نتایج جستجو برای: simultaneous games

تعداد نتایج: 172023  

2017
ADONAI JOSÉ LACRUZ Adonai José Lacruz

Purpose: This paper studies the influence of simulation dynamics in the learning of business games participants. Originality/gap/relevance/implications: Although many studies suggest the influence of factors linked simulation dynamics in the learning of participants of business games, it is unusual to investigate partial and simultaneous influence. Within lots of studies, the purpose is to eval...

2007
Sergei Gorlatch Tobias Schröter Stefan Fischer

Massively Multiplayer Online Games (MMOGs) are an increasingly popular class of real-time interactive distributed applications that require scalable network architectures and parallelization approaches. While games of the role-playing genre already allow thousands of users to concurrently participate in a single game session, there are important genres, in particular action and strategy games, ...

2017
Markos Epitropou Dimitris Fotakis Martin Hoefer Stratis Skoulakis

We study continuous opinion formation games with aggregation aspects. In many domains, expressed opinions of people are not only affected by local interaction and personal beliefs, but also by influences that stem from global properties of the opinions in the society. To capture the interplay of such global and local effects, we propose a model of opinion formation games with aggregation, where...

Journal: :Games and Economic Behavior 2017
James R. Wright Kevin Leyton-Brown

It is common to assume that agents will adopt Nash equilibrium strategies; however, experimental studies have demonstrated that Nash equilibrium is often a poor description of human players’ behavior in unrepeated normal-form games. In this paper, we analyze five widely studied models (QRE, Lk, Cognitive Hierarchy, QLk, and Noisy Introspection) that aim to describe actual, rather than idealized...

Background and Objectives: Modern technologies have a prominent role in adolescent's daily life. These technologies include specific cultural and moral patterns, which could be highly effective on adolescents. This research aimed at comparing the amount of time spent on computer games and aggressive behavior in male middle school students of Tehran. Materials and Methods: This study had a desc...

Journal: :CoRR 2015
Eckart Bindewald

The achievement of common goals through voluntary efforts of members of a group can be challenged by the high temptation of individual defection. Here, two-person one-goal assurance games are generalized to N-person, M-goal achievement games in which group members can have different motivations with respect to the achievement of the different goals. The theoretical performance of groups faced w...

2015
Simon Tudge Adam Jackson Richard A. Watson Markus Brede

Current theories of social evolution predict the direction of selection for a given level of assortment. What remains unclear is how to determine the direction of selection on assortment itself if this were subject to evolutionary change. Here we define and analyse a simple model that allows us to investigate the evolution of assortment. We find that there is only a positive selection gradient ...

Journal: :Int. J. Hum.-Comput. Stud. 2015
Chaklam Silpasuwanchai Xiangshi Ren

Full body gestures provide alternative input to video games that are more natural and intuitive. However, full-body game gestures designed by developers may not always be the most suitable gestures available. A key challenge in full-body game gestural interfaces lies in how to design gestures such that they accommodate the intensive, dynamic nature of video games, e.g., several gestures may nee...

Journal: :Computers in Human Behavior 2011
Seung-bae Park Namho Chung

Massive Multiplayer Online Role-Playing Games (MMORPGs), which allow simultaneous participation of several gamers, have attracted a great deal of attention recently. Since MMORPGs can be categorized as a type of online community, the behavior of MMORPGs users needs to be considered as the general behavior in online communities. However, previous studies of online communities did not pay enough ...

2016
Ana L. Schaigorodsky Juan I. Perotti Orlando V. Billoni

A series of recent works studying a database of chronologically sorted chess games-containing 1.4 million games played by humans between 1998 and 2007- have shown that the popularity distribution of chess game-lines follows a Zipf's law, and that time series inferred from the sequences of those game-lines exhibit long-range memory effects. The presence of Zipf's law together with long-range mem...

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