• Title/Summary/Keyword: Game Optimal

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Load Balancing Algorithm of Ultra-Dense Networks: a Stochastic Differential Game based Scheme

  • Xu, Haitao;He, Zhen;Zhou, Xianwei
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.7
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    • pp.2454-2467
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    • 2015
  • Increasing traffic and bandwidth requirements bring challenges to the next generation wireless networks (5G). As one of the main technology in 5G networks, Ultra-Dense Network (UDN) can be used to improve network coverage. In this paper, a radio over fiber based model is proposed to solve the load balancing problem in ultra-dense network. Stochastic differential game is introduced for the load balancing algorithm, and optimal load allocated to each access point (RAP) are formulated as Nash Equilibrium. It is proved that the optimal load can be achieved and the stochastic differential game based scheme is applicable and acceptable. Numerical results are given to prove the effectiveness of the optimal algorithm.

A Pursuit-Evasion Game Between a Missile and an Aircraft (미사일과 항공기간의 추적.회피 게임)

  • Byun, Ji-Joon;Seo, Jin-H.
    • Proceedings of the KIEE Conference
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    • 1996.07b
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    • pp.946-948
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    • 1996
  • In this paper, we consider a 2-dimensional pursuit-evasion game between a maneuvering target and a coasting missile using qualitative game theory. The optimal evasion algorithm of the target and the optimal guidance algorithm of the missile are determined and the barrier trajectories of this game are obtained through computer simulation. The optimal strategy of the missile and target is to turn toward the final line of sight direction using maximum input and maintain its direction. The capture set of the missile can be obtained by backward integration from the BUP.

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Differential Game Approach to Competitive Advertising Model

  • Park, Sung-Joo;Lee, Keon-Chang
    • Journal of Korean Institute of Industrial Engineers
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    • v.12 no.1
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    • pp.95-105
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    • 1986
  • This paper presents an adaptive algorithm to generate a near-optimal closed-loop solution for a non-zero sum differential game by periodically updating the solutions of the two-point boundary-value problem. Applications to competitive advertising problem show that the adaptive algorithm can be used as an efficient tool to solve the differential game problem in which one player may take advantage of the other's non-optimal play.

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Optimal Inventory Policy in Beer Distribution Game (Beer Distribution Game에서의 최적 재고정책)

  • 조면식;김현수
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.24 no.65
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    • pp.11-22
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    • 2001
  • Recently, many studies on the supply chain management have been published due to increasing attention placed on the design and performance analysis of the supply chain as a whole. Using the Beer distribution game introduced in Sterman[1995], we develop a simple order-up-to-R inventory model to minimize sum of the inventory holding cost and shortage cost under probabilistic demand. We show that performance of the model is robust through extensive simulation experiment. Applying the model to serially connected supply chain, we observe that, if the unit shortage cost is relatively high, R value computed independently is an optimal solution.

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The effect of 'Optimal Solution' factor in utility of online sandbox game (옵티멀솔루션 요소가 온라인 샌드박스 게임효용성에 미치는 영향)

  • Tak, Yeon-Suk
    • Journal of Korea Game Society
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    • v.17 no.3
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    • pp.107-116
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    • 2017
  • Sandbox game users can double their satisfaction by re-creating a variety of play patterns. This creative process is due to the expansion of play through 'customizing' and 'action autonomy'. The purpose of this study is to investigate the structural limitations of freedom of online game. In a standalone game, the scalability due to the degree of freedom gives the user a strong motivation for world persistence. On the other hand, in online sandbox games such as MMORPG, it is confirmed that the goal-oriented tendency to gain advantage is the inherent limit of the freedom and expandability of the sandbox game. In this study, it is suggested that the cause and limit of growth of online-based sandbox game can be offset by the optimal solution factor.

Game Optimal Receding Horizon Guidance Laws and Its Equivalence to Receding Horizon Guidance Laws

  • Park, Jae-Weon;Kim, Ki-Baek
    • Journal of Mechanical Science and Technology
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    • v.16 no.6
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    • pp.770-775
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    • 2002
  • In this paper, a game optimal receding horizon guidance law (GRHG) is proposed, which does not use information of the time-to-go and target maneuvers. It is shown that by adjusting design parameters appropriately, the proposed GRHG is identical to the existing receding horizon guidance law (RHG), which can intercept the target by keeping the relative vertical separation less than the given value, within which the warhead of the missile is detonated, after the appropriately selected time in the presence of arbitrary target maneuvers and initial relative vertical separation rates between the target and missile. Through a simulation study, the performance of the GRHG is illustrated and compared with that of the existing optimal guidance law (OGL).

Study on Diversity of Population in Game model based Co-evolutionary Algorithm for Multiobjective optimization (다목적 함수 최적화를 위한 게임 모델에 기반한 공진화 알고리즘에서의 해집단의 다양성에 관한 연구)

  • Lee, Hea-Jae;Sim, Kwee-Bo
    • Journal of the Korean Institute of Intelligent Systems
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    • v.17 no.7
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    • pp.869-874
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    • 2007
  • In searching for solutions to multiobjective optimization problem, we find that there is no single optimal solution but rather a set of solutions known as 'Pareto optimal set'. To find approximation of ideal pareto optimal set, search capability of diverse individuals at population space can determine the performance of evolutionary algorithms. This paper propose the method to maintain population diversify and to find non-dominated alternatives in Game model based Co-Evolutionary Algorithm.

An Integrated Game Theoretical Approach for Primary and Secondary Users Spectrum Sharing in Cognitive Radio Networks

  • Kim, Jong-Gyu;Nguyen, Khanh-Huy;Lee, Jung-Tae;Hwang, Won-Joo
    • Journal of Korea Multimedia Society
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    • v.14 no.12
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    • pp.1549-1558
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    • 2011
  • In this paper, we address the problem of bandwidth sharing among multiple primary users and multiple secondary users in a cognitive radio network. In cognitive radio networks, effective spectrum assignment for primary and secondary users is a challenge due to the available broad range of radio frequency spectrum as well as the requisition of harmonious coexistence of both users. To handle this problem, firstly, Bertrand game model is used to analyze a spectrum pricing in which multiple primary users emulate with each other to acquire maximal profit. After that, we employ Cournot game to model the spectrum sharing of secondary users to obtain optimal profit for each user also. Simulation results show that our scheme obtains optimal solution at Nash equilibrium.

An Acquisition of Strategy in Two Player Game by Coevolutionary Agents

  • Kushida, Jun-ichi;Noriyuki Taniguchi;Yukinobu Hoshino;Katsuari Kamei
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2003.09a
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    • pp.690-693
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    • 2003
  • The purpose of two player game is that a player beats an enemy. In order to win to various enemies, a learning of various strategies is indispensable. However, the optimal action to overcome the enemies will change when the game done over and again because the enemy's actions also change dynamically. Sol it is din-cult that the player aquires the optimal action and that the specific player keeps winning to various enemies. Species who have a competition relation and affect other's existence is called a coevolution. Coevolution has recently attracred considerable interest in the community of Artificial Life and Evolutionary Computation(1). In this paper, we apply Classifier System for agent team to two player game. A reward and a penalty are given to the used rules when the agent achieve specific action in the game and each team's rulebase are evaluated based on the ranking in the league. We show that all teams can acquire the optimal actions by coevolution.

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The Optimal Aiming Point that is Available in Shooting Game based a Bodily Sensation Type Arcade : Focused on Interactive Ride Gun (체감형 아케이드 기반 슈팅 게임에서 적용가능한 최적의 조준점 : 인터렉티브 라이드 건(Interactive Ride Gun)을 중심으로)

  • Choi, Yong-seok;Joo, Woo-seok
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.531-532
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    • 2014
  • The visibility of the aiming point used in shooting game based on the present interactive gun ride is too low. This research tries to improve the visibility to apply the aiming point used in FPS(Fisrt Person Shooting) game to interactive gun shooting game in order to overcome the problem of an existing bodily sensation type arcade game. This research try to investigate the effective visibility through the experiment that 20's college students took part in. We identify the optimal aiming point from the results of this experiment. We will determine the compatability to use in the real commercial game to apply it to the ride based shooting game.

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