268 results on '"Game analysis"'
Search Results
2. Game analysis of merchants and consumers confronting fakes on e-commerce platforms
- Author
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Xinyao Zhao, Jinjin Li, Hang Yu, Xin Zhang, and Hongfeng Guo
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0209 industrial biotechnology ,Game analysis ,Control and Optimization ,Control engineering systems. Automatic machinery (General) ,selling fake commodities ,business.industry ,simulation analysis ,Word of mouth ,Advertising ,02 engineering and technology ,E-commerce ,GeneralLiterature_MISCELLANEOUS ,Systems engineering ,Evolutionarily stable strategy ,TA168 ,020901 industrial engineering & automation ,evolutionary stable strategy ,Artificial Intelligence ,Control and Systems Engineering ,TJ212-225 ,0202 electrical engineering, electronic engineering, information engineering ,ComputingMilieux_COMPUTERSANDSOCIETY ,020201 artificial intelligence & image processing ,business ,three-party evolutionary game - Abstract
With the rapid development of e-commerce, selling fake commodities happens more frequently. It is closely related to consumers' interests, merchants' online word of mouth, and e-commerce platforms' long-term development. To explore and analyse this problem, an evolutionary game model is constructed among a merchant, an e-commerce platform, and a consumer. Some factors are considered in the model, such as online word of mouth of the merchant and punishment mechanism of the platform. Then stable strategies are obtained for all participants and the influence of each factor on the choices of their strategies is analysed. The stability of equilibrium points is discussed through the Jacobian matrix and Lyapunov's indirect method. And evolutionary stable strategy combinations are obtained. The results show that e-commerce platforms' supervision and consumers' evaluations are shown to have important impacts on merchants' behaviours; reducing supervision costs and increasing punishment on merchants can help improve the enthusiasm of platforms' supervision clearly; and merchants' negative online word of mouth brings about potential economic losses. At last, the influence of each factor on the evolution of each participant's strategies is simulated by Matlab 2014a. And potential evolutionary stable strategy combinations of the game system are verified under different conditions.
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- 2021
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3. A multilevel hypernetworks approach to assess coordination and communication in player interactions in sports teams as co-evolutionary networks
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João Ribeiro, Daniel Barreira, Júlio Garganta, and Keith Davids
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Competition (economics) ,Game analysis ,Social network ,Computer science ,business.industry ,Dynamics (music) ,Perspective (graphical) ,General Medicine ,Motor behavior ,Metrics ,business ,Data science ,Social network analysis - Abstract
BACKGROUND: This paper presents an introduction and brief appraisal of the use of hyper networks metrics and its potential practical application in examining team dynamics' coordination patterns collective sports. AIM: Throughout their critique piece, we highlighted that game analysis, including the hyper network concept, may help overcome the limitations of previous tools such as social network measures. FINDINGS AND CONCLUSIONS: While the social network analysis generally considers only dyadic interactions (e.g., between two players), the hyper networks also take into account a multidimensional perspective, including both player level and team level communication and coordination. We also evidenced that new studies using hyper network metrics are required in a range of team sports, mainly using data gathered from official competition matches.
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- 2020
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4. The sustainable development of university student loans based on the evolutionary game
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Ting Lin, Yan Zhang, Wenke Wang, and Xiaoqiong You
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Sustainable development ,Game analysis ,business.industry ,05 social sciences ,Human Factors and Ergonomics ,Public relations ,Education ,Evolutionarily stable strategy ,Information asymmetry ,Loan ,0502 economics and business ,Sustainability ,050211 marketing ,050207 economics ,business ,Dynamic equation - Abstract
Purpose National student loans help solve the problem of tuition fees for students from poor families to a great extent. This paper aims to study the behavior of three main players involved in university student loans, namely, universities, banks and students and explores necessary conditions for promoting the steady development of student loans, as well as the sustainability of cooperation and coordination among players, thus promoting the further development of student loans. Design/methodology/approach First, from the perspectives of the three related players of banks, students and universities and their behavior, this paper establishes a three-player behavioral evolutionary game model, conducts a sustainable game analysis among the different players, and by replicating the dynamic equations with the Jacobian matrix solve the evolutionarily stable strategy. Finally, applying MATLAB tools, a sensitivity analysis of relevant impacting factors is carried out to explore the influencing mechanism of the sustainable development of student loans. Findings To achieve the mechanism of mutual coordination and cooperation between participants, banks need to be guided to actively issue student loans and conduct strict loan review. College students should be encouraged to establish good credit and strengthen penalties should be implemented for violations of regulations. Universities should be encouraged to help banks reduce information asymmetry, promote financial knowledge and student integrity education and promote the sustainable development of national student loans. Originality/value This research will help scholars better understand the interaction mechanism among universities, banks and students, and promote the sustainable development of national student loans.
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- 2020
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5. Game Analysis of Behavior Choice on Construction of the Social Emergency Rescue System Between Government and Enterprises
- Author
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Haifeng Gao and Hongchun Huang
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construction ,Government ,Game analysis ,Process management ,General Computer Science ,Emergency management ,Sequential game ,business.industry ,General Engineering ,Behavior choice ,social emergency rescue system ,Emergency rescue ,General Materials Science ,Business ,lcsh:Electrical engineering. Electronics. Nuclear engineering ,Technology innovation ,game analysis ,lcsh:TK1-9971 - Abstract
The behavior choice between the social emergency rescue rules makers (government and its important participant enterprises) has a great influence on the social emergency rescue activities. So this paper makes an in-depth analysis on the behavior choice between government and enterprises in the social emergency rescue activities. We analyses the actions and motivations between government and enterprises through constructing the static and dynamic game model between government and enterprises in the emergency management technology innovation. Finally, the corresponding suggestions are proposed.
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- 2020
6. Are eSports more than just sitting? A study comparing energy expenditure
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Umut Ziya Kocak
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Adult ,Male ,medicine.medical_specialty ,Game analysis ,Sitting Position ,biology ,Adolescent ,business.industry ,Athletes ,Health Policy ,Sitting ,biology.organism_classification ,Metabolic equivalent ,Young Adult ,Energy expenditure ,Italy ,Video Games ,Physical therapy ,Respiratory frequency ,Medicine ,Humans ,business ,Energy Metabolism ,Amateur - Abstract
Aim: To investigate the energy expenditure of amateur eSport athletes between sitting and an eSport gaming session. Materials & methods: Eleven amateur male eSport athletes (age: 21.73 ± 3.50 years, weight: 76.00 ± 12.51 kg, height: 1.81 ± 0.06 m) were included. After recording the resting values, eSports playing values were recorded using an open circulation oxygen consumption analyzer (QuarkCPET, COSMED, Albano Laziale, Italy). Also, action per min (APM) scores were recorded. Results: When comparing the respiratory frequency, metabolic equivalent of task values and energy expenditure values of the participants, a significant increase was observed in all three values (p Conclusion: eSports players, who are considered to be physically inactive by sitting, spend approximately 40% more energy than sitting, even at the amateur level. According to APM, more energy can be spent in tournaments and at the elite level.
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- 2021
7. An Evolutionary Game Analysis of the Influence of Media Public Opinion on the Choice of Corporate Environmental Strategic Models
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Qijie Sheng
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Microeconomics ,Game analysis ,business.industry ,Order (exchange) ,media_common.quotation_subject ,Premise ,Environmental pollution ,Environmental strategy ,Public opinion ,business ,Competitive advantage ,Publicity ,media_common - Abstract
As the main source of environmental pollution, the environmental behavior of enterprises is concerned by public opinion. In order to obtain competitive advantage, enterprises will make a reasonable choice of environmental strategy according to the external public opinion. Based on the premise that there is no difference in the input and income between the positive and negative media reports, this paper constructs an evolutionary game model of the positive and negative media publicity on the choice of enterprise environmental strategic behavior, and analyzes the evolutionary path, equilibrium point and stability strategy. The results show that different media publicity methods and efforts have different effects on enterprises' adoption of substantive and symbolic environmental strategies. The influence of public opinion plays an important role in the implementation of environmental strategy.
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- 2021
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8. How does the Quantity of Disclosed Information Provided by Insurers Affect Entity Behaviors in Internet Insurance Market?: A Study Based on Tripartite Evolutionary Game Analysis between Government, Insurance Companies and Consumers
- Author
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Shao Jie
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Government ,Game analysis ,business.industry ,Insurance market ,The Internet ,Business ,Marketing ,Affect (psychology) - Abstract
The emergence of internet insurance provides a new consumption pattern for insurance consumers in the e-commerce era. However, without insurers fulfilling duty of disclosure, consumers’ interests cannot be guaranteed. This paper will analyze the costs and benefits of three parties (i.e. government, insurance companies and consumers) and their strategies regarding information disclosure of insurance products on the internet. Using an evolutionary game model under bounded rationality assumptions, the Nash Equilibrium (NE) and evolutionary stability strategy (ESS) of the system are explored. The results show that (Disclosing, not Regulating, not Complain) is the best ESS and it is consumers’ buying decision not regulation that ultimately compels insurers to disclose enough information. The different current situations in China and Japan are discussed in light of the model, and some measures are suggested to promote the development of internet insurance markets in both countries.
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- 2019
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9. Evolutionary Game Analysis of Chinese Food Quality considering Effort Levels
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Song Yang, Aifeng Wang, Jincai Zhuang, and Yancai Zhang
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Value (ethics) ,Game analysis ,Government ,Multidisciplinary ,Article Subject ,General Computer Science ,business.industry ,04 agricultural and veterinary sciences ,02 engineering and technology ,Environmental economics ,Food safety ,040401 food science ,lcsh:QA75.5-76.95 ,0404 agricultural biotechnology ,Harm ,External effect ,Food supply ,0202 electrical engineering, electronic engineering, information engineering ,020201 artificial intelligence & image processing ,lcsh:Electronic computers. Computer science ,Business ,Food quality - Abstract
Food safety accidents occur frequently, which has caused great harm to people’s health. With the consideration that food quality requires the joint efforts of all members of the food supply chain and that quality-improving efforts for food have a positive external effect, we focus on the quality-improving effort level, which is very important for food quality and safety. This paper builds an evolutionary game model and employs the replicated dynamic equation to study evolutionarily stable strategies of suppliers and producers. Furthermore, simulation experiments are conducted to verify the modeling analyses and demonstrate the influences of game parameters. The research results show that the behavioral strategies are closely related to the factors such as the ratios of the input to the output, the cost of quality-improving efforts, the hitchhiking benefits, and the initial strategy. Only when the punishing dynamics of the government exceeds a certain value, both participants can choose the quality-improving effort strategy. Based on the results, this paper has provided some inspiration for policy-making of government institutions.
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- 2019
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10. Match Analysis in Handball: A Systematic Review
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Vasco Vaz, Willian Ferrari, and Hugo Sarmento
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business.industry ,Rehabilitation ,Physical Therapy, Sports Therapy and Rehabilitation ,teams’ sports ,PRISMA ,computer.software_genre ,Match analysis ,GV557-1198.995 ,Sports medicine ,Orthopedics and Sports Medicine ,Artificial intelligence ,business ,Psychology ,game analysis ,computer ,RC1200-1245 ,Natural language processing ,performance ,Sports - Abstract
The main objective of this research is to focus on a systematic review of the literature on handball, to identify potential areas for future research in this specific area of specialization. The most common research topics were identified, their methodologies were described, and the evolutionary tendencies of this area of research were systematized. Within a systematic review of the Web of Science ™ Core Collection, PubMed, and SportDiscus databases, according to the PRISMA guidelines, the following keywords were used: “handball”, each one associated with the terms: “match analysis”, “performance analysis”, “notational analysis”, “game analysis”, “tactical analysis”, and “patterns of play”. Of the 245 studies initially identified, 28 were fully reviewed, and their results were analysed. Studies that meet all the inclusion criteria were organized according to the research design as descriptive, comparative, or predictive. The results showed that most of the studies use the statistics available through the tournament organization; some researchers have attempted to find some association between cause and effect in different contexts. The studies focused their analysis on four main variables of performance: total shots and finals, end match outcome, Time Outs (TTos), and the relationship between home advantage. This systematic review can provide useful information on potential lines of research for performance analysts in the field of handball match analysis.
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- 2019
11. Two-level game analysis of Japan in the TPP negotiations
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Tomohito Shinoda
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Game analysis ,Sociology and Political Science ,business.industry ,media_common.quotation_subject ,International trade ,Term (time) ,Prime minister ,Negotiation ,Asia pacific ,Foreign policy ,Political science ,Political Science and International Relations ,Trans pacific partnership ,business ,media_common - Abstract
Starting his second term as Japanese prime minister in late 2012, Shinzo Abe regarded Japan’s participation in TPP negotiations as one of the top priority foreign policy issues. Abe successfully acquired a concession from President Barack Obama in order to enter the TPP negotiations without prior commitment to the total elimination of tariffs. After entry into the negotiations, Japan found a way to offer a tariff elimination on the politically sensitive agricultural products. Although the Japanese negotiation team was a latecomer in the TPP negotiation, its members played an instrumental role in reaching an agreement by helping other negotiating partners in the process. In addition, other factors including Japan-Australia FTA, the break-up of the Japan-US cabinet level meeting, and the Chinese initiative in AIIB motivated the American negotiators to reach an agreement. Japan’s role became even more important with the US withdrawal from the agreement, eventually contributing to a successful conclusion of the TPP agreement among 11 countries. Employing a two-level game framework, this study examines how Japan reached an important agreement with the United States in the original TPP negotiations, and then, after the American withdrawal, with other countries in the TPP 11 negotiations.
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- 2019
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12. Evolutionary game analysis of green agricultural product supply chain financing system: COVID-19 pandemic
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Zhang Yu and Syed Abdul Rehman Khan
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Game analysis ,021103 operations research ,Coronavirus disease 2019 (COVID-19) ,business.industry ,Natural resource economics ,Supply chain ,Strategy and Management ,05 social sciences ,0211 other engineering and technologies ,Financing system ,02 engineering and technology ,Management Science and Operations Research ,Agricultural sustainability ,Management Information Systems ,Agriculture ,Management of Technology and Innovation ,0502 economics and business ,Pandemic ,Business ,Product (category theory) ,Business and International Management ,050203 business & management - Abstract
An increasing number of people have been aware of the significance of agricultural sustainability. While the current agricultural product supply chain transformation into a green agricultural produ...
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- 2021
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13. D2D Mobile Relaying Meets NOMA –Part I:A Biform Game Analysis
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Safaa Driouech, El-Mehdi Amhoud, Mounir Ghogho, Essaid Sabir, Phare, LIP6, Sorbonne Université (SU)-Centre National de la Recherche Scientifique (CNRS)-Sorbonne Université (SU)-Centre National de la Recherche Scientifique (CNRS), Ecole Nationale Supérieure d'Electricité et de Mécanique [Casablanca] (ENSEM), Université Hassan II [Casablanca] (UH2MC), Université du Québec à Montréal = University of Québec in Montréal (UQAM), Department of Computer Science and Software Engineering [Québec], Université Laval [Québec] (ULaval), Université Internationale de Rabat (UIR), and Mohammed VI Polytechnic University [Marocco] (UM6P)
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Game analysis ,Computer science ,distributed reinforcement learning ,02 engineering and technology ,lcsh:Chemical technology ,Biochemistry ,Article ,Nash equilibrium ,Analytical Chemistry ,Noma ,self-organized devices ,[INFO.INFO-NI]Computer Science [cs]/Networking and Internet Architecture [cs.NI] ,symbols.namesake ,Perspective (geometry) ,0203 mechanical engineering ,0202 electrical engineering, electronic engineering, information engineering ,medicine ,Reinforcement learning ,lcsh:TP1-1185 ,NOMA/OMA ,Electrical and Electronic Engineering ,[MATH]Mathematics [math] ,Set (psychology) ,Instrumentation ,Throughput (business) ,ComputingMilieux_MISCELLANEOUS ,5G/B5G/6G ,business.industry ,020206 networking & telecommunications ,020302 automobile design & engineering ,medicine.disease ,Atomic and Molecular Physics, and Optics ,symbols ,business ,D2D-relaying ,biform game ,Computer network - Abstract
Structureless communications such as Device-to-Device (D2D) relaying are undeniably of paramount importance to improving the performance of today&rsquo, s mobile networks. Such a communication paradigm requires implementing a certain level of intelligence at device level, allowing to interact with the environment and select proper decisions. However, decentralizing decision making sometimes may induce some paradoxical outcomes resulting, therefore, in a performance drop, which sustains the design of self-organizing, yet efficient systems. Here, each device decides either to directly connect to the eNodeB or get access via another device through a D2D link. Given the set of active devices and the channel model, we derive the outage probability for both cellular link and D2D link, and compute the system throughput. We capture the device behavior using a biform game perspective. In the first part of this article, we analyze the pure and mixed Nash equilibria of the induced game where each device seeks to maximize its own throughput. Our framework allows us to analyse and predict the system&rsquo, s performance. The second part of this article is devoted to implement two Reinforcement Learning (RL) algorithms enabling devices to self-organize themselves and learn their equilibrium pure/mixed strategies, in a fully distributed fashion. Simulation results show that offloading the network by means of D2D-relaying improves per device throughput. Moreover, detailed analysis on how the network parameters affect the global performance is provided.
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- 2021
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14. The Evolutionary Game Analysis of Public Opinion Supervision of Engineering Quality in the Network Citizen Journalism Environment
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Yaohong Yang, Ying Liu, Yi Zeng, and Jing Dai
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Government ,Game analysis ,Article Subject ,Computer Networks and Communications ,business.industry ,Computer science ,Process (engineering) ,media_common.quotation_subject ,Citizen journalism ,TK5101-6720 ,Public relations ,Public opinion ,Computer Science Applications ,Telecommunication ,Quality (business) ,business ,media_common - Abstract
With the rapid development of mobile networks and citizen journalism, public opinion supervision has become an essential social supervision on engineering quality. They consider the dynamic characteristics of the spread process of public opinion and the game process of social supervision on engineering quality. The tripartite evolutionary game model of the government, contractors, and the public was constructed by coupling the Susceptible-Exposed-Infected-Removed (SEIR) model of public opinion spread and the evolutionary game model. Then, the influence laws of public opinion spread on the tripartite evolutionary game were analyzed and discussed through numerical simulation analysis. The results show that the public with more significant influence or authority is more able to restrain the quality behavior of government and contractors; increasing the probability of transforming ignorant into latent, the probability of converting latent into the communicator and topic derivation rate or reducing the direct immunization self-healing can improve the effectiveness of public opinion supervision; the true online public opinion can effectively restrain the quality behavior of contractors and urge the government to supervise actively. The research conclusions can provide a reference for improving the social supervision mechanism of engineering quality in the era of network citizen journalism.
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- 2021
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15. Development of the 'interactivelab' platform for network analysis in soccer
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Marcos Rodrigo Trindade Pinheiro Menuchi, Matheus Almeida Santos Anjos, Claudia Thalita Andrade Mendes, Matheus Santos Cardoso da Silva, Osmar Silva Nascimento, and Marcelo Ossamu Honda
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Health (social science) ,Computer science ,business.industry ,Reliability (computer networking) ,Work (physics) ,Context (language use) ,General Medicine ,Social network analysis ,Software ,Human–computer interaction ,GV557-1198.995 ,Sports medicine ,Product (category theory) ,Architecture ,soccer performance ,business ,RC1200-1245 ,Game analysis ,Sports ,Network analysis - Abstract
Aims: To introduce a platform called “InteractiveLab” (ILab) for collecting and analyzing ball passing networks during soccer games. Methods: The software was organized to collect data through a mobile interface and touch screen and simultaneously access that data from a remote database, allowing the automated acquisition, storage, and processing of data during games through an application from the web. The analysis is based on the concept of social networks, characterized by the interaction of players through passing exchanges. Results: This descriptive study presents the construction architecture and functioning of the developed software. It also presents the results of intra- and inter-rater reliability and a comparison with the manual collection method. Data were extracted and viewed according to the attacking unit classifications, with the following four outcomes: (a) interception, (b) lost ball, (c) incompletion, and (d) completion. This classification allows for the configuration of the data for a more precise analysis. Some limitations were highlighted, as well as future projections for the improvement of applications and analysis of the interactions network in the context of soccer. Conclusion: It is concluded that the InteractiveLab platform is a viable and beneficial tool that offers new possibilities for analysing performance in soccer. Moreover, given the lack of solutions that work similarly, this product also has market potential.
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- 2021
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16. Pet Cultivation Game Analysis of Mobile Commerce Platform Based on 8 Core Drives Framework
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Huang Yi-Ting and Yu Na
- Subjects
Core (game theory) ,Game analysis ,business.industry ,Computer science ,Embedded system ,Mobile commerce ,business - Published
- 2021
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17. Evolutionary Game Analysis of Three Players on Behavioural Strategy of P2P Lending Participants: A Sustainable Operations Perspective
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Shuai Deng, Abd Alwahed Dagestani, Hao Guo, and Ge You
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Finance ,Game analysis ,Multidisciplinary ,Opportunity cost ,General Computer Science ,Punishment (psychology) ,Article Subject ,business.industry ,Perspective (graphical) ,QA75.5-76.95 ,Incentive ,Electronic computers. Computer science ,Sustainability ,Default ,business ,Stakeholder theory - Abstract
In China, most of peer-to-peer (P2P) lending platforms do not possess operational sustainability due to excessive defaults. To address this problem, the conflict of interests among P2P lending participants is discussed using a stakeholder approach. An evolutionary game model (EGM) of three players is developed to analyse the interactions among regulatory authorities, P2P lending platforms, and borrowers. Then, the asymptotic of the equilibrium and evolutionary stability strategies of the EGM are analysed. Results indicate that either the P2P lending platforms or borrowers will choose “noncompliant operation” or “default” strategies from a short-term perspective, and the strict supervision of the P2P lending platform in the short term is necessary for the sustainable operation of the platform. When supervision is intensified in the early stage and regulatory pressure becomes a normal state, P2P lending platforms and borrowers will actively select “compliant operation” and “repayment” strategies even if there is a lack of regulation in the future. Meanwhile, the behavioural strategies of P2P lending participants can be changed to conform to the sustainability of P2P lending by reducing the costs of strict supervision and increasing the damage caused by general supervision, reward and punishment coefficient for P2P lending platforms, repayment incentives of borrowers, and defaulting opportunity costs. Finally, suggestions for regulating the behaviours of P2P lending participants and promoting sustainability of P2P lending industry are discussed.
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- 2021
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18. Two-Period Reputation Model of Knowledge Sharing between Enterprises Based on Signal Game Analysis
- Author
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Hongxia Yu, Qiliang Wang, Qingquan Jiang, Changwei Mo, and Rong Fu
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Game analysis ,Knowledge management ,Article Subject ,business.industry ,General Mathematics ,media_common.quotation_subject ,05 social sciences ,SIGNAL (programming language) ,General Engineering ,02 engineering and technology ,Engineering (General). Civil engineering (General) ,Corporate reputation ,Knowledge sharing ,0502 economics and business ,0202 electrical engineering, electronic engineering, information engineering ,Key (cryptography) ,QA1-939 ,020201 artificial intelligence & image processing ,Business ,TA1-2040 ,050203 business & management ,Period (music) ,Mathematics ,Reputation ,media_common - Abstract
Knowledge sharing between enterprises is an important way to obtain external research and development (R&D) resources and keep competitiveness. This paper used a reputation model based on a two-period signal game to explore knowledge-sharing micromechanism between enterprises and key influencing factors of enterprises. The results show that reputation effects are an important mechanism that will make knowledge sharing between enterprises operate effectively. Motivated by reputation effects, even those noncooperative enterprises continue to pretend to be cooperative enterprises for knowledge sharing before the end of the game. Finally, we adopt the analytical methods and conclusions given by the model in this article to analyze opportunistic problems in knowledge sharing among cooperative enterprises and put forward some valuable suggestions on the conditions for the effective use of corporate reputation effects.
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- 2021
19. Evolutionary Game Analysis of Knowledge Sharing in Low-Carbon Innovation Network
- Author
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Cuicui Zheng
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Game analysis ,Multidisciplinary ,Knowledge management ,General Computer Science ,Knowledge collaboration ,Article Subject ,Process (engineering) ,Computer science ,business.industry ,020209 energy ,Collaborative knowledge ,02 engineering and technology ,QA75.5-76.95 ,010501 environmental sciences ,01 natural sciences ,Knowledge sharing ,Evolutionarily stable strategy ,Potential difference ,Electronic computers. Computer science ,0202 electrical engineering, electronic engineering, information engineering ,Structured model ,business ,0105 earth and related environmental sciences - Abstract
Low-carbon technological innovation is the main means to develop a low-carbon economy, and network knowledge sharing and collaborative innovation is an effective model for the development of low-carbon technologies. First of all, this article adopts a decision-making experiment and evaluation laboratory method and interpretation structure model, combines the two methods, extracts the advantages of the two, and discards the shortcomings of the two, thus constructing a new optimized and upgraded interpretation structure model. We give methods to explore the main influencing factors of collaborative innovation of low-carbon technologies for online knowledge sharing. Based on the industrial network knowledge sharing and cooperation network environment, the network evolution game model of network knowledge sharing knowledge collaboration is constructed to study the rewards and punishments, the profit distribution rate, the knowledge potential difference, and the parameter pairing of the network knowledge sharing cooperation network structure in the process of network knowledge sharing and collaborative knowledge innovation. The influence of the network knowledge sharing cooperation strategy is obtained through simulation to change the size of the relevant parameters so that the network knowledge sharing cooperation agent chooses the network evolution game of the sharing strategy to realize the optimal evolutionary stable strategy. According to the simulation results, this article proposes suggestions from the following aspects, aiming to improve the overall knowledge synergy effect of the network knowledge sharing and cooperation network.
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- 2021
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20. Government Supervision on Explosive Enterprises’ Immoral Behaviors in E-Commerce Enterprises: An Evolutionary Game Analysis
- Author
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Runjie Fan, Yuanyuan Chen, Liang Shen, and Yuyan Wang
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Game analysis ,Government ,Multidisciplinary ,General Computer Science ,Punishment ,Explosive material ,Article Subject ,business.industry ,media_common.quotation_subject ,05 social sciences ,Developing country ,E-commerce ,QA75.5-76.95 ,Order (exchange) ,Electronic computers. Computer science ,0502 economics and business ,050211 marketing ,Marketing ,business ,Inefficiency ,050203 business & management ,media_common - Abstract
Explosive enterprises’ immoral behaviors in the online shopping market are widespread and have not been effectively solved. Especially in developing countries, there is a direct relationship between massive immoral behaviors and the inefficiency of government supervision. Using an evolutionary game, this paper finds that immoral behavior is more likely to spread in online markets than in traditional markets. Only when government supervision and punishment are large enough and government’s punishment for the illegal enterprise exceeds extra supervision costs that government pays, explosive immoral behaviors can be curbed. Additionally, consumer support is an essential factor in improving the efficiency of government supervision. This study sorts out the interactions between e-commerce market participants and the government, obtains a path to achieve efficient government regulation, and offers management insights. The findings can serve as a reference for ensuring order in the emerging online shopping market and can also provide theoretical references for future related research.
- Published
- 2021
21. Card game analysis for fast multi-criteria decision making
- Author
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Beatrice Di Pierro, Bartolomeo Silvestri, Michele Roccotelli, and Valentino Sangiorgio
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Game analysis ,Computer science ,Process (engineering) ,Decision theory ,0211 other engineering and technologies ,Analytic hierarchy process ,02 engineering and technology ,Management Science and Operations Research ,Machine learning ,computer.software_genre ,Structuring ,Theoretical Computer Science ,Set (abstract data type) ,Multi-criteria decision methods ,021105 building & construction ,Card game analysis ,Decision science ,0202 electrical engineering, electronic engineering, information engineering ,business.industry ,Multiple-criteria decision analysis ,Computer Science Applications ,Ranking ,020201 artificial intelligence & image processing ,Artificial intelligence ,business ,computer - Abstract
Multi-criteria decision methods are very popular in decision-making for many application fields thanks to their versatility and ability to involve qualitative and quantitative data in the analysis. On the other hand, the many of these techniques requires time consuming analysis and the involvement of expert users in the decision-making process. In this paper, a novel method named Card Game Analysis (CGA) is proposed to perform Multi-criteria Decision Making (MCDM) analysis. Such methodology uses a set of cards and a suitable game procedure to perform the analysis, allowing to determine indirectly tabulated weights of involved parameters (criteria, sub-criteria, alternatives, etc.) and obtain the ranking of priorities. The CGA is defined following the footsteps of the ``structuring of the problem’’, typical of the Analytic Hierarchy Process (AHP), and takes inspiration from an evaluation procedure presented in the related literature. In particular, the CGA is composed by the following steps: (1) structuring of the problem, (2) card setting, (3) card game weights evaluation, (4) synthesis of priorities. Finally, a validation through a comparison with the AHP procedure is performed by exploiting 25 case studies regarding the desirability of the enabling technologies of the Industry 4.0 for a set of companies in the Adriatic Ionian area.
- Published
- 2021
22. The impact of all-rounders and team injury status on match and series success in international cricket
- Author
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Thomas W. Jones, Robert Ahmun, Craig de Weymarn, and Jamie Tallent
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Adult ,Game analysis ,medicine.medical_specialty ,Internationality ,Time Factors ,education ,030209 endocrinology & metabolism ,Physical Therapy, Sports Therapy and Rehabilitation ,Athletic Performance ,Outcome (game theory) ,03 medical and health sciences ,0302 clinical medicine ,Cricket ,Absenteeism ,Prevalence ,Humans ,Medicine ,Orthopedics and Sports Medicine ,Series (stratigraphy) ,Cricket Sport ,biology ,business.industry ,Team Sports ,030229 sport sciences ,biology.organism_classification ,C600 ,Athletic Injuries ,Linear Models ,Physical therapy ,business ,human activities - Abstract
The association between injury status of the team and all-rounders on match outcome were investigated in international cricketers. Time and non-time loss injuries were recorded over a 32-month period in 47 senior international cricketers. Team injury status was expressed on a 1–4 scale from “fully available” to “unavailable”. Generalised linear model (GLM) was employed to examine whether team injury status and the injury status of all-rounders (AR) and single skill (SS) players was associated with the outcome of the match or series. A significant association between team injury status and match and series outcome was found. Team mean injury status was 12.0% lower (P < 0.001; ES = 1.06) during successful series wins and 7.8% lower (P < 0.001; ES = 0.66) during successful match outcomes. Skill group injury status was also significantly associated with match (P = 0.001) and series (P = 0.001) outcomes with AR exhibiting greater injury status than SS cricketers (P < 0.001, ES = 0.44). All injuries, irrespective of time lost, influence the outcome of international cricket series’ and matches with injuries to AR having a higher impact on the results. The findings will impact on the injury prevention strategies in elite cricket.
- Published
- 2020
23. Road Tolls or Fuel Taxes? Evolutionary Game Analysis of Toll Highway Policy Adjustment in China
- Author
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Yi Liu and Liangqing Shi
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Finance ,Game analysis ,biology ,business.industry ,Toll ,Economics ,biology.protein ,China ,business - Published
- 2020
- Full Text
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24. Game Analysis Of Information Collaboration in The Linkage Between Manufacturing Industry And Logistics Industry
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YiJie Bian and Qiong Li
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Game analysis ,business.industry ,Process (engineering) ,Node (networking) ,media_common.quotation_subject ,Information sharing ,ComputerApplications_COMPUTERSINOTHERSYSTEMS ,Linkage (mechanical) ,law.invention ,law ,Manufacturing ,business ,Function (engineering) ,Game theory ,Industrial organization ,media_common - Abstract
The essence of the information collaboration process of the linkage between manufacturing industry and logistics industry is the process of the game between the node enterprises participating in the linkage. This paper constructs an information collaboration model of the linkage between manufacturing industry and logistics industry, and regards the linkage process of manufacturing industry and logistics industry as an information movement (transmission and sharing) process. On this basis, the game theory is used to build a game model of linkage information collaboration between manufacturing industry and logistics industry. The game model analyzes the impact of information sharing degree of manufacturing enterprises (M) and logistics enterprises (S) on the income function. The results show that there is a desire to cooperate with other members in the linkage between manufacturing and logistics. The greater information sharing degree between two-node enterprises, the greater the total income. On this basis, some suggestions are put forward to realize the efficient coordination and management of manufacturing and logistics industry.
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- 2020
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25. Evolutionary Game Analysis on Improving Collaboration in Sustainable Urban Regeneration: A Multiple-Stakeholder Perspective
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Xiaoling Chu, Zijian Shi, Sijia Guo, and Linchuan Yang
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Game analysis ,Government ,business.industry ,05 social sciences ,Geography, Planning and Development ,Perspective (graphical) ,Evolutionary game theory ,Urban regeneration ,010501 environmental sciences ,Development ,Public relations ,Social issues ,Policy analysis ,01 natural sciences ,Urban Studies ,0502 economics and business ,Sustainability ,Business ,050203 business & management ,0105 earth and related environmental sciences ,Civil and Structural Engineering - Abstract
Urban regeneration is a naturally controversial societal issue, which has a significant impact on people’s daily life. The main stakeholders, including the government, developers, and resi...
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- 2020
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26. Cybersecurity Challenges in Industry: Measuring the Challenge Solve Time to Inform Future Challenges
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Tiago Espinha Gasiba, Ulrike Lechner, and Maria Pinto-Albuquerque
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Cybersecurity ,cybersecurity ,Computer science ,Best practice ,Dashboard (business) ,02 engineering and technology ,Computer security ,computer.software_genre ,Secure coding ,Education ,secure coding ,Challenge solve time ,Software ,0202 electrical engineering, electronic engineering, information engineering ,Training ,Industry ,Duration (project management) ,cybersecurity challenge ,capture-the-flag ,education ,training ,industry ,lcsh:T58.5-58.64 ,lcsh:Information technology ,business.industry ,Event (computing) ,Cybersecurity challenge ,Ciências Naturais::Ciências da Computação e da Informação [Domínio/Área Científica] ,020206 networking & telecommunications ,020207 software engineering ,Industrial control system ,Software quality ,Capture-the-flag ,challenge solve time ,business ,game analysis ,computer ,Game analysis ,Information Systems - Abstract
Cybersecurity vulnerabilities in industrial control systems have been steadily increasing over the last few years. One possible way to address this issue is through raising the awareness (through education) of software developers, with the intent to increase software quality and reduce the number of vulnerabilities. CyberSecurity Challenges (CSCs) are a novel serious game genre that aims to raise industrial software developers&rsquo, awareness of secure coding, secure coding guidelines, and secure coding best practices. An important industry-specific requirement to consider in designing these kinds of games is related to the whole event&rsquo, s duration and how much time it takes to solve each challenge individually&mdash, the challenge solve time. In this work, we present two different methods to compute the challenge solve time: one method based on data collected from the CSC dashboard and another method based on a challenge heartbeat. The results obtained by both methods are presented, both methods are compared to each other, and the advantages and limitations of each method are discussed. Furthermore, we introduce the notion of a player profile, which is derived from dashboard data. Our results and contributions aim to establish a method to measure the challenge solve time, inform the design of future challenges, and improve coaching during CSC gameplay.
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- 2020
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27. IWannaPlay - an eye-tracking based AI tutoring chinese chess system
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Ruoyan Pi, Sijin Sun, Kaifeng Zhao, Liren Gao, Guang Li, and Xingyuan Xu
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Facial expression ,Game analysis ,Computer science ,business.industry ,05 social sciences ,ComputingMilieux_PERSONALCOMPUTING ,020207 software engineering ,Usability ,02 engineering and technology ,Gaze ,Sight ,Human–computer interaction ,0202 electrical engineering, electronic engineering, information engineering ,Eye tracking ,0501 psychology and cognitive sciences ,System interface ,business ,050107 human factors ,User feedback - Abstract
In this poster, we present IWannaPlay, an eye-tracking based Artificial Intelligence (AI) tutoring Chinese chess system. Through ordinary webcams, the IWannaPlay system captures the player's sight and facial expressions to acquire his/her gaze points and emotional status. Combining this information with the game situation, the system intelligently provides AI suggestions with visualizations. With the guidance of the AI, the player can strategize more thoroughly and thus make better decisions, achieving a better training outcome. When playing Chinese chess on IWannaPlay, the system interface displays a real-time game analysis and warns against potentially dangerous pieces within the game. Upon detection of the user's anxiety or after a period of long contemplation, the system intelligently provides graphic visualizations of dynamic multi-step strategies to assist the user in making decisions. We conducted experiments to verify the usability of our system, the user feedback demonstrated that IWannaPlay does provide effective guidance to players.
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- 2020
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28. Game Analysis of Hydropower Bidding under Incomplete Information
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Jiaojiao Li and Linfeng Zhao
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Game analysis ,Ecology ,Operations research ,business.industry ,Complete information ,Computer science ,Bidding ,business ,Hydropower ,Earth-Surface Processes ,Water Science and Technology - Published
- 2020
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29. Evolutionary game analysis between businesses and consumers under the background of Internet rumors
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Qiubai Sun, Xuebo Chen, Bowen Li, and Hua Li
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Game analysis ,Computational Theory and Mathematics ,Computer Networks and Communications ,business.industry ,The Internet ,Advertising ,Psychology ,business ,Software ,Consumer behaviour ,Computer Science Applications ,Theoretical Computer Science - Published
- 2020
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30. Evolutionary Game Analysis on Safety Supervision and Regulation of Coal Mine
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Su Chang, Tu Jun, and LI Mei-qi
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Game analysis ,business.industry ,Process (engineering) ,05 social sciences ,0211 other engineering and technologies ,Stability (learning theory) ,Evolutionary game theory ,Coal mining ,ComputerApplications_COMPUTERSINOTHERSYSTEMS ,02 engineering and technology ,Rational behavior ,021105 building & construction ,Game strategy ,Production (economics) ,0501 psychology and cognitive sciences ,Business ,050107 human factors ,Industrial organization - Abstract
Considering the limited rational behavior of coal-mine enterprises and regulatory authorities, this paper studies the game problems in coal-mine safety production based on evolutionary game theory. The game strategy of coal-mine enterprises is described as the degree of effort on security, furthermore, the probability of safe production in coal-mine enterprises is defined. By introducing the speculative behavior of coal-mine enterprises, an evolutionary game model among national supervisory authorities, local regulatory authorities, and coal mining enterprises was established. Analyzing the model and performing numerical experiments on the results, it was found that the costs that the local supervisory authorities pay to supervise coal-mine enterprises and the rewards given by the national supervisory authorities to the local supervisory authorities can affect the evolution process and even change the evolution stability point. The research conclusions could provide reference for related research on coal-mine safety supervision.
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- 2020
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31. Research on the supervision mechanism of new energy time-sharing rental Vehicles: An evolutionary game analysis
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Yejian Chen, Xiaoyu Wan, and Wei Zhang
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Renting ,Game analysis ,Operations research ,business.industry ,Time-sharing ,New energy ,business ,Mechanism (sociology) - Abstract
Background:It is difficult to break the “production and marketing dilemma” by relying only on the production enterprises and consumers. This paper introduces the government into market subject and constructs a three-party dynamic evolution game model between government, enterprises, and consumers to reveal the control strategy. This paper makes a concrete analysis and verifies the model with a case study by revealing the game process between the regulation strategy and behavior decision of enterprises and consumers.Results:When the key parameters are in different numerical ranges, the system has four evolutionary stability results. By appropriately increasing the amount of subsidies and penalties, increasing the proportion of compensation coefficient to consumers, and urging enterprises to reduce operating costs, the government is conducive to the healthy development of the new energy timesharing automobile industry.Conclusions:The subsidy range and punishment intensity have a positive effect on the evolution of the system to the ideal state, the consumer compensation coefficient has a positive effect on the evolution of the system to the ideal state, the effort of operating costs has a negative effect on the evolution of the system to the ideal state. The study can provide a theoretical basis and a reference for policy formulation and decision-making.
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- 2020
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32. Performance Analysis in Rugby Union: a Critical Systematic Review
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Mitch Mooney, Benjamin G. Serpell, David B. Pyne, Andrew J. McKune, and Carmen M. E. Colomer
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Data collection ,Performance indicators ,Opposition (planets) ,business.industry ,Process (engineering) ,Applied psychology ,Physical Therapy, Sports Therapy and Rehabilitation ,Context (language use) ,030229 sport sciences ,Tactical analysis ,Coaching ,03 medical and health sciences ,0302 clinical medicine ,Sample size determination ,Orthopedics and Sports Medicine ,Performance indicator ,Systematic Review ,business ,Psychology ,Inclusion (education) ,Game analysis ,030217 neurology & neurosurgery - Abstract
Background Performance analysis in rugby union has become an integral part of the coaching process. Although performance analysis research in rugby and data collection has progressed, the utility of the insights is not well understood. The primary objective of this review is to consider the current state of performance analysis research in professional rugby union and consider the utility of common methods of analysing performance and the applicability of these methods within professional coaching practice. Methods SPORTDiscus electronic database was searched for relevant articles published between 1 January 1997 and 7 March 2019. Professional, male 15-a-side rugby union studies that included relevant data on tactical and performance evaluation, and statistical compilation of time-motion analysis were included. Studies were categorised based on the main focus and each study was reviewed by assessing a number of factors such as context, opposition analysis, competition and sample size. Results Forty-one studies met the inclusion criteria. The majority of these studies measured performance through the collection and analysis of performance indicators. The majority did not provide context relating to multiple confounding factors such as field location, match location and opposition information. Twenty-nine performance indicators differentiated between successful match outcomes; however, only eight were commonly shared across some studies. Five studies considered rugby union as a dynamical system; however, these studies were limited in analysing lower or national-level competitions. Conclusions The review highlighted the issues associated with assessing isolated measures of performance, lacking contextual information such as the opposition, match location, period within match and field location. A small number of studies have assessed rugby union performance through a dynamical systems lens, identifying successful characteristics in collective behaviour patterns in attacking phases. Performance analysis in international rugby union can be advanced by adopting these approaches in addition to methods currently adopted in other team sports.
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- 2020
33. In-match physical demands on elite Japanese rugby union players using a global positioning system
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Hayato Yamamoto, Misato Tachibana, Tatsuya Hojo, Junzo Tsujita, Masanori Takemura, and Junta Iguchi
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Medicine (General) ,Game analysis ,Computer science ,business.industry ,position characteristics ,Physical Therapy, Sports Therapy and Rehabilitation ,load monitoring ,Accelerometer ,training programme ,R5-920 ,Sample size determination ,Elite ,Statistics ,Global Positioning System ,Orthopedics and Sports Medicine ,business ,game analysis ,Training programme ,performance ,Original Research - Abstract
ObjectivesOur aim of this study was to quantify the physical demands of elite rugby union players by each position as a step towards designing position-specific training programme using a Global Positioning System/accelerometer system.MethodsThis study was performed as a retrospective observational study. Data were obtained from 45 official matches. The sample size used for the analysis was 298. The per-match total distances, accelerations and impacts were calculated and statistically compared for the forwards and backs and for individual positions.ResultsTotal distances for the forwards and backs were 5731.1±507.8 and 6392.1±646.8 m, respectively. The high-velocity running distances (>18.0 km/hour) covered by the forwards and backs were 317.4±136.9 and 715.0±242.9 m, respectively. The number of accelerations (>1.5 m/s2) for the forwards and backs were 76.3±18.9 and 100.8±19.6 times, respectively, and the number of high impacts (>10 g) were 48.0±46.9 and 35.6±28.3 times for the forwards and backs, respectively. All characteristics were significantly different between the forwards and backs (pd=2.571, WTBs d=1.556) and centres (SH d=1.299, WTBs d=0.685) (pConclusionBy clarifying the physical demands according to the positions, it will be possible to create optimised position-specific training programmes.
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- 2020
34. A Tripartite Evolutionary Game Analysis of Enterprises’ Behaviour in the Platform Ecosystem
- Author
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Ying Han
- Subjects
Game analysis ,Government ,Knowledge management ,Article Subject ,business.industry ,Corporate governance ,05 social sciences ,Context (language use) ,Business model ,Modeling and Simulation ,0502 economics and business ,QA1-939 ,050211 marketing ,Ecosystem ,Business ,Construct (philosophy) ,050203 business & management ,Mathematics - Abstract
With the rapid progress of digital technology and new business models’ development, the platform ecosystem has not only penetrated every sector in society but also revealed various problems. Platform governance researchers have highlighted its significance, but failed to adequately consider ecosystem participants’ behaviour. This paper aims to explore platform governance’s effects on enterprises’ behaviour in a multiorganisational platform ecosystem context. The tripartite evolutionary game is chosen to construct a mathematical model that integrates the government, platform organisation, and internal enterprises to analyse formal and informal governance’s influence on enterprises’ behaviour in the platform ecosystem. It was discovered that both formal and informal governance can decrease internal enterprises’ opportunistic behaviours. Furthermore, formal governance has stronger effects than informal governance, although informal governance’s effects are more stable. Additionally, self-organisation in the platform ecosystem is another important area of focus. This paper enriches an understanding of platform ecosystems while formulating insights relevant in using platform governance to develop small and medium-sized enterprises.
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- 2020
35. Ontology-based Analysis and Design of Educational Games for Software Refactoring
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Thorsten Haendler and Gustaf Neumann
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Game analysis ,102022 Softwareentwicklung ,business.industry ,Computer science ,102013 Human-computer interaction ,Maintainability ,computer.software_genre ,502050 Business informatics ,Extensibility ,102022 Software development ,502050 Wirtschaftsinformatik ,Software ,Game design ,Code refactoring ,Class diagram ,102015 Information systems ,Software engineering ,business ,computer ,Competence (human resources) ,102015 Informationssysteme - Abstract
Despite being regarded as necessary to ensure a system’s maintainability and extensibility, software refactoring is often neglected in practice due to difficulties and risks perceived by software developers. Still, refactoring received little attention by software engineering education and training so far. Educational games are a popular means for enhancing practical competences as well as increasing motivation of learners. For instructors, however, it is challenging to develop and apply games in order to address certain learning objectives, which is important to integrate the games into existing or planned training paths. In this article, we propose an ontology that aims to support the analysis and design of games for teaching and training software refactoring. In particular, we create a unifying domain ontology bridging core concepts from three related fields, i.e. game design (a), software refactoring (b), and competence management (c). The resulting ontology is represented as a UML class diagram that reflects concepts and concept relations important for educational refactoring games. We describe ontology-based design options and demonstrate the use of the ontology by analyzing existing games for software refactoring. In addition, we also present an exemplary process for developing novel games based on the ontology and illustrate its applicability by designing a non-digital card game .
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- 2020
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36. Loan Model for Military-Civilian Integration of Small and Medium-Sized Enterprises
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Zhengxuan Zhu and Yongchao Tian
- Subjects
Finance ,Game analysis ,business.industry ,Loan ,business - Published
- 2020
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37. Study on the Symbiosis of Participants in Low-Carbon Governance
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Xiaoyan Wang
- Subjects
Government ,Game analysis ,business.industry ,Corporate governance ,Public relations ,business ,Corporation - Abstract
Low-carbon governance needs the corporation of the government, the NGOs, the enterprises, and the public. In this paper, we annotate the relationships among the participants of the low-carbon governance from the perspective of the game analysis and find out that all the members of low-carbon governance will choose to cooperation and participate in low-carbon governance for their own benefits and the common interests. And then, we build the interaction model of the government-led and the NGOs, the enterprises, and the public participating together. Based on the logistic equation, we calculate equilibrium points of the interaction model and analyze the stability. Finally, we discuss all the members who participate in low-carbon governance and how to interact each other.
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- 2020
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38. Game analysis and clinical use of the Xbox-Kinect for stroke rehabilitation
- Author
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Debbie Rand, Gabi Zeilig, Noa Givon Schaham, and Harold Weingarden
- Subjects
Adult ,Male ,030506 rehabilitation ,Game analysis ,medicine.medical_specialty ,medicine.medical_treatment ,MEDLINE ,Physical Therapy, Sports Therapy and Rehabilitation ,law.invention ,03 medical and health sciences ,0302 clinical medicine ,Physical medicine and rehabilitation ,Randomized controlled trial ,law ,Surveys and Questionnaires ,Humans ,Medicine ,Exercise ,Stroke ,Physical Therapy Modalities ,Aged ,Rehabilitation ,business.industry ,Stroke Rehabilitation ,Middle Aged ,medicine.disease ,Biomechanical Phenomena ,Chronic disease ,Video Games ,Practice, Psychological ,Chronic Disease ,Female ,0305 other medical science ,business ,030217 neurology & neurosurgery - Abstract
Whole-body movement is required to interact (play) with Microsoft Xbox with the 3D Kinect sensor (Xbox-Kinect) and, therefore, may be suitable for encouraging and practicing movements as part of stroke rehabilitation. We aimed to describe (i) game analysis, (ii) clinical use, and (iii) to characterize the Xbox-Kinect game experience with individuals with chronic stroke. Four therapists played the Xbox-Kinect games and then carried out a games analysis on the basis of the categories suggested by Deutsch. Eleven participants (age 29-69 years) with chronic stroke and varying motor deficits played Xbox-Kinect games for 4-22 sessions as part of a video-game group intervention and the clinical use was documented. The game experience of 'Bowling' (Kinect-Sport) and '20 000 leaks' (Kinect Adventures) was characterized by self-report questionnaires. Detailed tables of game analysis are provided. The clinical use of the console with the participants is presented. Participants reported high enjoyment and 'somewhat-high' perceived exertion after playing the two games and stated that overall the console suited their therapeutic goals. This information can assist clinicians with their clinical reasoning and decision-making for incorporating the Xbox-Kinect into stroke rehabilitation. Potentially, the Xbox-Kinect could be used as an on-going tool to facilitate whole-body movement and physical activity of individuals with chronic stroke.
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- 2018
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39. The Brexit Negotiations and Financial Services: A Two-Level Game Analysis
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Lucia Quaglia, Scott James, James S., and Quaglia L.
- Subjects
021110 strategic, defence & security studies ,Game analysis ,Sociology and Political Science ,business.industry ,media_common.quotation_subject ,05 social sciences ,0211 other engineering and technologies ,02 engineering and technology ,International trade ,financial services ,Brexit, City of London, financial services, European Union ,0506 political science ,Negotiation ,Brexit ,Political science ,050602 political science & public administration ,media_common.cataloged_instance ,City of London ,European Union ,European union ,business ,Financial services ,media_common - Abstract
This paper examines the state of the art of the Brexit negotiations in the area of financial services. It uses a two-level game model to first explain the positions of UK and EU negotiators on the basis of the domestic constraints they face, and second, to consider the scope for final agreement based on the 'win-set' of both sides. The paper analyses the preferences and power of three main groups of players within the UK and EU: the political authorities, financial regulators, and the financial industry. We argue that the scope for agreement on financial services has been severely hampered by political and regulatory constraints which forced UK and EU negotiators to adopt early hawkish negotiating positions, and by the absence of a unified position from the financial industry. After the 2017 general election, the position of the UK government and UK financial industry briefly converged, thereby narrowing the domestic win-set, but also increasing the scope for agreement. However, the July 2018 'Chequers' deal represents a hardening of the UK government's position on financial services. We argue that this reflects the fact that the twin pressures facing UK negotiators-acute political constraints at home and bargaining weakness in Brussels-has become more, not less, acute over time.
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- 2018
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40. The Strategy Options of Energy-Saving and Environmental Protection Industry under Incomplete Information: A Tripartite Game Analysis of Government, Enterprises and Financial Institutions
- Author
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Xing Zeyu and Cao Xia
- Subjects
Finance ,0209 industrial biotechnology ,Economics and Econometrics ,Game analysis ,Government ,business.industry ,Applied Mathematics ,Energy (esotericism) ,02 engineering and technology ,Computer Science Applications ,020901 industrial engineering & automation ,Complete information ,0202 electrical engineering, electronic engineering, information engineering ,020201 artificial intelligence & image processing ,Business - Published
- 2018
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41. Optimal dispatching and game analysis of power grid considering demand response and pumped storage
- Author
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Shuxian Fan, Yongjin Yu, Yao Li, and Xingquan Ji
- Subjects
0209 industrial biotechnology ,Game analysis ,Control and Optimization ,Computer science ,020209 energy ,lcsh:Control engineering systems. Automatic machinery (General) ,02 engineering and technology ,Automotive engineering ,lcsh:TA168 ,Demand response ,Electric power system ,lcsh:TJ212-225 ,020901 industrial engineering & automation ,Artificial Intelligence ,Hardware_INTEGRATEDCIRCUITS ,0202 electrical engineering, electronic engineering, information engineering ,Power grid ,Wind power ,business.industry ,two-player zero-sum game ,Cooperative scheduling ,Control and Systems Engineering ,Order (business) ,demand response ,lcsh:Systems engineering ,carbon emission ,Joint (building) ,business - Abstract
In order to achieve the goal of economical and low carbonization while optimizing the dispatching of power system, an optimization model for the joint dispatch of wind power and pumped storage is established which considers the demand response with the goal of minimizing the cost of power generation and carbon emissions. The branch and bound algorithm is employed to solve the multi-objective optimization model. A two–player zero-sum game model is formulated to balance the multiple optimization goals, and the multi-objective optimization problem is converted to a single-objective optimization problem with the weighted coefficients. The case studies show that both the cost of power generation and the carbon emissions of the system have decreased after the introduction of demand response and pumped-storage units, and the benefits of co-scheduling are obvious.
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- 2018
42. Dispositivos inteligentes para raquetas de tenis
- Author
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Ángel Iván Fernández-García and Gema Torres-Luque
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Engineering ,Game analysis ,business.industry ,Kinetic information ,Kinetic analysis ,Technological advance ,Marketing ,business - Abstract
Actualmente el avance tecnológico aplicado al deporte es un hecho indiscutible, aspecto que incluye a una especialidad deportiva como el tenis. Dentro de estos cambios, existen actualmente en el mercado diferentes dispositivos que ayudan al análisis técnico y cinemático de los jugadores. En ocasiones, los entrenadores presentan dudas acerca del rendimiento y las características técnicas de los mismos. El objetivo de este trabajo es presentar aquellas herramientas que se comercializan actualmente y que ofrecen información técnica y cinemática a los jugadores.
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- 2018
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43. Effect of Fatigue on Medial Elbow Torque in Baseball Pitchers: A Simulated Game Analysis
- Author
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Eric C. Makhni, Vincent A. Lizzio, Jason E. Meldau, Kelechi R. Okoroha, Fabien Meta, Jeffrey P. Stephens, and Vasilious Moutzouros
- Subjects
medicine.medical_specialty ,Game analysis ,Adolescent ,Rotation ,Cumulative Trauma Disorders ,Elbow ,Physical Therapy, Sports Therapy and Rehabilitation ,Overuse Injury ,Baseball ,Young Adult ,03 medical and health sciences ,0302 clinical medicine ,Physical medicine and rehabilitation ,medicine ,Humans ,Torque ,Orthopedics and Sports Medicine ,030222 orthopedics ,business.industry ,030229 sport sciences ,Biomechanical Phenomena ,medicine.anatomical_structure ,Muscle Fatigue ,Arm ,Elbow Injuries ,business ,Throwing - Abstract
Background: The incidence of overuse injury to the elbow among baseball pitchers continues to rise, despite extensive efforts at pitch count regulations and emphasis on proper throwing mechanics. Purpose: To determine if the medial elbow experiences increased torque levels as a baseball pitcher fatigues through the course of a simulated game. Study Design: Descriptive laboratory study. Methods: High school and collegiate baseball pitchers were recruited for this simulated game study. Each pitcher completed a simulated game consisting of 6 innings and a standardized pitching scheme of fastballs, curveballs, and changeups. In total, each pitcher threw 90 pitches. Fatigue was reported per inning with a visual analog scale, and pitch velocity was captured per pitch with a radar gun. Outcome measures were assessed with a validated mobile sensor and included medial elbow torque, arm speed, arm rotation, and arm slot. Linear and quadratic regression modeling was used to evaluate the relationship between pitcher fatigue and pitching kinematics. Results: A total of 11 pitchers (mean age, 17.6 years; range, 15-20 years) completed the study. Visual analog scale fatigue scores increased 0.72 points per inning pitched ( P < .01, effect size = 0.64). Medial elbow torque also increased beyond inning 3, with an increase of 0.84 N·m each inning ( P < .01, effect size = 0.08), while pitch velocity decreased (0.28 mph per inning, P < .01, effect size = 0.27). Fastballs generated the greatest amount of medial elbow torque (49.3 ± 1.4 N·m, P < .01, effect size = 0.24). There were no differences in arm rotation ( P = .42) or arm speed ( P = .80) as the game progressed. However, arm slot decreased with each successive inning (0.73° on average per inning, P = .03, effect size = 0.12). No adverse outcomes were noted with use of the mobile sensor. Conclusion: In this simulated game analysis, pitchers experienced increased fatigue after each successive inning. While the average pitch velocity declined with each successive inning, the torque on the medial elbow increased after inning 3. These findings signify a possible relationship between fatigue and injury risk.
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- 2018
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44. Motivations of R&D team participating in knowledge collaboration : A game analysis and empirical study
- Author
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Jianbin Chen, Yingying Zhou, and Shuli Gao
- Subjects
Game analysis ,Knowledge management ,Knowledge collaboration ,business.industry ,Applied Mathematics ,05 social sciences ,02 engineering and technology ,Empirical research ,0502 economics and business ,0202 electrical engineering, electronic engineering, information engineering ,020201 artificial intelligence & image processing ,business ,Psychology ,050203 business & management ,Analysis - Abstract
The study on motivation internal knowledge collaboration(KC) is of great importance to the better management and motivating team members to participate in the KC in a more positive way. Firstly, th...
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- 2018
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45. Evolutionary game analysis on e-commerce personalization and privacy protection
- Author
-
Lu Xu, Yanhui Li, and Bailing Liu
- Subjects
Game analysis ,Multidisciplinary ,business.industry ,Computer science ,05 social sciences ,Privacy protection ,Commodity ,Internet privacy ,E-commerce ,Information security ,Bounded rationality ,Personalization ,0502 economics and business ,Premise ,050211 marketing ,business ,050203 business & management - Abstract
Personalized products and services in e-commerce bring consumers many new experiences, but also trigger a series of information security issues. Considering the bounded rationality of the game participants, in this paper, we propose an evolutionary game model of privacy protection between firms and consumers based on e-commerce personalization. Evolutionary stable strategies (ESSs) are obtained from the equilibrium points according to the model analysis, and then simulation experiments are launched to validate the decision-making results and the influencing mechanism of various factors. The results show that the model can eventually evolve toward a win-win situation by wisely varying its various factors, such as ratios of initial strategies, cost of privacy protection, commodity prices, and other related factors. Further, we find that reducing the possibility of the privacy breach under the premise of privacy protection can help promote the e-commerce personalization.
- Published
- 2018
- Full Text
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46. The Game Analysis of the 'Last Kilometer' Express Delivery Outsourcing Mechanism in Urban Logistics
- Subjects
Game analysis ,business.industry ,Kilometer ,Urban logistics ,business ,Industrial organization ,Mechanism (sociology) ,Outsourcing - Published
- 2018
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47. Game Analysis of Electricity Retail Market Considering Customers’ Switching Behaviors and Retailers’ Contract Trading
- Author
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Lei Wu, Chen Zhao, Xue Li, Shaohua Zhang, and Xian Wang
- Subjects
Game analysis ,General Computer Science ,business.industry ,020209 energy ,Retail market ,General Engineering ,02 engineering and technology ,Bidding ,ComputingMilieux_GENERAL ,Deregulation ,symbols.namesake ,Nash equilibrium ,ComputerApplications_GENERAL ,0202 electrical engineering, electronic engineering, information engineering ,symbols ,General Materials Science ,Electricity ,Market power ,Market share ,business ,Industrial organization - Abstract
Deregulation of electricity retail market enables competition among retailers and thereby enriches customers’ choices. In this environment, retailers compete in the retail market mainly by bidding their retail prices. As bidding price of a retailer increases, customers would reduce their demands on this retailer, or even switch their demands to other retailers with lower bidding prices. These potential consequences will inevitably impact retailers’ bidding strategies in the retail market. The impacts of consumers’ switching behaviors and contract trading on strategic behaviors of retailers in the retail market is first investigated in this paper. A Bertrand-based game model for the retail market is proposed while considering customers’ switching behaviors and retailers’ contract trading. Specifically, in the proposed model, the market share function is introduced to describe customers’ elasticity and switching behaviors. Also, the close-loop interaction of the wholesale market and retail market is considered. In addition, the existence and uniqueness of the Nash equilibrium for the game model are proved. The nonlinear complementarity approach is employed to find the Nash equilibrium outcomes. Effectiveness of the theoretical model is verified by numerical examples. Simulation results show that both customers’ switching behaviors and retailers’ contract trading can help mitigate market power abuse of retailers.
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- 2018
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48. Evolutionary Game Analysis of Emergency Management of the Middle Route of South-to-North Water Diversion Project
- Author
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Li Hongyan
- Subjects
Game analysis ,Emergency management ,business.industry ,media_common.quotation_subject ,Environmental resource management ,Evolutionary game theory ,Water supply ,02 engineering and technology ,010501 environmental sciences ,Environmental economics ,Payment ,01 natural sciences ,Profit (economics) ,Water diversion ,Local government ,0202 electrical engineering, electronic engineering, information engineering ,Economics ,020201 artificial intelligence & image processing ,business ,0105 earth and related environmental sciences ,Water Science and Technology ,Civil and Structural Engineering ,media_common - Abstract
In order to improve the efficiency of emergency management of the Middle Route of the South-to-North Water Diversion Project (SNWDP), and to guarantee the water supply function of the project, the intergovernmental cooperation system of emergency management for emergent events in the Middle Route of the South-to-North Water Diversion Project was established. The cooperation models of emergent events were built using Evolutionary Game Theory. The evolutionary influence of system parameters on respective governmental behaviour was analysed. The payment functions of the emergency agents involved were constructed, the corresponding replicator dynamic equations were established and evolutionary stable strategies were discussed. Theoretical and numerical analysis results show that: In order to let local government show strong willingness to implement emergency policies, the profit caused by local government i increases its implement policy willingness to more than the increased cost. Only MWR increases the penalty on local government when it shows weak willingness and let the penalty be more than the cost increased by weak willingness, can avoid all local government select weak cooperative willingness.
- Published
- 2017
- Full Text
- View/download PDF
49. Evolutionary Game Analysis of Internet Information Service Enterprise Behavior Evolved by Accompanying Diffusion
- Author
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De-xing Kong and An-wen Lu
- Subjects
World Wide Web ,Game analysis ,business.industry ,Computer science ,Service enterprise ,The Internet ,Diffusion (business) ,business - Published
- 2017
- Full Text
- View/download PDF
50. Research on the Low Carbon Evolution Mechanism of the Coal Enterprises based on Genetic Algorithm and Game Analysis
- Author
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Lu Caiwu, Jia Xianmin, and Wang Xilian
- Subjects
Game analysis ,Engineering ,Computer Networks and Communications ,business.industry ,chemistry.chemical_element ,chemistry ,Genetic algorithm ,Coal ,Biochemical engineering ,business ,Carbon ,Software ,Simulation ,Mechanism (sociology) - Published
- 2017
- Full Text
- View/download PDF
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