• Title/Summary/Keyword: Simulation game

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Game Theoretic Approach for Joint Resource Allocation in Spectrum Sharing Femtocell Networks

  • Ahmad, Ishtiaq;Liu, Shang;Feng, Zhiyong;Zhang, Qixun;Zhang, Ping
    • Journal of Communications and Networks
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    • v.16 no.6
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    • pp.627-638
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    • 2014
  • In this paper, we study the joint price and power allocation in spectrum sharing macro-femtocell networks. The proposed game theoretic framework is based on bi-level Stackelberg game where macro base station (MBS) works as a leader and underlaid femto base stations (FBSs) work as followers. MBS has fixed data rate and imposes interference price on FBSs for maintaining its data rate and earns revenue while FBSs jointly adjust their power for maximizing their data rates and utility functions. Since the interference from FBSs to macro user equipment is kept under a given threshold and FBSs compete against each other for power allocation, there is a need to determine a power allocation strategy which converges to Stackelberg equilibrium. We consider two cases for MBS power allocation, i.e., fixed and dynamic power. MBS can adjust its power in case of dynamic power allocation according to its minimum data rate requirement and number of FBSs willing to share the spectrum. For both cases we consider uniform and non-uniform pricing where MBS charges same price to all FBSs for uniform pricing and different price to each FBS for non-uniform pricing according to its induced interference. We obtain unique closed form solution for each case if the co-interference at FBSs is assumed fixed. And an iterative algorithm which converges rapidly is also proposed to take into account the effect of co-tier interference on interference price and power allocation strategy. The results are explained with numerical simulation examples which validate the effectiveness of our proposed solutions.

Optimal Charging and Discharging for Multiple PHEVs with Demand Side Management in Vehicle-to-Building

  • Nguyen, Hung Khanh;Song, Ju Bin
    • Journal of Communications and Networks
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    • v.14 no.6
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    • pp.662-671
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    • 2012
  • Plug-in hybrid electric vehicles (PHEVs) will be widely used in future transportation systems to reduce oil fuel consumption. Therefore, the electrical energy demand will be increased due to the charging of a large number of vehicles. Without intelligent control strategies, the charging process can easily overload the electricity grid at peak hours. In this paper, we consider a smart charging and discharging process for multiple PHEVs in a building's garage to optimize the energy consumption profile of the building. We formulate a centralized optimization problem in which the building controller or planner aims to minimize the square Euclidean distance between the instantaneous energy demand and the average demand of the building by controlling the charging and discharging schedules of PHEVs (or 'users'). The PHEVs' batteries will be charged during low-demand periods and discharged during high-demand periods in order to reduce the peak load of the building. In a decentralized system, we design an energy cost-sharing model and apply a non-cooperative approach to formulate an energy charging and discharging scheduling game, in which the players are the users, their strategies are the battery charging and discharging schedules, and the utility function of each user is defined as the negative total energy payment to the building. Based on the game theory setup, we also propose a distributed algorithm in which each PHEV independently selects its best strategy to maximize the utility function. The PHEVs update the building planner with their energy charging and discharging schedules. We also show that the PHEV owners will have an incentive to participate in the energy charging and discharging game. Simulation results verify that the proposed distributed algorithm will minimize the peak load and the total energy cost simultaneously.

An Efficient Game Theory-Based Power Control Algorithm for D2D Communication in 5G Networks

  • Saif, Abdu;Noordin, Kamarul Ariffin bin;Dimyati, Kaharudin;Shah, Nor Shahida Mohd;Al-Gumaei, Yousef Ali;Abdullah, Qazwan;Alezabi, Kamal Ali
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.15 no.7
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    • pp.2631-2649
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    • 2021
  • Device-to-Device (D2D) communication is one of the enabling technologies for 5G networks that support proximity-based service (ProSe) for wireless network communications. This paper proposes a power control algorithm based on the Nash equilibrium and game theory to eliminate the interference between the cellular user device and D2D links. This leadsto reliable connectivity with minimal power consumption in wireless communication. The power control in D2D is modeled as a non-cooperative game. Each device is allowed to independently select and transmit its power to maximize (or minimize) user utility. The aim is to guide user devices to converge with the Nash equilibrium by establishing connectivity with network resources. The proposed algorithm with pricing factors is used for power consumption and reduces overall interference of D2Ds communication. The proposed algorithm is evaluated in terms of the energy efficiency of the average power consumption, the number of D2D communication, and the number of iterations. Besides, the algorithm has a relatively fast convergence with the Nash Equilibrium rate. It guarantees that the user devices can achieve their required Quality of Service (QoS) by adjusting the residual cost coefficient and residual energy factor. Simulation results show that the power control shows a significant reduction in power consumption that has been achieved by approximately 20% compared with algorithms in [11].

Adaptive Packet Transmission Interval for Massively Multiplayer Online First-Person Shooter Games

  • Seungmuk, Oh;Yoonsik, Shim
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.2
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    • pp.39-46
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    • 2023
  • We present an efficient packet transmission strategy for massively multiplayer online first-person shooter (MMOFPS) games using movement-adaptive packet transmission interval. The player motion in FPS games shows a wide spectrum of movement variability both in speed and orientation, where there is room for reducing the number of packets to be transmitted to the server depending on the predictability of the character's movement. In this work, the degree of variability (nonlinearity) of the player movements is measured at every packet transmission to calculate the next transmission time, which implements the adaptive transmission frequency according to the amount of movement change. Server-side prediction with a few auxiliary heuristics is performed in concert with the incoming packets to ensure reliability for synchronizing the connected clients. The comparison of our method with the previous fixed-interval transmission scheme is presented by demonstrating them using a test game environment.

A Scalable Hybrid P2P MMOG Cloud Architecture for Load Management in a Region (영역내 부하 관리를 위한 확장적 하이브리드 P2P MMOG 클라우드 구조)

  • Kim, Jin-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.22 no.3
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    • pp.83-91
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    • 2022
  • This paper proposes a scalable hybrid P2P(peer-to-peer) cloud architecture for MMOGs(massively multiplayer online games) which includes load management schemes for each region. A game world is divided into several game regions and each game region is serviced by at least one peer(player) in this MMOG cloud environment. The load must be managed regionally to support smooth interactions among them even in the presence of a high concentration of players in a specific region. In the proposed architecture where an efficient and effective provisioning of resources is realized, it is suitable for players to interact with cloud servers effectively and it avoids bottlenecks of the current client-server MMOG architecture. This architecture also relieves a lot of computational power and network traffic, the load on the servers in the cloud by exploiting the capacity of the players. Simulation results show that the proposed hybrid P2P cloud architecture can reduce the considerable bandwidth at the server compared to the client server architecture as the available resources grow with the number of players in crowding or hotspots.

Particle Motion Interpolation Method for Mitigating the Occurrence of Unnatural Wave Breaking in Fluid Simulation (유체 시뮬레이션에서 부자연스러운 쇄파의 발생을 완화하기 위한 파티클 움직임 보간 방법)

  • Sung, Su-Kyung;Lee, Eun-Seok;Shin, Byeong-Seok
    • Journal of Korea Game Society
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    • v.14 no.3
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    • pp.55-62
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    • 2014
  • In particle-based fluid simulation, applying sudden power to particle raise unnatural flow when wave is breaking. To solve this problem, we have used an linear interpolation technique that interpolate between fluid particle by subdividing the time interval in the previous work. Acceleration vector of the particle with increased pressure in boundary could change smoothly. However, particle looks like flow with viscosity because the number of the minimum samples to interpolate increases. We propose an weighted-interpolation technique to represent the realistic movement of fluid. it is accumulating that has added and assigned different weights to the previous acceleration vector and current one repeatedly. weighted-interpolation technique using less minium samples to flow than linear interpolation, so it can solve the problem which particle looks like flow with viscosity.

Group Behavior Simulation of Multi-Agents by Using Steering Forces in an Enclosed Space (제한된 공간에서 조종력을 이용한 다중에이전트의 집단행동 시뮬레이션)

  • Cho, Sung-Hyun;Lee, Jae-Moon
    • Journal of Korea Game Society
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    • v.11 no.1
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    • pp.111-120
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    • 2011
  • It is important to realistically simulate group behaviors of the multi-agents in virtual worlds. While most researchers have focused on their group behaviors in an open space, this paper studies their group behaviors by using steering force in an enclosed space. Agents have a common target and should move towards it in an enclosed space while avoiding collision with other agents. Under those environments, three possible models of agents are proposed and the six steering forces needed in each model are also proposed. In order to show the correctness of the proposed models, they were simulated. Our simulation results showed that the proposed models only using steering forces operate well in the enclosed space although it requires a different period of time for each agent to arrive at its target depending on the walls and doors.

Wargame Simulator using Semantic Web Service (시멘틱 웹서비스를 이용한 워게임 시뮬레이터 제작)

  • Kim, Byoung-Chul;Lee, Kang-Sun
    • Journal of the Korea Society for Simulation
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    • v.17 no.4
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    • pp.183-189
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    • 2008
  • The next-generation war game simulators need a technique that reuses resources disperse on the web, and reorganizes federates on the fly based on the various events in real time. So far, HLA-based federates limit their interoperability to military networks, and in syntax-level. Web services techniques are widely used in enterprise applications and provide many proven practices to extend interoperability between WAN resources in semantic level. Two problems are met in order to utilize web services into war-game simulator : 1) How to achieve semantic-level interoperability between federates disperse on WAN, 2) How to interoperate web-based federates and RTI-based federates. In this paper, we provide solutions to the problems and highlight advantages using web-based federates with an example of ASuW(Anti-Surface Warfare).

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Implementation of Tactical Path-finding Integrated with Weight Learning (가중치 학습과 결합된 전술적 경로 찾기의 구현)

  • Yu, Kyeon-Ah
    • Journal of the Korea Society for Simulation
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    • v.19 no.2
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    • pp.91-98
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    • 2010
  • Conventional path-finding has focused on finding short collision-free paths. However, as computer games become more sophisticated, it is required to take tactical information like ambush points or lines of enemy sight into account. One way to make this information have an effect on path-finding is to represent a heuristic function of a search algorithm as a weighted sum of tactics. In this paper we consider the problem of learning heuristic to optimize path-finding based on given tactical information. What is meant by learning is to produce a good weight vector for a heuristic function. Training examples for learning are given by a game level-designer and will be compared with search results in every search level to update weights. This paper proposes a learning algorithm integrated with search for tactical path-finding. The perceptron-like method for updating weights is described and a simulation tool for implementing these is presented. A level-designer can mark desired paths according to characters' properties in the heuristic learning tool and then it uses them as training examples to learn weights and shows traces of paths changing along with weight learning.

Flight Simulation based on Blackout and Redout (블랙아웃과 레드아웃을 적용한 비행 시뮬레이션)

  • Yu, Ki-Youp;Song, Chang-Woo;Chung, Kyung-Yong;Kim, Sung-Ho
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.953-957
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    • 2009
  • The flight simulation the fact that imitates the real situation of flight for the training or boarding experience which manages a same flight equipment with the aircraft in goal. The flight simulation of existing attached importance in the research and development which is limited in the control which is visible and physical relate with the management of the airplane directly. So, the flight simulation applied in various game or simulator etc. But, there were not researches which are actual applies in flight simulation with considers the physiological phenomenon of pilot. Therefore this paper tries the flight simulation which assumes the physiological phenomenon as the blackout and a redout of pilot. In conclusion, predicts a future.

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