• 제목/요약/키워드: Competitive Game

검색결과 163건 처리시간 0.028초

Quality of Service Tradeoff in Device to Device Communication Underlaid Cellular Infrastructure

  • Boabang, Francis;Hwang, Won-Joo
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2016년도 춘계학술대회
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    • pp.591-593
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    • 2016
  • Device-to-device (D2D) communications underlaid cellular infrastructure is an competitive local area services technology to promote spectrum usage for next generation cellular networks. These potential can only be tap through efficient interference coordination. Previous works only concentrated on interference from D2D pairs whiles interference from CUs to D2D pairs were neglected. This work focus on solving uplink interference problem emanating from multiple CUs sharing its resource with multiple D2D pairs. The base station (BS) acting as a supervisor selfishly institute a pricing scheme to manage the interference it experience from D2D pairs based on its Quality of service (QoS) requirement. D2D pairs following the supervisor make power allocation decisions considering the price from the BS in a non-cooperative game fashion. In order for the D2D pairs to also meet their QoS requirement, they suggest a price to the BS called discount price which reflects the interference they receive from the CUs. Finally, we analyze the proposed approach.

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Isolated Spinal Accessory Nerve Palsy from Volleyball Injury

  • Holan, Cole A.;Egeland, Brent M.;Henry, Steven L.
    • Archives of Plastic Surgery
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    • 제49권3호
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    • pp.440-443
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    • 2022
  • Spinal accessory nerve (SAN) palsy is typically a result of posterior triangle surgery and can present with partial or complete paralysis of the trapezius muscle and severe shoulder dysfunction. We share an atypical case of a patient who presented with SAN palsy following an injury sustained playing competitive volleyball. A 19-year-old right hand dominant competitive volleyball player presented with right shoulder weakness, dyskinesia, and pain. She injured the right shoulder during a volleyball game 2 years prior when diving routinely for a ball. On physical examination she had weakness of shoulder shrug and a pronounced shift of the scapula when abducting or forward flexing her shoulder greater than 90 degrees. Manual stabilization of the scapula eliminated this shift, so we performed scapulopexy to stabilize the inferior angle of the scapula. At 6 months postoperative, she had full active range of motion of the shoulder. SAN palsy can occur following what would seem to be a routine volleyball maneuver. This could be due to a combination of muscle hypertrophy from intensive volleyball training and stretch sustained while diving for a ball. Despite delayed presentation and complete atrophy of the trapezius, a satisfactory outcome was achieved with scapulopexy.

A Research Program for Modeling Strategic Aspects of International Container Port Competition

  • Anderson, Christopher M.;Luo, Meifeng;Chang, Young-Tae;Lee, Tae-Woo;Grigalunas, Thomas A.
    • 한국항만경제학회:학술대회논문집
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    • 한국항만경제학회 2006년도 국제학술대회
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    • pp.1-12
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    • 2006
  • As national economies globalize, demand for intercontinental container shipping services is growing rapidly, providing a potential economic boon for the countries and communities that provide port services. On the promise of profits, many governments are investing heavily in port infrastructure, leading to a possible glut in port capacity, driving down prices for port services and eliminating profits as ports compete for business. Further, existing ports are making strategic investments to protect their market share, increasing the chance new ports will be overcapitalized and unprofitable. Governments and port researchers need a tool for understanding how local competition in their region will affect demand for port services at their location, and thus better assess the profitability of a prospective port. We propose to develop such a tool by extending our existing simulation model of global container traffic to incorporate demand-side shipper preferences and supply-side strategic responses by incumbent ports to changes in the global port network, including building new ports, scaling up existing ports, and unexpected port closures. We will estimate shipper preferences over routes, port attributes and port services based on US and international shipping data, and redesign the simulation model to maximize the shipper's revealed preference functions rather than simply minimize costs. As demand shifts, competing ports will adjust their pricing (short term) and infrastructure (long term) to remain competitive or defend market share, a reaction we will capture with a game theoretic model of local monopoly that will predict changes in port characteristics. The model's hypotheses will be tested in a controlled laboratory experiment tailored to local port competition in Asia, which will also serve to demonstrate the subtle game theoretic concepts of imperfect competition to a policy and industry audience. We will apply the simulation model to analyze changes in global container traffic in three scenarios: addition of a new large port in the US, extended closure of an existing large port in the US, and cooperative and competitive port infrastructure development among Korean partner countries in Asia.

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게임 이론적 접근을 통한 효과적인 윈윈 요구사항 협상 기법 (Successful Win-Win Requirements Negotiation Method using Game Theoretic Approach)

  • 이관홍;이석원
    • 정보과학회 논문지
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    • 제43권8호
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    • pp.857-868
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    • 2016
  • 소프트웨어 생태계의 시장 중심 개발 환경에서 소프트웨어 기업은 제품의 성공을 위해서 자신의 비즈니스와 고객에게 높은 가치를 제공할 수 있어야만 시장 경쟁력을 가지고 생존할 수 있다. 요구공학적 관점에서 제품 요구사항 선택을 통한 가치 제공을 위해서 이해관계자들 각자의 다른 이해가 조정되어 합의되어야 한다. 즉, 요구공학 단계에서 높은 가치 창출을 고려하는 합의된 요구사항을 선택할 필요가 있다. 기존 연구들은 소프트웨어 생태계에서 요구되는 이해관계자들의 다른 이해에 대한 요구공학적 기법의 필요성을 언급하였을 뿐, 구체적인 가이드라인 및 수행 방법에 대하여 제안하지 않았다. 본 연구에서는 요구공학에서 사용되는 Goal 개념 기반으로 협상 참가자의 의도를 분석하고 이를 바탕으로 요구사항 충돌의 근거를 구조화하여 관리할 수 있도록 한다. 궁극적으로 협상 참가자의 이기적 행동을 바탕으로 게임 이론적 개념을 이용한 요구사항 충돌 해결 방법론을 제안한다.

씨름선수 상해에 관한 연구 (A Study on the Wrestler(Korea's Traditional Wrestler)'s Injury)

  • 이철인;박성순;박래준
    • The Journal of Korean Physical Therapy
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    • 제11권3호
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    • pp.159-175
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    • 1999
  • The purpose of this study lies in providing the basic materials for wrestlers' control of health and physical strength, the preventive, measure for injury during a practice or a game and the scientific training method for upgrading competitive power in a game. The result of analyzing the occurring tendency and therapeutical actions and attitude of sports injury, taking the 258 wrestlers from a high school, an university and pro-team as the object of study through a questioning sheet are like following. 1. Among every wrestlers' causes of injury, the main cause was a physical collision occupying $\50\%$, and an excessive training occupied $30\%$. on the contrary, the unsatisfied wrestler's cause of injury was a shortage of mental concentration and a burden of weight, occupying each $19\%$ and $17\%$. Therefore in order to prevent the injury, you should take care of especially in time of physical collision in a practice or a grme and prevent an excessive training. 2. The seasion with the most frequent occurrence of injury is the winter$(78\%)$, and in the spring and summer$(5.5\%)$, the frequency of occurrence of injury is very low. In the meantime, considering by occurring time, during a practice$(95\%)$ the injury occurs most frequently and during a game$(5\%)$ occure least frequently. Therefore, in order to reduce the injury, you should warm up sufficiently before the training and the practice and concentrate all of you attention and mind. 3. The injury occurs most highly in the afternoon hours occupying about $80\%$, and a little in the dawn and morning hours but in the contrary rarely in the night. 4. As the wrestler's injury type, the injury on muscles and tendons occupies the most to take $65\%$ of the whole injuries.

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차량 내 멀티미디어콘텐츠 시스템 구현에 관한 연구 (Development of Multimedia Contents System for Passenger in Train)

  • 장덕진;강송희;송달호
    • 한국철도학회:학술대회논문집
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    • 한국철도학회 2011년도 춘계학술대회 논문집
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    • pp.1563-1571
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    • 2011
  • In the commercial trains, there are monitors hung on the ceiling which simply display broadcasted contents so a passenger in a cabin has only one choice of passively watching them or not. To lead the application of IT in railway, keep a passenger from tedious journey, or help a passenger having a productive time, an MCS(Multimedia Contents System) was analyzed, designed, and implemented. A passenger can select and use a content from a smart terminal that is attached at the passenger's seat. A smart terminal is one that has its own memory and processor to handle informations and interact with a user. In this paper, the contents, such as train schedule, transfer information, traveling information, e-book, TV, music, and game, that the MCS can provide were introduced. To validate the applicability of the MCS on a next generation high-speed train, a testing environment will be set on a pre-production car and tested. The successful installation of the MCS will boost up the competitive power of the next generation train in the world market.

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기업합병: 다수경쟁에서의 과잉지분에 대한 연구 (THE OVERPAYMENT IN MULTIPLE BIDDING)

  • 이유태
    • 재무관리연구
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    • 제14권3호
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    • pp.319-339
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    • 1997
  • This paper provides an empirical analysis of the winner's curse in the context of corporate takeovers. The study analyzes conditions which make overpayment likely. For a sample of corporate takeovers completed between 1982 and 1993, the analysis shows that the volatility of targets relative to that of acquirers (not the uncertainty of the target or acquirer alone) has a definitive impact on the magnitude of the winner's curse. Also, the incidence is more pronounced in multiple-bidder than in single-bidder contests. Specifically, white knights are more likely to overpay than other acquirers in multiple bidding situations. Furthermore, the study finds that the process of competitive bidding is a zero sum game since the greater returns to the shareholders of target firms in multiple-bid contests come at the expense of the acquiring companies, Overall, the evidence suggests that the bidders need to become more conservative, particularly as the relative uncertainty of the target's 'true' value and the number of bidders increase.

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게임이론을 이용한 MAS 기반 입찰모델링 기법 제안 (Game Theoretic Approach to MAS based Generation Bidding Model)

  • 강동주;김학만
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 2007년도 추계학술대회 논문집 전력기술부문
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    • pp.258-260
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    • 2007
  • MAS based market simulator has attracted the attentions of people who are interested in using or developing electricity market simulator. MAS based approach makes it possible to model each market participant's strategic behaviors. Traditional market simulators have used optimization formulation to model market operation, which has been used since vertically integrated system. Optimization mainly uses cost minimization or welfare maximization of entire system. Therefore it is somehow difficult to model the independently strategic behaviors of market participants. MAS is one of AI technology based on distributed intelligence which makes it possible to model independently acting entities in competitive market. This paper proposes the method to model strategic participants in electricity market based on MAS.

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Competition among Firms in Digital Convergence era

  • Yoo, Byung-Joon;Lim, Hyun-Young
    • Management Science and Financial Engineering
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    • 제16권2호
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    • pp.1-15
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    • 2010
  • Digital convergence which means the convergence of industry areas related to digital technologies is an important phenomenon in business, which will decide the fates of firms in the near future. The only firms which can create synergy effects from digital convergence are expected to be the winners in the fierce competition of digital convergence era. In our analysis, we examine the strategy of an integrated firm which has businesses in two different industry areas which are related to each other. By using a game theoretical model, we show how the integrated firm can win over two single separated firms which have business in only one industry area each by leveraging the two businesses the integrated firm has. In our welfare analysis, we also show that this convergence may be even beneficial to consumers, which seems counter-intuitive to social concerns about anti-competitive behaviors by integrated firms. Additionally, we study comparison between industry convergence and product convergence.

경쟁적 전력시장에서 용량요금에 의한 전략적 용량철회 억제 (Suppression of Strategic Capacity Withholding by Capacity Payment in a Competitive Generation Market)

  • 이광호
    • 전기학회논문지
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    • 제56권7호
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    • pp.1199-1204
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    • 2007
  • In a cost based pool market, the generation capacity can be used as strategic bids by generation companies (Gencos) with the cost functions open to the market. Competition using strategic capacities is modeled by Cournot and Perfect Competiton (PC) model, and transformed into two by two payoff matrix game with Gencos' decision variables of Cournot and PC model. The payoff matrices vary when capacity payments are given to Gencos in accordance with their capacity bids. Nash Equilibrium (NE) in the matrices also moves with capacity price changes. In order to maximize social welfare of the market, NE should locate in a certain position of the payoff matrices, which corresponds to a PC NE. A concept of a critical capacity price is proposed and calculated in this paper that is defined as a minimum capacity price leading to PC NE. The critical capacity price is verified to work as a tool for suppressing a strategic capacity withholding in simulations of a test system.