6,111 research outputs found

    EMERGING THE EMERGENCE SOCIOLOGY: The Philosophical Framework of Agent-Based Social Studies

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    The structuration theory originally provided by Anthony Giddens and the advance improvement of the theory has been trying to solve the dilemma came up in the epistemological aspects of the social sciences and humanity. Social scientists apparently have to choose whether they are too sociological or too psychological. Nonetheless, in the works of the classical sociologist, Emile Durkheim, this thing has been stated long time ago. The usage of some models to construct the bottom-up theories has followed the vast of computational technology. This model is well known as the agent based modeling. This paper is giving a philosophical perspective of the agent-based social sciences, as the sociology to cope the emergent factors coming up in the sociological analysis. The framework is made by using the artificial neural network model to show how the emergent phenomena came from the complex system. Understanding the society has self-organizing (autopoietic) properties, the Kohonen’s self-organizing map is used in the paper. By the simulation examples, it can be seen obviously that the emergent phenomena in social system are seen by the sociologist apart from the qualitative framework on the atomistic sociology. In the end of the paper, it is clear that the emergence sociology is needed for sharpening the sociological analysis in the emergence sociology

    Procedural Content Generation for Real-Time Strategy Games

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    Videogames are one of the most important and profitable sectors in the industry of entertainment. Nowadays, the creation of a videogame is often a large-scale endeavor and bears many similarities with, e.g., movie production. On the central tasks in the development of a videogame is content generation, namely the definition of maps, terrains, non-player characters (NPCs) and other graphical, musical and AI-related components of the game. Such generation is costly due to its complexity, the great amount of work required and the need of specialized manpower. Hence the relevance of optimizing the process and alleviating costs. In this sense, procedural content generation (PCG) comes in handy as a means of reducing costs by using algorithmic techniques to automatically generate some game contents. PCG also provides advantages in terms of player experience since the contents generated are typically not fixed but can vary in different playing sessions, and can even adapt to the player herself. For this purpose, the underlying algorithmic technique used for PCG must be also flexible and adaptable. This is the case of computational intelligence in general and evolutionary algorithms in particular. In this work we shall provide an overview of the use of evolutionary intelligence for PCG, with special emphasis on its use within the context of real-time strategy games. We shall show how these techniques can address both playability and aesthetics, as well as improving the game AI

    Applications of Repeated Games in Wireless Networks: A Survey

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    A repeated game is an effective tool to model interactions and conflicts for players aiming to achieve their objectives in a long-term basis. Contrary to static noncooperative games that model an interaction among players in only one period, in repeated games, interactions of players repeat for multiple periods; and thus the players become aware of other players' past behaviors and their future benefits, and will adapt their behavior accordingly. In wireless networks, conflicts among wireless nodes can lead to selfish behaviors, resulting in poor network performances and detrimental individual payoffs. In this paper, we survey the applications of repeated games in different wireless networks. The main goal is to demonstrate the use of repeated games to encourage wireless nodes to cooperate, thereby improving network performances and avoiding network disruption due to selfish behaviors. Furthermore, various problems in wireless networks and variations of repeated game models together with the corresponding solutions are discussed in this survey. Finally, we outline some open issues and future research directions.Comment: 32 pages, 15 figures, 5 tables, 168 reference
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