• Title/Summary/Keyword: Game Strategy

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Market Pioneering Game for Symmetric Players

  • Lim, Jong-In;Oh, Hyung-Sik
    • Journal of the Korean Operations Research and Management Science Society
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    • v.22 no.4
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    • pp.71-80
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    • 1997
  • In this paper, we consider with a market pioneering game among symmetric firms in highly competitive situation. To describe the puzzling situation of timing competition, we construct a dynamic game model and explore the equilibrium solution. As a result, we find a subgame perfect mixed strategy Nash equilibrium conceptually defined by 't$_{0}$ + .elsilon. equilibrium'. Our major finding s include : i) market entry will be occurred in sequential manner even though the condition of each firm is symmetric ii) the optimal timing of market pioneering will be advanced until almost all of the monopolist's profit is dissipated, iii) as the market position of the pioneer is stronger, the timings of the pioneer and the follower are separated, iv) and as the slope of the profit flow is steeper, the entry timing of the two players will be pooled together.

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A N-Player Game Theoretic Study on Power Transaction Analysis in a Competitive Market (N-Player 게임이론을 이용한 전력시장의 전력거리 해석)

  • Park, Jong-Bae;Joung, Man-Ho;Kim, Balho H.
    • Proceedings of the KIEE Conference
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    • 2000.07a
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    • pp.403-405
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    • 2000
  • This paper presents a N-player game theory application for analyzing power transactions in a deregulated energy marketplace such as PoolCo, where, participants, especially, generating entities, maximize their net profits through optimal bidding strategies (i.e., bidding prices and bidding generations). In this paper, the electricity market for power transactions is modeled as a non-cooperative. N-player game with complete information, where the solution is determined in a continuous strategy domain having recourse to the Nash equilibrium idea.

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Flower card puzzle game system use internet and flower card puzzle game (인터넷을 이용한 화투패 퍼즐게임 시스템 및 그 화투패 퍼즐게임 방법)

  • Seo, Min-Cheol
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.118-124
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    • 2006
  • 현재 온라인 게임 시장은 매년 성장하고 있다. 그 중에서도 기존의 MMORPG 나 ACTION, STRATEGY SIMULATION 등과 같은 게임시장과는 별개적으로 차별화 되고 보편화 된 게임 유저층을 가진 캐주얼 게임 시장이 전체 게임 시장 속에서 큰 비중을 차지하면서 자리매김하고 있음에도 불구하고 더 이상의 차별화 된 캐주얼 게임이 제작되지 않고 있는 것이 사실이다. 이에 본 논문은 고스톱 게임으로 대표되는 기존의 카드 게임이 가진 룰과 게임 성을 훼손하지 않으면서도 기존의 고스톱 게임과 변별되는 새로운 형태의, 화투패를 이용한 퍼즐게임을 캐주얼 게임이 캐주얼 게임이 갖추어야 할 게임 디자인 요소와 새로운 게임을 만들어 내는 게임 디자인 개발 방법을 사용하여 제안하고자 한다.

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A Study on the Management of International Fishery Resources using Cooperative Game Theory (협조적 게임이론을 이용한 국가 간 수산자원관리에 관한 연구)

  • Choi, Jong-Du;Cho, Jung-Hee
    • Ocean and Polar Research
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    • v.30 no.2
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    • pp.173-180
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    • 2008
  • This study demonstrates that cooperative management can provide more benefits than noncooperative management for Korea and Japan fishery. We have studied one management strategy, namely, fishing under joint maximization of net benefits in coastal waters of two countries, using a cooperative game theory. The present net return under non-cooperation amounts to 420,255 million won. However, if two countries cooperate one with another, this figure can get to 2,636,565 million won. We consider this to be an important conclusion as close management relationships have developed between the two countries since the establishment of the EEZ in 1996. The results of the study can also help balance resource conservation and the appropriate catch quota in each country.

Intervenient Stackelberg Game based Bandwidth Allocation Scheme for Hierarchical Wireless Networks

  • Kim, Sungwook
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.8 no.12
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    • pp.4293-4304
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    • 2014
  • In order to ensure the wireless connectivity and seamless service to mobile users, the next generation network system will be an integration of multiple wireless access networks. In a heterogeneous wireless access system, bandwidth allocation becomes crucial for load balancing to avoid network congestion and improve system utilization efficiency. In this article, we propose a new dynamic bandwidth allocation scheme for hierarchical wireless network systems. First, we derive a multi-objective decision criterion for each access point. Second, a bargaining strategy selection algorithm is developed for the dynamic bandwidth re-allocation. Based on the intervenient Stackelberg game model, the proposed scheme effectively formulates the competitive interaction situation between several access points. The system performance of proposed scheme is evaluated by using extensive simulations. With a simulation study, it is confirmed that the proposed scheme can achieve better performance than other existing schemes under widely diverse network environments.

A Nash Bargaining Solution of Electric Power Transactions Reflecting Transmission Pricing in the Competitive Electricity Market (송전선이용료를 반영한 전력거래의 내쉬협상게임 해법)

  • Gang, Dong-Ju;Kim, Bal-Ho
    • The Transactions of the Korean Institute of Electrical Engineers A
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    • v.51 no.7
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    • pp.311-316
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    • 2002
  • It has been a basic model for the present electric power industry that more than two generators compete, and thereby the market clearing price and the generation schedules are determined through the bid process. In order for this paradigm to be applicable to real electric power systems and markets, it is necessary to reflect many physical and economic constraints related to frequency and transmission in the dispatching schedule. The paper presents an approach to deriving a Nash bargaining solution in a competitive electricity market where multiple generators are playing with the system operator who mitigates the transmission congestion to minimize the total transaction cost. In this study, we take the effect of the line flows and the role of system operator into the Game. Finally, a case study has been demonstrated to verify the proposed cooperative game.

A Case Study on Teaching Solutions Exploration of Wythoff's Game through Using the Analogy for the Elementary Gifted Class (초등학교 영재학급에서 유추를 활용한 위도프 게임의 해법 탐구 지도 방법)

  • Bae, Sin Young;Song, Sang Hun
    • Journal of Educational Research in Mathematics
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    • v.25 no.1
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    • pp.95-111
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    • 2015
  • The purpose of this study is to analyze cases on teaching solutions exploration of Wythoff's game through using the analogy for the gifted elementary students, to suggest useful teaching methods. Students recognized structural similarity among problems on the basis of relevance of conditions of problems. The discovery of structural similarity improves the ability to solve problems. Although 2 groups-NIM game with surface similarity is not helpful in solving Wythoff's game, Queen's move game with structural similarity makes it easier for students to solve Wythoff's game. Useful teaching methods to find solutions of Wythoff's game through using the analogy are as follow. Encoding process helps students make sense of the game. It is significant to help students realize how many stones are remained and how the location of Queen can be expressed by the ordered pair. Inferring process helps students find a solution of 2 groups-NIM game and Queen's move game. It is necessary to find a winning strategy through reversely solving method. Mapping process helps students discover surface similarity and structural similarity through identifying commonalities between the two games. It is crucial to recognize the relationship among the two games based on the teaching in the Encoding process. Application process encourages students to find a solution of Wythoff's game. It is more important to find a solution by using the structural similarity of the Queen's move game rather than reversely solving method.

The Effect of Use Value and Benefit Attributes of Mobile Online Games on Use Satisfaction of Chinese Users (모바일 온라인 게임의 이용 가치 및 편익 속성이 중국 이용자의 이용 만족도에 미치는 영향)

  • Liu, Bing;Kim, Hwa-Dong
    • Journal of the Korea Convergence Society
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    • v.13 no.4
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    • pp.261-270
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    • 2022
  • For mobile online games, this study examines how use pursuit propensity, use interest, use, service quality, and system quality, which are attributes that evaluate the use value and benefit for Chinese users, have an effect on use satisfaction. Empirical analysis results; all composing factors of four attribute had a positive effect, and the degree of effect was different according to game types in use interest and use, service quality. In terms of use pursuit, there was no difference between game types, and innovation pursuit and relationship pursuit were found to be similarly important effecting factors. In terms of use interest, there was a difference between game types. Sense of solidarity in single-player game and sense of achievement in multi-player game was found to be the most important effecting factor. In terms of service quality, there was a difference between game types. Easy of game in single-player game and function of game in multi-player game was the most important effecting factor. In terms of system quality, use convenience was found the most important effecting factor without difference between game types. Based on these results, this study suggested a strategy to enhance game development and loyalty to companies in the game industry.

Prediction of English Premier League Game Using an Ensemble Technique (앙상블 기법을 통한 잉글리시 프리미어리그 경기결과 예측)

  • Yi, Jae Hyun;Lee, Soo Won
    • KIPS Transactions on Software and Data Engineering
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    • v.9 no.5
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    • pp.161-168
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    • 2020
  • Predicting outcome of the sports enables teams to establish their strategy by analyzing variables that affect overall game flow and wins and losses. Many studies have been conducted on the prediction of the outcome of sports events through statistical techniques and machine learning techniques. Predictive performance is the most important in a game prediction model. However, statistical and machine learning models show different optimal performance depending on the characteristics of the data used for learning. In this paper, we propose a new ensemble model to predict English Premier League soccer games using statistical models and the machine learning models which showed good performance in predicting the results of the soccer games and this model is possible to select a model that performs best when predicting the data even if the data are different. The proposed ensemble model predicts game results by learning the final prediction model with the game prediction results of each single model and the actual game results. Experimental results for the proposed model show higher performance than the single models.

Enhanced strategic Monte-Carlo Tree Search algorithm to play the game of Tic-Tac-Toe (삼목 게임을 위해 개선된 몬테카를로 트리탐색 알고리즘)

  • Lee, Byung-Doo
    • Journal of Korea Game Society
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    • v.16 no.4
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    • pp.79-86
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    • 2016
  • Monte-Carlo Tree Search(MCTS) is a best-first tree search algorithm and has been successfully applied to various games, especially to the game of Go. We evaluate the performance of MCTS playing against each other in the game of Tic-Tac-Toe. It reveals that the first player always has an overwhelming advantage to the second player; and we try to find out the reason why the first player is superior to the second player in spite of the fact that the best game result should be a draw. Since MCTS is a statistical algorithm based on the repeated random sampling, it cannot adequately tackle an urgent problem that needs a strategy, especially for the second player. For this, we propose a strategic MCTS(S-MCTS) and show that the S-MCTS player never loses a Tic-Tac-Toe game.