4,424 research outputs found

    The Dynamics of Interfirm Networks along the Industry Life Cycle: The Case of the Global Video Games Industry 1987-2007

    Get PDF
    In this paper, we study the formation of network ties between firms along the life cycle of a creative industry. We focus on three drivers of network formation: i) network endogeneity which stresses a path-dependent change originating from previous network structures, ii) five forms of proximity (e.g. geographical proximity) which ascribe tie formation to the similarity of actors' attributes; and (iii) individual characteristics which refer to the heterogeneity in actors capabilities to exploit external knowledge. The paper employs a stochastic actor-oriented model to estimate the - changing - effects of these drivers on inter-firm network formation in the global video game industry from 1987 to 2007. Our findings indicate that the effects of the drivers of network formation change with the degree of maturity of the industry. To an increasing extent, video game firms tend to partner over shorter distances and with more cognitively similar firms as the industry evolves.network dynamics, industry life cycle, proximity, creative industry, video game industry, stochastic actor-oriented model

    Interaction-based group identity detection via reinforcement learning and artificial evolution

    Get PDF
    We present a computational framework capable of inferring the existence of group identities, built upon social networks of reciprocal friendship, in Complex Adaptive Artificial Societies (CAAS) by solely observing the flow of interactions occurring among the agents. Our modelling framework infers the group identities by following two steps: first, it aims to learn the ongoing levels of cooperation among the agents and, second, it applies evolutionary computation, based on the learned cooperation values, to partition the agents into groups and assign group identities to the agents. Experimental investigations, based on CAAS of agents who interact with each other by means of the Ultimatum (or Bargain) Social Dilemma Game, show that a cooperation learning phase, based on Reinforcement Learning, can provide highly promising results for minimising the mismatch between the existing and the inferred group identities. The proposed method appears to be robust independently of the size and the ongoing social dynamics of the societies.peer-reviewe

    Technological Change and Institutions: A Case Study

    Get PDF
    The arena of mobile telecommunication in Europe has undergone a technological transition from analogue (first generation) to digital (second generation) technologies. While this transition is immediately attributable to shifts in demand and supply patterns, closer examination reveals that there are numerous other intervening factors that have facilitated this transition. This paper utilizes a conceptual framework for institutional analysis developed in earlier work to identify and discuss some of these factors. The paper concludes with a discussion of the implications from this study for an institutional perspective on technological change.economics of technology ;

    Celebration Schedule 2015 (Friday)

    Full text link
    Full presentation schedule for Celebration, Friday, May 1, 201

    Evolutionary Graph Compression and Diffusion Methods for City Discovery in Role Playing Games

    Get PDF
    Cities, while exciting in their visualization and permitting several layouts, do not take into account the placement of crucial characters which might be part of the narrative. Narrative graphs, a connected graph of all potential and existing relations within a game, can enable an ability to find a Nonplayer Character (NPC) who is likely to live nearby, under the assumption that those who interact most frequently are also close in distance. We examine the use of an evolutionary graph compression method and a method using simulated diffusion to cluster features based on relational information about players to generate relationally intimate groups. This clustering can be used to generate information about the game world and cities to inform PCG as to how the connectivity of these areas is, and should be, arranged. The algorithms are validated as being human competitive

    A framework for smart production-logistics systems based on CPS and industrial IoT

    Get PDF
    Industrial Internet of Things (IIoT) has received increasing attention from both academia and industry. However, several challenges including excessively long waiting time and a serious waste of energy still exist in the IIoT-based integration between production and logistics in job shops. To address these challenges, a framework depicting the mechanism and methodology of smart production-logistics systems is proposed to implement intelligent modeling of key manufacturing resources and investigate self-organizing configuration mechanisms. A data-driven model based on analytical target cascading is developed to implement the self-organizing configuration. A case study based on a Chinese engine manufacturer is presented to validate the feasibility and evaluate the performance of the proposed framework and the developed method. The results show that the manufacturing time and the energy consumption are reduced and the computing time is reasonable. This paper potentially enables manufacturers to deploy IIoT-based applications and improve the efficiency of production-logistics systems
    • …
    corecore