• Title/Summary/Keyword: Two-level Game

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Incentives to Pioneer the Next Generation Market for Two Firms with Asymmetric Conditions (비대칭적 조건하에서 기업간의 신시장 개척 유인 분석)

  • Lim, Jong-In;Oh, Hyung-Sik
    • Journal of Korean Institute of Industrial Engineers
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    • v.22 no.2
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    • pp.189-207
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    • 1996
  • In this paper, a market share competition model for two firms with asymmetric conditions is considered with. In the model, the asymmetry between two firms is given by the difference of market shares In the existing market and the change of market share is supposed to be occurred only through pioneering a new market. Since the timing decision of market pioneering is based on the continuous time domain, a super game structure which has infinitely many numbers of subgames is employed for the modeling. In the course of equilibrium finding, we show that there exists no subgame-perfect pure strategy equilibrium In this game. So, we apply a mixed strategy concept and find a unique subgame-perfect equilibrium behavior strategy. As a result of equilibrium analysis, we know that the relative sizes of pioneering Incentives between two firms are varying with parameter conditions. However, the global speed of market pioneering is proven to be independent with the level of asymmetry between two firms.

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Study on Measurement Variables for Visual Attention Improvement in a Serious Game (기능성 게임에서 시각주의력 측정을 위한 효과적인 변인의 설정)

  • Roh, Chang Hyun;Lee, Wan Bok
    • Journal of Digital Convergence
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    • v.11 no.10
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    • pp.731-736
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    • 2013
  • Recently attention deficit of children has caused various social problems. Those children who has symptoms like ADHD (Attention Deficit/Hyperactivity Disorder) has to be provided with methods which can enhance their attention level in a child-friendly way such as 3D games. This paper shows a research on how to measure the level of attention for attention deficit children using their favorite 3D games. Firstly, we speculated on the methods about attention measurement used in the medical area. And then we searched measurement variables which can effectively evaluate the level of attention during a game play time. Secondly, we have conducted experiment whether there exists difference about the value of the measurement variables between the two groups, normal children group and attention deficit children group. Those variables are omission error, commission error, average response time, and standard deviation of response time. Though our experiment has only been limited to visual attention level, four measurement variables revealed mutual differences.

The Effects of Relaxation on Stress and Blood Pressure Induced by Cognitive Distress Game among College Students (대학생에게 적용한 이완요법이 인지압박게임으로 인해 유발된 스트레스와 혈압에 미치는 영향)

  • Song, Mi-Ryeong;Kim, Sung-Hee
    • Journal of Korean Biological Nursing Science
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    • v.12 no.1
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    • pp.8-15
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    • 2010
  • Purpose: The purpose of this study is to investigate the effects of relaxation on stress and blood pressure of the college students induced by a cognitive distress game. Methods: The subjects for this research were 18 individuals whose stress index scores were below 4.0 (Asan city). The 18 subjects were divided into two, 9 students were assigned to the experimental group and the other 9 students to the control group randomly. Survey was used to gather data to recognize general characteristics and the level of stress and blood pressure were measured before and after cognitive distress game and relaxation. The gathered data were analyzed with frequency, $X^2$-test, Wilcoxon signed ranks test and Mann Whitney U test using SPSS 14.0 program. Results: Both level of stress and blood pressure displayed a statistically significant difference pre and post cognitive distress game. Relaxation had a statistically significant effect on level of stress. Relaxation, however, did not have statistically significant effect on blood pressure. Conclusion: The above results suggest that while relaxation was effective in reducing level of stress for college students, and therefore recommendable as a means to deal with stress. However, to investigate the effects on physiological index such as blood pressure, further research is needed.

Game Theory-based Bi-Level Pricing Scheme for Smart Grid Scheduling Control Algorithm

  • Park, Youngjae;Kim, Sungwook
    • Journal of Communications and Networks
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    • v.18 no.3
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    • pp.484-492
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    • 2016
  • Smart grid (SG) technology is now elevating the conventional power grid system to one that functions more cooperatively, responsively, and economically. When applied in an SG the demand side management (DSM) technique can improve its reliability by dynamically changing electricity consumption or rescheduling it. In this paper, we propose a new SG scheduling scheme that uses the DSM technique. To achieve effective SG management, we adopt a mixed pricing strategy based on the Rubinstein-Stahl bargaining game and a repeated game model. The proposed game-based pricing strategy provides energy routing for effective energy sharing and allows consumers to make informed decisions regarding their power consumption. Our approach can encourage consumers to schedule their power consumption profiles independently while minimizing their payment and the peak-to-average ratio (PAR). Through a simulation study, it is demonstrated that the proposed scheme can obtain a better performance than other existing schemes in terms of power consumption, price, average payment, etc.

Effects of Parenting Attitude and Youth's Subjective Class Identification on Game Addiction (부모의 양육태도와 청소년의 주관적 계층감이 게임중독에 미치는 영향에 관한 연구)

  • Jang, Ye-Beet;Lee, Hye-Rim;Kim, Min-Chul;Ryu, Seoung-Ho;Jeong, Eui-Jun
    • Journal of Korea Game Society
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    • v.13 no.6
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    • pp.53-64
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    • 2013
  • This study investigated how parents' parenting attitude and youth's subjective class identification influence on game addiction. Total 177 youths from 16 to 24 participated an online survey. According to the results, parents' excessive expectation and youths' high level of self-control were associated with low level of game addiction. We divided a total into two groups; low subjective class identification group vs. high subjective class identification group based on the subjective class identification(SCI) scores. In low SCI group, excessive expectation and high level of self-control were associated with low level of game addiction. On the contrary, in high SCI group, only interference was associated with low level of game addiction. Parents' certain parenting attitude variables and individuals' level of SCI is strongly related to addictive use of game media and other various type of new media.

Design of Rollover Prevention Controller Using Game-Theoretic Approach (미분게임 이론을 이용한 차량 전복 방지 제어기 설계)

  • Yim, Seongjin
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.37 no.11
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    • pp.1429-1436
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    • 2013
  • This study presents an approach for designing a vehicle rollover prevention controller using differential game theory and multi-level programming. The rollover prevention problem can be modeled as a non-cooperative zero-sum two-player differential game. A controller as an equilibrium solution of the differential game guarantees the worst-case performance against every possible steering input. To obtain an equilibrium solution to the differential game with a small amount of computational effort, a multi-level programming approach with a relaxation procedure is used. To cope with the loss of maneuverability caused by the active suspension, an electronic stability program (ESP) is adopted. Through simulations, the proposed method is shown to be effective in obtaining an equilibrium solution of the differential game.

An Efficient Hybrid Simulation Methodology Using the Game Physics Engine (물리엔진을 이용한 효과적인 하이브리드 시뮬레이션 방법론)

  • Lee, Wan-Bok;Ryu, Seuc-Ho
    • Journal of Digital Convergence
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    • v.10 no.10
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    • pp.539-544
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    • 2012
  • Most of the man-made systems can be modeled as a hybrid system which consists of both the high-level and the low-level component model. High level model is responsible for decision-making and the low-level one takes control of the mechanical component parts. Since the two models requires different interpretation method according to their type, analysis of a hybrid system becomes a difficult job. For the Analysis of the high-level model, methods for discrete event system models such as FSM can be used. On the contrary, numerical analysis techniques are required for the low-level continuous-time system model. Since it becomes a difficult thing for a modeller specifies and develops both the two-level models altogether, we propose an efficient hybrid simulation method which employs a game physics engine that has been widely and successfully used in the area of game industry.

The Impact of Information-Centric Force Improvements on Deterrence of Invasion: A Game-Theoretic Analysis (정보중심 전력증강의 전쟁억제 효과: 게임이론적 분석)

  • Cho, Jea-Yeong;Kim, Seung-Kwon
    • Journal of the military operations research society of Korea
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    • v.31 no.1
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    • pp.1-13
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    • 2005
  • Due to the rapid developments in information and computer technology, the warfare paradigm is being transformed into information-centric and knowledge-based warfare. This atmosphere may have significant impact on the ROK armed forces' Force Improvement Plans (FIP) which is documented in 'Defense White Paper 2004'. We focus here on the relationship of information-centric force and deterrence of invasion. Particularly, we are interested in understanding the level of information superiority that might be required to deter the invasion. In order to solve this problem, we employed two-sided, zero-sum strategic game to simulate the outcome with six hypothetical cases devised by varying the level of information superiority.

AHP-Based Recommendation System of Mobile Games Reflecting User Preferences (사용자 선호도를 반영한 AHP 기반 모바일 게임 추천 시스템)

  • Oh, Jae-Taek;Lee, Sang-Yong
    • Journal of Digital Convergence
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    • v.15 no.1
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    • pp.427-433
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    • 2017
  • Mobile game users tend to value the opinions from their friends or SNS when making a decision on which game to play. This is because they are not satisfied with the information on suggestions provided by the conventional mobile game recommendation systems. In this research, we made a system that can reflect user preference directly by using Analytic Hierarchy Process(AHP). In the system, the hierarchy of AHP is composed of final goal(Level 1), evaluation basis(Level 2) and alternative(Level 3). And the system is made up of an input module, an AHP processing module, a recommendation module and database. Through comparison analysis with two conventional systems to test the performance of the system, we could find that the system got more higher satisfaction than the other systems.

Comparison between Cournot-Nash and Stackelberg Game in Bi-level Program (Bi-level program에서 Cournot-Nash게임과 Stackelberg게임의 비교연구)

  • Lim, Yong-Taek;Lim, Kang-Won
    • Journal of Korean Society of Transportation
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    • v.22 no.7 s.78
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    • pp.99-106
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    • 2004
  • This paper presents some comparisons between Cournot-Nash and Stackelberg game in bi-level program, composed of both upper level program and lower level one. The upper level can be formulated to optimize a specific objective function, while the lower formulated to express travelers' behavior patterns corresponding to the design parameter of upper level problem. This kind of hi-level program is to determine a design parameter, which leads the road network to an optimal state. Bi-level program includes traffic signal control, traffic information provision, congestion charge and new transportation mode introduction as well as road expansion. From the view point of game theory, many existing algorithms for bi-level program such as IOA (Iterative Optimization Assignment) or IEA (Iterative Estimation Assignment) belong to Cournot-Nash game. But sensitivity-based algorithms belongs to Stackelberg one because they consider the reaction of the lower level program. These two game models would be compared by using an example network and show some results that there is no superiority between the models in deterministic case, but in stochastic case Stackelberg approach is better than that of Cournot-Nash one as we expect.