24,582 research outputs found
Flipping Game Development
[EN] This work describes the implementation of a flip teaching alternative in an introductory game development course, using resources from a massive open online course. The results proved to achieve better grades and higher satisfaction to previous and similar lecture-based coursesLinares-Pellicer, J.; Orta-López Jorge; Izquierdo-Doménech, JJ. (2018). Flipping Game Development. IEEE Computer Graphics and Applications. 38(6):118-124. https://doi.org/10.1109/MCG.2018.2876487S11812438
Toward a general theory of quantum games
We study properties of quantum strategies, which are complete specifications
of a given party's actions in any multiple-round interaction involving the
exchange of quantum information with one or more other parties. In particular,
we focus on a representation of quantum strategies that generalizes the
Choi-Jamio{\l}kowski representation of quantum operations. This new
representation associates with each strategy a positive semidefinite operator
acting only on the tensor product of its input and output spaces. Various facts
about such representations are established, and two applications are discussed:
the first is a new and conceptually simple proof of Kitaev's lower bound for
strong coin-flipping, and the second is a proof of the exact characterization
QRG = EXP of the class of problems having quantum refereed games.Comment: 23 pages, 12pt font, single-column compilation of STOC 2007 final
versio
Parrondo games as lattice gas automata
Parrondo games are coin flipping games with the surprising property that
alternating plays of two losing games can produce a winning game. We show that
this phenomenon can be modelled by probabilistic lattice gas automata.
Furthermore, motivated by the recent introduction of quantum coin flipping
games, we show that quantum lattice gas automata provide an interesting
definition for quantum Parrondo games.Comment: 12 pages, plain TeX, 10 PostScript figures included with epsf.tex
(ignore the under/overfull \vbox error messages); for related work see
http://math.ucsd.edu/~dmeyer/research.htm
The edge-flipping group of a graph
Let be a finite simple connected graph with vertices and
edges. A configuration is an assignment of one of two colors, black or white,
to each edge of A move applied to a configuration is to select a black
edge and change the colors of all adjacent edges of
Given an initial configuration and a final configuration, try to find a
sequence of moves that transforms the initial configuration into the final
configuration. This is the edge-flipping puzzle on and it corresponds to a
group action. This group is called the edge-flipping group of
This paper shows that if has at least three vertices,
is isomorphic to a semidirect product of
and the symmetric group of degree where
if is odd, if is even, and
is the additive group of integers.Comment: 19 page
SLR - Análisis del Aprendizaje Basado en Juegos Serios en las Prácticas de los Estudios de Ingeniería
Este trabajo se trata de un Análisis Sistemático de la Literatura del uso de los juegos serios en los estudios de ingeniería.15 página
How does prior lucky event affect individual’s risk taking preference?
We conducted a controlled experiment with Philippines domestic helpers and Lingnan undergraduate students to study if prior “lucky” event will increase their risk-taking behaviour. The major finding from our study is that prior lucky events do increase risk-taking behaviour among Philippines domestic helpers but not for students. Our study also found out that there are inconsistent behaviour of interviewees while choosing for options indicating their risk preference and this degree of inconsistency is greater among the Philippines group compared to the students group
Gophers: socially oriented pervasive gaming
Gophers is an open-ended gaming environment which relies on location data, user generated content and player interactions to shape gameplay. It seeks to investigate social collaboration within localised and distributed gaming communities, the potential of pervasive gaming as a technique to collect useful data about the physical world and additionally, use of novel peer-judging methods to allow self-governing of the game world. In this paper, we introduce the game in its current state and provide an overview of early test results
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