• Title/Summary/Keyword: generalized game

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Wave propagation analysis of the ball in the handball's game

  • Yongyong Wang;Qixia Jia;Tingting Deng;Mostafa Habibi;Sanaa Al-Kikani;H. Elhosiny Ali
    • Structural Engineering and Mechanics
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    • v.85 no.6
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    • pp.729-742
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    • 2023
  • It is a recent attraction to the mechanical scientists to investigate state of wave propagation, buckling and vibration in the sport balls to observe the importance of different parameters on the performance of the players and the quality of game. Therefore, in the present study, we aim to investigate the wave propagation in handball game ball in term of mass of the ball and geometrical parameters wit incorporation of the viscoelastic effects of the ball material into account. In this regard, the ball is modeled using thick shell structure and classical elasticity models is utilized to obtain the equation of motion via Hamilton's principle. The displacement field of the ball model is obtained using first order shear deformation theory. The resultant equations are solved with the aid of generalized differential quadrature method. The results show that mass of the ball and viscoelastic coefficient have considerable influence on the state of wave propagation in the ball shell structure.

PSO-optimized Pareto and Nash equilibrium gaming-based power allocation technique for multistatic radar network

  • Harikala, Thoka;Narayana, Ravinutala Satya
    • ETRI Journal
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    • v.43 no.1
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    • pp.17-30
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    • 2021
  • At present, multiple input multiple output radars offer accurate target detection and better target parameter estimation with higher resolution in high-speed wireless communication systems. This study focuses primarily on power allocation to improve the performance of radars owing to the sparsity of targets in the spatial velocity domain. First, the radars are clustered using the kernel fuzzy C-means algorithm. Next, cooperative and noncooperative clusters are extracted based on the distance measured using the kernel fuzzy C-means algorithm. The power is allocated to cooperative clusters using the Pareto optimality particle swarm optimization algorithm. In addition, the Nash equilibrium particle swarm optimization algorithm is used for allocating power in the noncooperative clusters. The process of allocating power to cooperative and noncooperative clusters reduces the overall transmission power of the radars. In the experimental section, the proposed method obtained the power consumption of 0.014 to 0.0119 at K = 2, M = 3 and K = 2, M = 3, which is better compared to the existing methodologies-generalized Nash game and cooperative and noncooperative game theory.

GOODSTEIN'S GENERALIZED THEOREM: FROM ROOTED TREE REPRESENTATIONS TO THE HYDRA GAME

  • LEONARDIS, A.;D'ATRI, G.;ZANARDO, E.
    • Journal of applied mathematics & informatics
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    • v.40 no.5_6
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    • pp.883-896
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    • 2022
  • A hereditary base-b representation, used in the celebrated Goodstein's theorem, can easily be converted into a labeled rooted tree. In this way it is possible to give a more elementary geometric proof of the aforementioned theorem and to establish a more general version, geometrically proved. This view is very useful for better understanding the underlying logical problems and the need to use transfinite induction in the proof. Similar problems will then be considered, such as the so-called "hydra game".

Path-finding by using generalized visibility graphs in computer game environments (컴퓨터 게임 환경에서 일반화 가시성 그래프를 이용한 경로찾기)

  • Yu, Kyeon-Ah;Jeon, Hyun-Joo
    • Journal of the Korea Society for Simulation
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    • v.14 no.3
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    • pp.21-31
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    • 2005
  • In state-of-the-art games, characters can move in a goal-directed manner so that they can move to the goal position without colliding obstacles. Many path-finding methods have been proposed and implemented for these characters and most of them use the A* search algorithm. When .the map is represented with a regular grid of squares or a navigation mesh, it often takes a long time for the A* to search the state space because the number of cells used In the grid or the mesh increases for higher resolution. Moreover the A* search on the grid often causes a zigzag effect, which is not optimal and realistic. In this paper we propose to use visibility graphs to improve the search time by reducing the search space and to find the optimal path. We also propose a method of taking into account the size of moving characters in the phase of planning to prevent them from colliding with obstacles as they move. Simulation results show that the proposed method performs better than the grid-based A* algorithm in terms of the search time and space and that the resulting paths are more realistic.

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A Study on Evaluation Method of Mixed Nash Equilibria by Using the Cournot Model for N-Genco. in Wholesale Electricity Market (도매전력시장에서 N명 발전사업자의 꾸르노 모델을 이용한 혼합 내쉬 균형점 도출 방법론 개발 연구)

  • Lim, Jung-Youl;Lee, Ki-Song;Yang, Kwang-Min;Park, Jong-Bae;Shin, Joong-Rin
    • Proceedings of the KIEE Conference
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    • 2003.07a
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    • pp.639-642
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    • 2003
  • This paper presents a method for evaluating the mixed nash equilibria of the Cournot model for N-Gencos. in wholesale electricity market. In the wholesale electricity market, the strategies of N-Genco. can be applied to the game model under the conditions which the Gencos. determine their stratgies to maximize their benefit. Generally, the Lemke algorithm is evaluated the mixed nash equlibria in the two-player game model. However, the necessary condition for the mixed equlibria of N-player are modified as the necessary condition of N-1 player by analyzing the Lemke algorithms. Although reducing the necessary condition for N-player as the one of N-1 player, it is difficult to and the mixed nash equilibria participated two more players by using the mathmatical approaches since those have the nonlinear characteristics. To overcome the above problem, this paper presents the generalized necessary condition for N-player and proposed the object function to and the mixed nash equlibrium. Also, to evaluate the mixed equilibrium through the nonlinear objective function, the Particle Swarm Optimization (PSO) as one of the heuristic algorithm are proposed in this paper. To present the mixed equlibria for the strategy of N-Gencos. through the proposed necessry condition and the evaluation approach, this paper proposes the mixed equilibrium in the cournot game model for 3-players.

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Improvement of the Mathematical Creativity Using Engineering Tools in Mathematics Mentorship Program (수학 사사과정에서 공학도구를 이용한 창의력 증진)

  • Boo, Deok Hoon
    • Communications of Mathematical Education
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    • v.35 no.1
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    • pp.119-136
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    • 2021
  • We performed the research and education programs using engineering tools such as Mathematica, Microsoft Excel and GeoGebra for the students in mathematics mentorship program of the institute of science education for the gifted. We used the engineering tools to solve the problems and found the rules by observing the solutions. Then we generalized the rules to theorems by proving the rules. Mathematica, the professional mathematical computation program, was used to calculate and find the length of the repeating portion of the repeating decimal. Microsoft Excel, the spreadsheet software, was used to investigate the Beatty sequences. Also GeoGebra, the dynamic geometric software, was used to investigate the Voronoi diagram and develop the Voronoi game. Using GeoGebra, we designed the Voronoi game plate for the game. In this program, using engineering tools improved the mathematical creativity and the logical thinking of the gifted students in mathematics mentorship program.

Movement Simulation on the Path Planned by a Generalized Visibility Graph (일반화 가시성그래프에 의해 계획된 경로이동 시뮬레이션)

  • Yu, Kyeon-Ah;Jeon, Hyun-Joo
    • Journal of the Korea Society for Simulation
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    • v.16 no.1
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    • pp.31-37
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    • 2007
  • The importance of NPC's role in computer games is increasing. An NPC must perform its tasks by perceiving obstacles and other characters and by moving through them. It has been proposed to plan a natural-looking path against fixed obstacles by using a generalized visibility graph. In this paper we develop the execution module for an NPC to move efficiently along the path planned on the generalized visibility graph. The planned path consists of line segments and arc segments, so we define steering behaviors such as linear behaviors, circular behaviors, and an arriving behavior for NPC's movements to be realistic and utilize them during execution. The execution module also includes the collision detection capability to be able to detect dynamic obstacles and uses a decision tree to react differently according to the detected obstacles. The execution module is tested through the simulation based on the example scenario in which an NPC interferes the other moving NPC.

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An Empirical Analysis of In-app Purchase Behavior in Mobile Games (모바일 게임 인앱구매에 영향을 주는 요인에 관한 연구)

  • Moonkyoung Jang;Changkeun Kim;Byungjoon Yoo
    • Information Systems Review
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    • v.22 no.2
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    • pp.43-52
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    • 2020
  • The mobile game industry has become the one of the fastest growing industries with its astonishing market size. Despite its industrial importance, a few studies empirically considered actual purchasing behavior in mobile games rather than the intention to purchase. Therefore, this paper investigates the key drivers of in-app purchase by analyzing the game-log dataset provided from a mobile game company in Korea. Specifically, the effects of goal-directed, habitual and social-interacted playing behavior are analyzed on in-app purchase. Furthermore, the recursive relationship with playing and purchasing behaviorsis also considered. The result shows that all suggested factors have positive impacts on in-app purchase in the current period. In addition, the effect of previous habitual playing has a positive impact, but the effect of social-interacted playing and in-app purchase in the previous period have negative impacts on in-app purchase of the current period. These findings can improve our understanding of the impact of game playing on in-app purchase in mobile games, and provide meaningful insights for researchers and practitioners.

On the browder-hartman-stampacchia variational inequality

  • Chang, S.S.;Ha, K.S.;Cho, Y.J.;Zhang, C.J.
    • Journal of the Korean Mathematical Society
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    • v.32 no.3
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    • pp.493-507
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    • 1995
  • The Hartman-Stampacchia variational inequality was first suggested and studied by Hartman and Stampacchia [8] in finite dimensional spaces during the time establishing the base of variational inequality theory in 1960s [4]. Then it was generalized by Lions et al. [6], [9], [10], Browder [3] and others to the case of infinite dimensional inequality [3], [9], [10], and the results concerning this variational inequality have been applied to many important problems, i.e., mechanics, control theory, game theory, differential equations, optimizations, mathematical economics [1], [2], [6], [9], [10]. Recently, the Browder-Hartman-Stampaccnia variational inequality was extended to the case of set-valued monotone mappings in reflexive Banach sapces by Shih-Tan [11] and Chang [5], and under different conditions, they proved some existence theorems of solutions of this variational inequality.

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A NON-COMPACT GENERALIZATION OF HORVATH'S INTERSECTION THEOREM$^*$

  • Kim, Won-Kyu
    • Bulletin of the Korean Mathematical Society
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    • v.32 no.2
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    • pp.153-162
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    • 1995
  • Ky Fan's minimax inequality is an important tool in nonlinear functional analysis and its applications, e.g. game theory and economic theory. Since Fan gave his minimax inequality in [2], various extensions of this interesting result have been obtained (see [4,11] and the references therein). Using Fan's minimax inequality, Ha [6] obtained a non-compact version of Sion's minimax theorem in topological vector spaces, and next Geraghty-Lin [3], Granas-Liu [4], Shih-Tan [11], Simons [12], Lin-Quan [10], Park-Bae-Kang [17], Bae-Kim-Tan [1] further generalize Fan's minimax theorem in more general settings. In [9], using the concept of submaximum, Komiya proved a topological minimax theorem which also generalized Sion's minimax theorem and another minimax theorem of Ha in [5] without using linear structures. And next Lin-Quan [10] further generalizes his result to two function versions and non-compact topological settings.

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