1,728 research outputs found

    Cooperative and Noncooperative Solutions, and the \u27Game within a Game\u27

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    In a previous essay, we developed a simple (in)efficiency measure for matrix games. We now address the difficulties encountered in assessing the usefulness and accuracy of such a measure

    Reinforcement Learning

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    Brains rule the world, and brain-like computation is increasingly used in computers and electronic devices. Brain-like computation is about processing and interpreting data or directly putting forward and performing actions. Learning is a very important aspect. This book is on reinforcement learning which involves performing actions to achieve a goal. The first 11 chapters of this book describe and extend the scope of reinforcement learning. The remaining 11 chapters show that there is already wide usage in numerous fields. Reinforcement learning can tackle control tasks that are too complex for traditional, hand-designed, non-learning controllers. As learning computers can deal with technical complexities, the tasks of human operators remain to specify goals on increasingly higher levels. This book shows that reinforcement learning is a very dynamic area in terms of theory and applications and it shall stimulate and encourage new research in this field

    The Game Situation:An object-based game analysis framework

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    Using Agent-Based Modeling to Search for Elusive Hiding Targets

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    The SCUD hunt problem that emerged during Operation Desert Storm has become a source of great interest to major commands like Air Combat Command. One of the metrics used to measure the effectiveness of our operations in a SCUD hunt is time to detect and target. We use the agent-based System Effectiveness and Analysis Simulation (SEAS) to provide a simulation environment in which all the elements of a SCUD hunt mission can adequately be modeled. Our Blue Force agents are modeled as multirole fighters, satellites and unmanned aerial vehicles (UAV) with various sensor capabilities. The Red Force agents are modeled as the SCUD transporter/erector/launcher (TEL). Particular interest is paid to the effectiveness of various sensors modeled in a set of scenarios following an experimental design. Four measures of performance (MOP) were fashioned to provide insight into the contribution of sensors at work in a SCUD hunt. These MOPs were evaluated to show any statistically significant differences between various mixes of sensors

    Staging urban emergence through collective creativity: Devising an outdoor mobile augmented reality tool

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    The unpredictability of global geopolitical conflicts, economic trends, and impacts of climate change, coupled with an increasing urban population, necessitates a more profound commitment to resilience thinking in urban planning and design. In contrast to top-down planning and designing for sustainability, allowing for emergence to take place seems to contribute to a capacity to better deal with this complex unpredictability, by allowing incremental changes through bottom-up, self-organized adaptation made by diverse actors in the proximity of various social, economical and functional entities in the urban context.The present thesis looks into the processes of creating urban emergence from both theoretical and practical perspectives. The theoretical section of the thesis first looks into the relationship between the processes and the qualities of a compact city. The Japanese city of Tokyo is used as an example of a resilient compact city that continuously emerges through incremental micro-adaptations by individual actors guided by urban rules that ‘let it happen’ without much central control or top-down design of the individual outcomes. The thesis then connects such rule-based emergent processes and the qualities of a compact city to complex adaptive system’s (CAS) theory, emphasizing the value of incremental and individual multiple-stakeholder input. The latter part of the thesis focuses on how to create a platform that can combine the bottom-up, emergent, rule-based planning approaches, and collective creativity based on individual participation and input from the public. This section is dedicated to developing a tool for a collaborative urban design using outdoor mobile augmented reality (MAR) by research-through-design method.The thesis thus has three parts addressing the topics: 1. urban planning processes and resulting urban qualities concerning compact city – i.e., density and diversity; 2. the processes of urban emergence, which generates complexity that renders urban resilience from the urban planning theory perspective; 3. developing a tool for non-expert citizens and other stakeholders to design and visualize an urban neighborhood by simulating the rule-based urban emergence using outdoor MAR. The results include a proposal for a complementary hybrid planning approaches that might approximate the CAS in urban systems with qualities that contribute to urban resiliency. Thereafter, the results describe specifications and design criteria for a tool as a public collaborative design platform using outdoor MAR to promote public participation: Urban CoBuilder. The processes of developing and prototyping such a tool to test various urban concepts concerning identified adaptive urban planning approaches are also presented with an assessment of the MAR tool based on focus group user tests. Future studies need to better include the potential of crowdsourcing public creativity through mass participation using the collaborative design tool and actual integration of these participatory design results in urban policies

    Understanding Game-based Approaches for Improving Sustainable Water Governance : The Potential of Serious Games to Solve Water Problems

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    The sustainable governance of water resources relies on processes of multi-stakeholder collaborations and interactions that facilitate knowledge co-creation and social learning. Governance systems are often fragmented, forming a barrier to adequately addressing the myriad of challenges affecting water resources, including climate change, increased urbanized populations, and pollution. Transitions towards sustainable water governance will likely require innovative learning partnerships between public, private, and civil society stakeholders. It is essential that such partnerships involve vertical and horizontal communication of ideas and knowledge, and an enabling and democratic environment characterized by informal and open discourse. There is increasing interest in learning-based transitions. Thus far, much scholarly thinking and, to a lesser degree, empirical research has gone into understanding the potential impact of social learning on multi-stakeholder settings. The question of whether such learning can be supported by forms of serious gaming has hardly been asked. This Special Issue critically explores the potential of serious games to support multi-stakeholder social learning and collaborations in the context of water governance. Serious games may involve simulations of real-world events and processes and are challenge players to solve contemporary societal problems; they, therefore, have a purpose beyond entertainment. They offer a largely untapped potential to support social learning and collaboration by facilitating access to and the exchange of knowledge and information, enhancing stakeholder interactions, empowering a wider audience to participate in decision making, and providing opportunities to test and analyze the outcomes of policies and management solutions. Little is known about how game-based approaches can be used in the context of collaborative water governance to maximize their potential for social learning. While several studies have reported examples of serious games, there is comparably less research about how to assess the impacts of serious games on social learning and transformative change
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