17,224 research outputs found
Sampling equilibrium through descriptive simulations
A definition of sampling equilibrium was introduced in (Osborne and
Rubinstein 1998). A dynamic version of the model was introduced in
(Sethi 2000). However, a descriptive simulation based on the above idea
of procedural rationality (i.e. using the same algorithm of behavior) gave
different results, than those achieved in (Osborne and Rubinstein 1998)
and (Sethi 2000). The simulation was a starting point for new definitions
of both sampling dynamics and sampling equilibrium
Data based identification and prediction of nonlinear and complex dynamical systems
We thank Dr. R. Yang (formerly at ASU), Dr. R.-Q. Su (formerly at ASU), and Mr. Zhesi Shen for their contributions to a number of original papers on which this Review is partly based. This work was supported by ARO under Grant No. W911NF-14-1-0504. W.-X. Wang was also supported by NSFC under Grants No. 61573064 and No. 61074116, as well as by the Fundamental Research Funds for the Central Universities, Beijing Nova Programme.Peer reviewedPostprin
Mean-Field-Type Games in Engineering
A mean-field-type game is a game in which the instantaneous payoffs and/or
the state dynamics functions involve not only the state and the action profile
but also the joint distributions of state-action pairs. This article presents
some engineering applications of mean-field-type games including road traffic
networks, multi-level building evacuation, millimeter wave wireless
communications, distributed power networks, virus spread over networks, virtual
machine resource management in cloud networks, synchronization of oscillators,
energy-efficient buildings, online meeting and mobile crowdsensing.Comment: 84 pages, 24 figures, 183 references. to appear in AIMS 201
Ms Pac-Man versus Ghost Team CEC 2011 competition
Games provide an ideal test bed for computational intelligence and significant progress has been made in recent years, most notably in games such as Go, where the level of play is now competitive with expert human play on smaller boards. Recently, a significantly more complex class of games has received increasing attention: real-time video games. These games pose many new challenges, including strict time constraints, simultaneous moves and open-endedness. Unlike in traditional board games, computational play is generally unable to compete with human players. One driving force in improving the overall performance of artificial intelligence players are game competitions where practitioners may evaluate and compare their methods against those submitted by others and possibly human players as well. In this paper we introduce a new competition based on the popular arcade video game Ms Pac-Man: Ms Pac-Man versus Ghost Team. The competition, to be held at the Congress on Evolutionary Computation 2011 for the first time, allows participants to develop controllers for either the Ms Pac-Man agent or for the Ghost Team and unlike previous Ms Pac-Man competitions that relied on screen capture, the players now interface directly with the game engine. In this paper we introduce the competition, including a review of previous work as well as a discussion of several aspects regarding the setting up of the game competition itself. © 2011 IEEE
Pedestrian, Crowd, and Evacuation Dynamics
This contribution describes efforts to model the behavior of individual
pedestrians and their interactions in crowds, which generate certain kinds of
self-organized patterns of motion. Moreover, this article focusses on the
dynamics of crowds in panic or evacuation situations, methods to optimize
building designs for egress, and factors potentially causing the breakdown of
orderly motion.Comment: This is a review paper. For related work see http://www.soms.ethz.c
Evolutionary Games and Computer Simulations
The prisoner's dilemma has long been considered the paradigm for studying the
emergence of cooperation among selfish individuals. Because of its importance,
it has been studied through computer experiments as well as in the laboratory
and by analytical means. However, there are important differences between the
way a system composed of many interacting elements is simulated by a digital
machine and the manner in which it behaves when studied in real experiments. In
some instances, these disparities can be marked enough so as to cast doubt on
the implications of cellular automata type simulations for the study of
cooperation in social systems. In particular, if such a simulation imposes
space-time granularity, then its ability to describe the real world may be
compromised. Indeed, we show that the results of digital simulations regarding
territoriality and cooperation differ greatly when time is discrete as opposed
to continuous.Comment: 8 pages. Also available through anonymous ftp from parcftp.xerox.com
in the directory /pub/dynamics as pdilemma.p
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