• Title/Summary/Keyword: Game Strategy

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New Fictitious Play Procedure For Solving Blotto Games (Blotto 게임을 풀기위한 새로운 근사해법 절차)

  • Lee, Jea-Yeong;Lee, Moon-Gul
    • Journal of the military operations research society of Korea
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    • v.31 no.1
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    • pp.107-121
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    • 2005
  • In this study, a new fictitious play (FP) procedure is presented to solve two-person zero-sum (TPZS) Blotto games. The FP solution procedure solves TPZS games by assuming that the two players take turns selecting optimal responses to the opponent's strategy observed so far. It is known that FP converges to an optimal solution, and it may be the only realistic approach to solve large games. The algorithm uses dynamic programming (DP) to solve FP subproblems. Efficiency is obtained by limiting the growth of the DP state space. Blotto games are frequently used to solve simple missile defense problems. While it may be unlikely that the models presented in this paper can be used directly to solve realistic offense and defense problems, it is hoped that they will provide insight into the basic structure of optimal and near-optimal solutions to these important, large games, and provide a foundation for solution of more realistic, and more complex, problem

Designing the Optimal Bilateral Contract in the Competitive Electricity Market (경쟁적 전력시장에서의 적정 직거래 계약가격 설정에 관한 연구)

  • Chung Koo Hyung;Kang Dong Joo;Kim Bal Ho
    • Proceedings of the KIEE Conference
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    • summer
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    • pp.701-703
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    • 2004
  • Although the electricity market structure worldwide may be different in kinds, there generally exists long-term forward market and short-term spot market. Particularly, the bilateral contract in long-term forward market fixes the price between a genco and a customer so that the customer can avoid risks due to price-spike in spot market. The genco also can make an efficient risk-hedge strategy through this bilateral contract. In this paper, we propose a new mechanism for evaluating the optimal bilateral contract price using game theory. This mechanism makes a customer reveal his/her own willingness to purchase electricity so that a fair bilateral contract price can be derived.

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An Analytical Effects of Maximum Quantity Constraint on the Nash Solution in the Uniform Price Auction (발전기 최대용량 제약이 현물시장의 내쉬균형에 미치는 영향에 대한 해석적 분석)

  • 김진호;박종배;박종근
    • The Transactions of the Korean Institute of Electrical Engineers A
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    • v.52 no.6
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    • pp.340-346
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    • 2003
  • This paper presents a game theory application for an analysis of uniform price auction in a simplified competitive electricity market and analyzes the properties of Nash equilibrium for various conditions. We have assumed that each generation firm submits his bid to a market in the form of a sealed bid and the market is operated as a uniform price auction. Two firms are supposed to be the players of the market, and we consider the maximum generation quantity constraint of one firm only. The system demand is assumed to have a linear relationship with market clearing prices and the bidding curve of each firm, representing the price at which he has a willingness to sell his generation quantity, is also assumed to have a linear function. In this paper, we analyze the effects of maximum generation quantity constraints on the Nash equilibrium of the uniform price auction. A simple numerical example with two generation firms is demonstrated to show the basic idea of the proposed methodology.

모바일 애플리케이션 마켓(앱스토어)의 수용의도 영향요인에 관한 연구

  • Bae, Jae-Gwon
    • Proceedings of the Korea Database Society Conference
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    • 2010.06a
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    • pp.223-234
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    • 2010
  • This study is aimed at proposing a new research model in which application store intention to acceptance influence factors (i.e.. facilitating condition, mobile computing self-efficacy, service compatibility, and system quality) affect TAM (i.e., perceived usefulness and perceived ease of use) positively, leading to application store intention to acceptance eventually. This study developed a research model to explain the use of Apple's App Store, and collected 228 survey responses from the undergraduate students who had experiences with such application store services as game and personal information management application download. To prove the validity of the proposed research model, PLS analysis is applied with valid 228 questionnaires. By employing PLS technique, the measurement reliability and validity of research variables are tested and the path analysis is conducted to do the hypothesis testing. In brief, the finding of this study suggests that application store intention to acceptance influence factors affect TAM positively, and application store intention to acceptance as well.

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Is a General Quality Model of Software Possible: Playability versus Usability?

  • Koh, Seokha;Jiang, Jialei
    • Journal of Information Technology Applications and Management
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    • v.27 no.2
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    • pp.37-50
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    • 2020
  • This paper is very exploratory and addresses the issue 'Is a general quality model of software possible?'. If possible, how specific can/should it be?' ISO 25000 Series SQuaRE is generally regarded as a general quality model which can be applied to most kinds of software. Usability is one of the 8 characteristics of SQuaRE's Product Quality Model. It is the main issue associated with SQuaRE's Quality in Use Model too. it is the most important concept associated software quality since using is the only ultimate goal of software products. Playability, however, is generally regarded as a special type of usability, which can be applied to game software. This common idea contradicts with the idea that SQuaRE is valid for most kinds, at least many kinds, of software. The empirical evidences of this paper show that SQuaRE is too specific to be a general quality model of software.

The Hidden Catalyst for Industrial Convergence between the MMOG Industry and the Online Broadcasting Industry in South Korea

  • Park, Jae-Hwan;Evans, Steve;Kim, Young Roak
    • Journal of Contemporary Eastern Asia
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    • v.13 no.2
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    • pp.69-85
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    • 2014
  • This paper explores the convergence process by focusing on the massively multiplayer online game(MMOG) industry and the online broadcasting industry in South Korea. In doing so, the paper seeks to establish the concept of Hidden catalysts for the integration process between the two industries and explore the roles of the Hidden catalysts in triggering the industry's transition. Further, the modified multi-level socio-technical model we applied in our research allows us both to understand each industry's development towards convergence in various dimensions and also to focus on the activities of the Hidden catalysts. In assessing the role of Hidden catalysts in industry convergence, we found that Hidden catalysts depend on two essential features: first, appropriate technology leading to the new industry dominance; and second, managerial capabilities to deal with conflicts among other new interest groups, to harmonise with government initiatives for industry development and to create new value in the integrated market to please the demand of mixed customers.

Capacity Analysis of Internet Servers Based on Log-Data Analysis (로그자료 분석을 통한 인터넷 서버의 용량 분석)

  • 김수진;윤복식;이용주;강금석
    • Korean Management Science Review
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    • v.19 no.1
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    • pp.29-38
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    • 2002
  • Due to the rapid increase In the Internet traffic volume, ISPs are faced with the definite need of the expansion of server capacity. In order to Provide prompt services for customers and still prevent excessive facility cost, it is critical to determine the optimum level of internet server capacity. The purpose of this Paper is to provide a simple but effective strategy on the expansion of servers capacity according to the increase in internet traffic. We model an internet server as an M/G/m/m queueing system and derive an efficient method to compute the loss probability which, In turn, Is used as a basis to determine proper server capacity. The Process of estimating the traffic parameter values at each server based on log data analysis is also given. All the procedures are numerically demonstrated through the process of analyzing actual log data collected from a game company.

A Strategy Implementation of Game Character Using Artificial Life Simulation (인공생명 시뮬레이션을 통한 게임 캐릭터의 전략 구현)

  • 조남덕;성백균;김기태
    • Proceedings of the Korean Information Science Society Conference
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    • 2000.04b
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    • pp.241-243
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    • 2000
  • 컴퓨터 게임에서의 인공지능은 규칙 기반 추론을 기반으로 한 추론 엔진을 사용하고 있다. 이 규칙 기반 추론 엔진은 비교적 간단하고 구현하기 쉽지만 규칙이 몇 가지 되지 않는다는 것과 규칙 변화가 없는 단점으로 게임 플레이어가 그 규칙들을 쉽게 알아버린다는 문제가 있다. 게임 제작자들은 이런 단점을 극복하고자 게임 플러이어끼리 경쟁을 붙이기 위해서 베틀넷 등 네트워크 쪽으로 그 단점을 보안하려고 하고 있다. 하지만 오히려 네트워크론의 발전은 더욱 더 인간에 가까운 게임 캐릭터 인공지능을 요구하게 되었으며 규칙 기반 추론 방법으로는 이러한 요구를 충족할 수 없기 때문에 새로운 방법이 필요하게 된 것이다. 이 논문에서는 그 새로운 방법에 대한 대책으로 신경망 알고리즘과 유전자 알고리즘을 사용한 인공생명 방법론으로 그 해결책을 모색해려 한다.

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A Cross-Layer Approach to Fair Resource Allocation for Multimedia Service in WiMAX

  • Hong, Seok-Hoon;Lee, Yong-Hun;Jung, Jae-Yoon;Suh, Doug-Young
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.4 no.6
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    • pp.1006-1022
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    • 2010
  • In this paper, a cross-layer resource allocation mechanism is proposed for wireless multimedia service. In particular, a game theory based on quality of service (QoS) for multimedia users is introduced to deal with the fairness of network resource allocation in wireless networks. Moreover, the channel states of wireless users are additionally regarded under the cross-layer design in WiMAX environment. In details, the bargaining solution is adopted to discover the efficient and fair resource allocation strategy for multimedia service in considering QoS in the peak signal-to-noise ratio (PSNR) and the channel states in the carrier-to-interface ratio (CINR). The proposed mechanism is illustrated and evaluated by simulation results of transmitting video sequences in WiMAX environment.

Effect Analysis of the Inter-Organizational Cooperation on the Achievement level of Jointed Goal and Its Simulation Model (조직간 협력의 조건이 공동목표 달성에 미치는 영향 분석과 시뮬레이션 모델에 관한 연구)

  • 최남희
    • Korean System Dynamics Review
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    • v.2 no.1
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    • pp.93-112
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    • 2001
  • Inter-Organizational Cooperation is the most common and important strategy in modern public and privet sectors managerial activities. In this paper the concepts of inter-organizational cooperation means not selfish cooperation as in the game circumstance and theory, but general collaborative action between organizations, they have share same goal. The achievement level of jointed-goal of inter-organization is depended upon the performance of cooperation, which resulted from the conditions and circumstances of cooperation. This paper analyses the effect of inter-organizational cooperation on achievement level of the jointed goal between two organizations with computer simulation model of the system dynamics approach. In the computer simulation model, three factors, goal perception, communication, and control, are considered as a key conditions of cooperation, which impact on the performance of cooperation. Simulation model was constructed with focus on the dynamic interactions between these three factors and the achievement level of jointed-goal. Consequently, the results found in this paper may provide further grounds for reducing the time delay that included in the conditions of cooperation.

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