36,937 research outputs found

    Dominating sets and ego-centered decompositions in social networks

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    Our aim here is to address the problem of decomposing a whole network into a minimal number of ego-centered subnetworks. For this purpose, the network egos are picked out as the members of a minimum dominating set of the network. However, to find such an efficient dominating ego-centered construction, we need to be able to detect all the minimum dominating sets and to compare all the corresponding dominating ego-centered decompositions of the network. To find all the minimum dominating sets of the network, we are developing a computational heuristic, which is based on the partition of the set of nodes of a graph into three subsets, the always dominant vertices, the possible dominant vertices and the never dominant vertices, when the domination number of the network is known. To compare the ensuing dominating ego-centered decompositions of the network, we are introducing a number of structural measures that count the number of nodes and links inside and across the ego-centered subnetworks. Furthermore, we are applying the techniques of graph domination and ego=centered decomposition for six empirical social networks.Comment: 17 pages, 7 figure

    Video Game Development in a Rush: A Survey of the Global Game Jam Participants

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    Video game development is a complex endeavor, often involving complex software, large organizations, and aggressive release deadlines. Several studies have reported that periods of "crunch time" are prevalent in the video game industry, but there are few studies on the effects of time pressure. We conducted a survey with participants of the Global Game Jam (GGJ), a 48-hour hackathon. Based on 198 responses, the results suggest that: (1) iterative brainstorming is the most popular method for conceptualizing initial requirements; (2) continuous integration, minimum viable product, scope management, version control, and stand-up meetings are frequently applied development practices; (3) regular communication, internal playtesting, and dynamic and proactive planning are the most common quality assurance activities; and (4) familiarity with agile development has a weak correlation with perception of success in GGJ. We conclude that GGJ teams rely on ad hoc approaches to development and face-to-face communication, and recommend some complementary practices with limited overhead. Furthermore, as our findings are similar to recommendations for software startups, we posit that game jams and the startup scene share contextual similarities. Finally, we discuss the drawbacks of systemic "crunch time" and argue that game jam organizers are in a good position to problematize the phenomenon.Comment: Accepted for publication in IEEE Transactions on Game

    A New Mechanism for Maintaining Diversity of Pareto Archive in Multiobjective Optimization

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    The article introduces a new mechanism for selecting individuals to a Pareto archive. It was combined with a micro-genetic algorithm and tested on several problems. The ability of this approach to produce individuals uniformly distributed along the Pareto set without negative impact on convergence is demonstrated on presented results. The new concept was confronted with NSGA-II, SPEA2, and IBEA algorithms from the PISA package. Another studied effect is the size of population versus number of generations for small populations.Comment: 51 pages, 28 figure
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