نتایج جستجو برای: simultaneous games

تعداد نتایج: 172023  

2013
Carrie J. Cai Rob Miller Stephanie Seneff

Arcade-style games like Tetris and Pacman are often difficult to adapt for educational purposes because their fast-paced intensity and keystroke-heavy nature leave little room for simultaneous practice of other skills. Incorporating spoken language technology could make it possible for players to learn as they play, keeping up with game speed through multimodal interaction. To date, however, it...

Journal: :JVRB 2008
Ali Mazalek Basil Mironer Elijah O'Rear Dana Van Devender

The TViews Table Role-Playing Game (TTRPG) is a digital tabletop role-playing game that runs on the TViews table, bridging the separate worlds of traditional role-playing games with the growing area of massively multiplayer online role-playing games. The TViews table is an interactive tabletop media platform that can track the location of multiple tagged objects in real-time as they are moved a...

Journal: :Developmental science 2009
Deena Skolnick Weisberg Paul Bloom

Each fictional world that adults create has its own distinct properties, separating it from other fictional worlds. Here we explore whether this separation also exists for young children's pretend game worlds. Studies 1 and 1A set up two simultaneous games and encouraged children to create appropriate pretend identities for coloured blocks. When prompted with a situation that required the use o...

2017
Naveen Kodali Jacob Abernethy James Hays Zsolt Kira

Generative Adversarial Networks have emerged as an effective technique for estimating data distributions. The basic setup consists of two deep networks playing against each other in a zero-sum game setting. However, it is not understood if the networks reach an equilibrium eventually and what dynamics makes this possible. The current GAN training procedure, which involves simultaneous gradient ...

2007

In this appendix we describe bidding strategies we have designed to study simultaneous ascending auction games [Reeves et al., 2003, MacKie-Mason et al., 2004, Reeves et al., 2005, Osepayshvili et al., 2005, Wellman et al., 2007]. Throughout this appendix we use the concept of an SAA environment, which comprises an SAA mechanism over M goods, a set of N agents, and a probability distribution D ...

2012
Olivier Compte Andrew Postlewaite

Compte and Postlewaite (2008, 2012) set out a model that assumed that peoples’ behavior was organized via mental systems, and employed that framework to analyze how people might cooperate in a repeated relationship with private monitoring with plausible strategies. That paper focussed on the case in which two people played a repeated prisoners dilemma game. In this paper we show that the basic ...

Journal: :Dynamic Games and Applications 2011
Anna Jaskiewicz Andrzej S. Nowak

We study a discounted maxmin control problem with general state space. The controller is unsure about his model in the sense that he also considers a class of approximate models as possibly true. The objective is to choose a maxmin strategy that will work under a range of different model specifications. This is done by dynamic programming techniques. Under relatively weak conditions, we show th...

Journal: :Games 2012
John Duffy Félix Muñoz-García

This paper investigates how the introduction of social preferences affects players’ equilibrium behavior in both one-shot and infinitely repeated versions of the Prisoner’s Dilemma game. We first show that defection survives as the unique equilibrium of the stage game if at least one player is not too concerned about inequity aversion. Second, we demonstrate that in the infinitely repeated vers...

2013
Jane Friedhoff

The PS Move, Kinect, and Wii tout their technological capabilities as evidence that they can best support intuitive, creative movements. However, games for these systems tend to use their technology to hold the player to higher standards of conformity. This style of game design can result in the player being made to 'fit' the game, rather than the other way around. It is worthwhile to explore a...

Adib, Yousef , Ebrahimi, Omid , Fathiazar, Eskandar ,

Introduction:  Due to the Attraction and enormous diversity of computer games, children and adolescents allocate a notable part of their time and energy to play these games. This necessitates the study of their Advantages and disadvantages. Therefore, the aim of this study was to represent the outcomes of playing computer games in the fourth grade students. Method: This is a qualitative and phe...

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