• Title/Summary/Keyword: infinite games

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Some Recent Results of Approximation Algorithms for Markov Games and their Applications

  • 장형수
    • Proceedings of the Korean Society of Computational and Applied Mathematics Conference
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    • 2003.09a
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    • pp.15-15
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    • 2003
  • We provide some recent results of approximation algorithms for solving Markov Games and discuss their applications to problems that arise in Computer Science. We consider a receding horizon approach as an approximate solution to two-person zero-sum Markov games with an infinite horizon discounted cost criterion. We present error bounds from the optimal equilibrium value of the game when both players take “correlated” receding horizon policies that are based on exact or approximate solutions of receding finite horizon subgames. Motivated by the worst-case optimal control of queueing systems by Altman, we then analyze error bounds when the minimizer plays the (approximate) receding horizon control and the maximizer plays the worst case policy. We give two heuristic examples of the approximate receding horizon control. We extend “parallel rollout” and “hindsight optimization” into the Markov game setting within the framework of the approximate receding horizon approach and analyze their performances. From the parallel rollout approach, the minimizing player seeks to combine dynamically multiple heuristic policies in a set to improve the performances of all of the heuristic policies simultaneously under the guess that the maximizing player has chosen a fixed worst-case policy. Given $\varepsilon$>0, we give the value of the receding horizon which guarantees that the parallel rollout policy with the horizon played by the minimizer “dominates” any heuristic policy in the set by $\varepsilon$, From the hindsight optimization approach, the minimizing player makes a decision based on his expected optimal hindsight performance over a finite horizon. We finally discuss practical implementations of the receding horizon approaches via simulation and applications.

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Paradox in collective history-dependent Parrondo games (집단 과거 의존 파론도 게임의 역설)

  • Lee, Ji-Yeon
    • Journal of the Korean Data and Information Science Society
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    • v.22 no.4
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    • pp.631-641
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    • 2011
  • We consider a history-dependent Parrondo game in which the winning probability of the present trial depends on the results of the last two trials in the past. When a fraction of an infinite number of players are allowed to choose between two fair Parrondo games at each turn, we compare the blind strategy such as a random sequence of choices with the short-range optimization strategy. In this paper, we show that the random sequence of choices yields a steady increase of average profit. However, if we choose the game that gives the higher expected profit at each turn, surprisingly we are not supposed to get a long-run positive profit for some parameter values.

Timing Agency in Digital Comics : Focused on Multimedia Comics (전자만화의 타이밍 에이전시 : 멀티미디어와 혼합된 만화를 중심으로)

  • Yoh, Mi-Ju
    • Cartoon and Animation Studies
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    • s.27
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    • pp.79-97
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    • 2012
  • Comic book readers have respectively different reading speed and this means that time in comics is translated by readers' view. The authors arrange panels and gutters to control time, but time recognition in comics depends on the readers and generally it is the readers' role. On the contrary, the phenomenon having occurred by infinite canvas varied the authority of timing. Infinite canvas can give the comic book authors more authority of controlling timing than the readers by intervening in readers' relative time as an agents and transforming their fictive time into absolute time. Following to the concept of "Agency" in games, agency is the power which satisfies the players by reemergence of their intentions. Since some of digital comics absorbed the properties of other media such as animation and sound, we can see that the reader's timing agency is shifted to the author's timing agency. The purpose of this study is to analyse this phenomenon and to remind that agency motivated by the balance between material constraints and formal constraints becomes a condition of readability of digital comics but excessive timing constraints given to the readers causes a decrease of the readers' timing agency. This also can be a considerable matter when we produce digital comics.

Realization Method for Landscape Architecture Design Using Virtual Reality Technology - Focused on the Residential Garden Design - (가상현실(VR)기법을 이용한 조경설계 구현방법 - 주택정원 설계 중심으로 -)

  • Deng, Bei-Jia;Kim, Young-Hun;Cao, Lin-Sen;Heo, Sang-Hyun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.47 no.3
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    • pp.71-80
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    • 2019
  • The Fourth Industrial Revolution, centered on intelligence and information, began to take hold in 2016. This study uses virtual reality technology, which is the most popular technology of the Fourth Industrial Revolution. The purpose of this study is to explore a Virtual Walk-through method, which can be easily applied to landscape architecture. At present, virtual reality technology is widely used in the fields of games, emergency training, and architectural design. However, in the field of landscape architecture, it is still in the development stage. In addition, most of the traditional ways to display virtual reality use 2D images, but such methods have some limitations. Therefore, this research addresses the three stages of "design-exhibition-experience" and puts forward a new simple method called 'Virtual Walk-through' that breaks from traditional landscape design exhibitions. The results show that compared with traditional methods, virtual reality has many advantages, such as the freedom of experience, a diversity of viewing angles, information supply, interaction, etc. It can show high quality images and effects, which are suitable for landscape design. It provides an evaluation method for garden design that can be utilized in the future. It is simple and has value as it can reflect the method and the expected effects. Virtual reality technology can bring an infinite number of prospects to the development of landscape architecture.