352,033 research outputs found
The Cowl - v.80 - n.10 - Nov 19, 2015
The Cowl - student newspaper of Providence College. Volume 80 - No. 10 - November 19, 2015. 24 pages
Defeating jamming with the power of silence: a game-theoretic analysis
The timing channel is a logical communication channel in which information is
encoded in the timing between events. Recently, the use of the timing channel
has been proposed as a countermeasure to reactive jamming attacks performed by
an energy-constrained malicious node. In fact, whilst a jammer is able to
disrupt the information contained in the attacked packets, timing information
cannot be jammed and, therefore, timing channels can be exploited to deliver
information to the receiver even on a jammed channel.
Since the nodes under attack and the jammer have conflicting interests, their
interactions can be modeled by means of game theory. Accordingly, in this paper
a game-theoretic model of the interactions between nodes exploiting the timing
channel to achieve resilience to jamming attacks and a jammer is derived and
analyzed. More specifically, the Nash equilibrium is studied in the terms of
existence, uniqueness, and convergence under best response dynamics.
Furthermore, the case in which the communication nodes set their strategy and
the jammer reacts accordingly is modeled and analyzed as a Stackelberg game, by
considering both perfect and imperfect knowledge of the jammer's utility
function. Extensive numerical results are presented, showing the impact of
network parameters on the system performance.Comment: Anti-jamming, Timing Channel, Game-Theoretic Models, Nash Equilibriu
Tailoring persuasive health games to gamer type
Persuasive games are an effective approach for motivating health behavior, and recent years have seen an increase in games designed for changing human behaviors or attitudes. However, these games are limited in two major ways: first, they are not based on theories of what motivates healthy behavior change. This makes it difficult to evaluate why a persuasive approach works. Second, most persuasive games treat players as a monolithic group. As an attempt to resolve these weaknesses, we conducted a large-scale survey of 642 gamers' eating habits and their associated determinants of healthy behavior to understand how health behavior relates to gamer type. We developed seven different models of healthy eating behavior for the gamer types identified by BrainHex. We then explored the differences between the models and created two approaches for effective persuasive game design based on our results. The first is a one-size-fits-all approach that will motivate the majority of the population, while not demotivating any players. The second is a personalized approach that will best motivate a particular type of gamer. Finally, to make our approaches actionable in persuasive game design, we map common game mechanics to the determinants of healthy behavior
The New Hampshire, Vol. 105, No. 21 (Nov. 16, 2015)
An independent student produced newspaper from the University of New Hampshire
Spartan Daily, March 30, 1982
Volume 78, Issue 37https://scholarworks.sjsu.edu/spartandaily/6880/thumbnail.jp
Spartan Daily, March 30, 1982
Volume 78, Issue 37https://scholarworks.sjsu.edu/spartandaily/6880/thumbnail.jp
Depth, balancing, and limits of the Elo model
-Much work has been devoted to the computational complexity of games.
However, they are not necessarily relevant for estimating the complexity in
human terms. Therefore, human-centered measures have been proposed, e.g. the
depth. This paper discusses the depth of various games, extends it to a
continuous measure. We provide new depth results and present tool
(given-first-move, pie rule, size extension) for increasing it. We also use
these measures for analyzing games and opening moves in Y, NoGo, Killall Go,
and the effect of pie rules
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