Game scoring"

1

Utley, Stan. The Art of Scoring. Penguin USA, Inc., 2009.

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Cisco, Bob. The ultimate game of golf: How to master golfʻs outer, inner and scoring games. Ultimate Books, 1993.

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L, Wright Philip, and Boone and Crockett Club, eds. Measuring and scoring North American big game trophies: The Boone and Crockett Club official scoring system with tips for field evaluation of trophies. The Club, 1985.

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Fletch, Jonathan. If life's a game, what's your score?: A scoring guide to the game we all play. Merlon Wolfe, 1987.

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Utley, Stan. The art of scoring: The ultimate on-course guide to short game strategy and technique. Gotham Books, 2009.

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Dickson, Paul. The joy of keeping score: How scoring the game has influenced and enhanced the history of baseball. Harcourt Brace, 1997.

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Dickson, Paul. The joy of keeping score: How scoring the game has influenced and enhanced the history of baseball. Walker, 1996.

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Xin yong feng xian de bo yi fen xi yu du liang mo xing: The game analysis and measurement model of credit risk. Zhongguo jing ji chu ban she, 2008.

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Xin yong feng xian de bo yi fen xi yu du liang mo xing: The game analysis and measurement model of credit risk. Zhongguo jing ji chu ban she, 2008.

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1969-, Gold Murray, ed. Soundtrack nation: Interviews with today's top professionals in film, videogame and television scoring. Course Technology, 2011.

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Book chapters on the topic "Game scoring"

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Long, Leland. "Points and Scoring." In Learn Sprite Kit for iOS Game Development. Apress, 2014. http://dx.doi.org/10.1007/978-1-4302-6440-8_7.

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Rauscher, Andreas. "Scoring Play – Soundtracks and Video Game Genres." In Music and Game. Springer Fachmedien Wiesbaden, 2012. http://dx.doi.org/10.1007/978-3-531-18913-0_5.

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Guerineau, David. "Finishing Pong: Scoring and Game Interaction." In Learn GameSalad for iOS: Game Development for iPhone, iPad, and HTML5. Apress, 2012. http://dx.doi.org/10.1007/978-1-4302-4357-1_3.

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Bakhrankova, Krystsina. "Points Scoring Systems in Formula 1: A Game Theoretic Perspective." In Operations Research Proceedings. Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-29210-1_34.

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Almond, Russell G. "Tips and Tricks for Building Bayesian Networks for Scoring Game-Based Assessments." In Advanced Methodologies for Bayesian Networks. Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-28379-1_18.

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Jackson, Wallace. "Enhancing Game Play: Creating a Scoring Engine, Adding Treasure and an Enemy Auto-Attack Engine." In Beginning Java 8 Games Development. Apress, 2014. http://dx.doi.org/10.1007/978-1-4842-0415-3_17.

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Zhang, Cevin, Jannicke Baalsrud Hauge, Karin Pukk Härenstam, and Sebastiaan Meijer. "A Serious Logistical Game of Paediatric Emergency Medicine: Proposed Scoring Mechanism and Pilot Test." In Lecture Notes in Computer Science. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-34350-7_45.

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Jackson, Wallace. "Scoring Engine: Creating the Score UI Layout and Scoring the Content." In Pro Java 9 Games Development. Apress, 2017. http://dx.doi.org/10.1007/978-1-4842-0973-8_22.

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Hu, Zhe-Hao, Shein-Yung Cheng, Kuo-Chen Li, and Jia-Sheng Heh. "Assessment for Online Small Group Discussion Based on Concept Map Scoring." In Edutainment Technologies. Educational Games and Virtual Reality/Augmented Reality Applications. Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-23456-9_90.

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Pudasaini, Shushanta, Subarna Shakya, Sagar Lamichhane, Sajjan Adhikari, Aakash Tamang, and Sujan Adhikari. "Scoring of Resume and Job Description Using Word2vec and Matching Them Using Gale–Shapley Algorithm." In Expert Clouds and Applications. Springer Singapore, 2021. http://dx.doi.org/10.1007/978-981-16-2126-0_55.

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Conference papers on the topic "Game scoring"

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Graf, A. "Fuzzy logic approach for modelling multiplayer game scoring system." In 2005 Proceedings of the 8th International Conference on Telecommunications. IEEE, 2005. http://dx.doi.org/10.1109/contel.2005.185903.

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Arif, Yunifa Miftachul, Muhammad Naufal Firdaus, and Hani Nurhayati. "A Scoring System For Multiplayer Game Base On Blockchain Technology." In 2021 IEEE Asia Pacific Conference on Wireless and Mobile (APWiMob). IEEE, 2021. http://dx.doi.org/10.1109/apwimob51111.2021.9435249.

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Zhang, Haiping, Gang Wang, Hongjun Qiu, Weitong Hu, and Lanping Yu. "Tolerance-Based Group Scoring Scheme Promotes Cooperation in Public Goods Game." In 2016 IEEE 14th Intl Conf on Dependable, Autonomic and Secure Computing, 14th Intl Conf on Pervasive Intelligence and Computing, 2nd Intl Conf on Big Data Intelligence and Computing and Cyber Science and Technology Congress(DASC/PiCom/DataCom/CyberSciTech)2016. IEEE, 2016. http://dx.doi.org/10.1109/dasc-picom-datacom-cyberscitec.2016.86.

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Shen, Jiangrong, Yu Zhao, Jian K. Liu, and Yueming Wang. "Recognizing Scoring in Basketball Game from AER Sequence by Spiking Neural Networks." In 2020 International Joint Conference on Neural Networks (IJCNN). IEEE, 2020. http://dx.doi.org/10.1109/ijcnn48605.2020.9207568.

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Ding, Penghua, Xuewu Zhang, Xinnan Fan, and Qianqian Cheng. "Design of automatic target-scoring system of shooting game based on computer vision." In 2009 IEEE International Conference on Automation and Logistics (ICAL). IEEE, 2009. http://dx.doi.org/10.1109/ical.2009.5262810.

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Siddique, Zahed, Chen Ling, Piyamas Saengsuri, Sagar Chowdhury, Yunjun Xu, and Xiaojun Geng. "Gaming and Interactive Visualization Education Module to Help Understand Geometric Tolerancing." In ASME 2010 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2010. http://dx.doi.org/10.1115/detc2010-28596.

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In engineering disciplines, visualization can provide an essential mode to facilitate student understanding of important and abstract concepts. Learning through a medium that combines course materials with game characteristics can be a powerful tool for education. This approach is expected to improve student willingness to learn, which will in turn increase the interests of high school and undergraduate students towards engineering as a future career. In this paper, three teaching modules based on the Gaming and Interactive Visualization for Education (GIVE) in three universities will be described in detail with enhanced game characteristics. Also, using the newly developed assessment tools, the evaluation data from the students who have experienced the GIVE system will be analyzed. More specifically, the three modules are designed and illustrated in this paper for the Flight Mechanics, Introduction to Electrical Engineering, and Design and Manufacturing. The following game characteristics have been considered and implemented in the modules: progressively balanced goal, feedback, time sensitive scoring, adaptive scoring, meaningful visual presentation, emotional involvement, avoiding guess, constitutive rule, operational rule, background, challenges, and rewards. Along with the course module development and implementation, the outcomes have been assessed using our evaluation system. The results have been analyzed and suggestions have been given for future work.
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Merelo-Guervós, Juan Julián, Pedro Castillo, Antonio M. Mora García, and Anna I. Esparcia-Alcázar. "Improving evolutionary solutions to the game of mastermind using an entropy-based scoring method." In Proceeding of the fifteenth annual conference. ACM Press, 2013. http://dx.doi.org/10.1145/2463372.2463473.

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Ratna Shakya, Sarbagya, Chaoyang Zhang, and Zhaoxian Zhou. "Basketball-51: A Video Dataset for Activity Recognition in the Basketball Game." In 11th International Conference on Computer Science and Information Technology (CCSIT 2021). AIRCC Publishing Corporation, 2021. http://dx.doi.org/10.5121/csit.2021.110712.

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In recent years, there has been an increase in the association of technology in sports and live sports broadcasting networks. From score updates, broadcasting commercials, assisting referees for decision making, and minimizing errors, the adoption of technology has been used for fair play and improve results. This has been possible with the advancement in video analysis, classification techniques, and the availability of resources. This paper introduces a new labelled video dataset collected from a live basketball game broadcasted on live TV to determine the type of basket scored in the basketball game. Among different shots, the points the player can score are basically of three types: 3 points, 2 points, which depends on the range of shots taken and 1 point which is the free shots taken after a foul. This dataset consists of labelled video clips collected from the live broadcast of the game from the broadcasting medium to classify different scoring activities. This paper also gives the preliminary analysis of the dataset for different class labels using 3D ConvNet and two-stream 3D ConvNet methods to show the complexity of the dataset.
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Manna, Soumya K., and Venketesh N. Dubey. "Assessment of Joint Parameters in a Kinect Sensor Based Rehabilitation Game." In ASME 2019 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2019. http://dx.doi.org/10.1115/detc2019-97519.

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Abstract A Kinect sensor based basketball game is developed for delivering post-stroke exercises in association with a newly developed elbow exoskeleton. Few interesting features such as audio-visual feedback and scoring have been added to the game platform to enhance patient’s engagement during exercises. After playing the game, the performance score has been calculated based on their reachable points and reaching time to measure their current health conditions. During exercises, joint parameters are measured using the motion capture technique of Kinect sensor. The measurement accuracy of Kinect sensor is validated by two comparative studies where two healthy subjects were asked to move elbow joint in front of Kinect sensor wearing the developed elbow exoskeleton. In the first study, the joint information collected from Kinect sensor was compared with the exoskeleton based sensor. In the next study, the length of upperarm and forearm measured by Kinect were compared with the standard anthropometric data. The measurement errors between Kinect and exoskeleton are turned out to be in the acceptable range; 1% for subject 1 and 0.44% for subject 2 in case of joint angle; 5.55% and 3.58% for subject 1 and subject 2 respectively in case of joint torque. The average errors of Kinect measurement as compared to the anthropometric data of the two subjects are 16.52% for upperarm length and 9.87% for forearm length. It shows that Kinect sensor can measure the activity of joint movement with a minimum margin of error.
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Maghrabi, Louai, Eckhard Pfluegel, and Senna Fathima Noorji. "Designing utility functions for game-theoretic cloud security assessment: a case for using the common vulnerability scoring system." In 2016 International Conference On Cyber Security And Protection Of Digital Services (Cyber Security). IEEE, 2016. http://dx.doi.org/10.1109/cybersecpods.2016.7502351.

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