• Title/Summary/Keyword: Competitive Game

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A N-Player Game Theoretic Study on Power Transaction Analysis in a Competitive Market (N-Player 게임이론을 이용한 전력시장의 전력거리 해석)

  • Park, Jong-Bae;Joung, Man-Ho;Kim, Balho H.
    • Proceedings of the KIEE Conference
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    • 2000.07a
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    • pp.403-405
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    • 2000
  • This paper presents a N-player game theory application for analyzing power transactions in a deregulated energy marketplace such as PoolCo, where, participants, especially, generating entities, maximize their net profits through optimal bidding strategies (i.e., bidding prices and bidding generations). In this paper, the electricity market for power transactions is modeled as a non-cooperative. N-player game with complete information, where the solution is determined in a continuous strategy domain having recourse to the Nash equilibrium idea.

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A Study on the Selection of a Bidding Parameter at the Bidding Function Model in an Electricity Market (공급함수 입찰모형에서 입찰파라미터 선택에 관한 연구)

  • Cho Cheol Hee;Choi Seok Keun;Lee Kwang Ho
    • Proceedings of the KIEE Conference
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    • summer
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    • pp.710-712
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    • 2004
  • Generation companies(Genco) submit the supply functions as a bidding function to a bid market in a competitive electricity market. The profits of Gencos vary in accordance with the bid functions, so the selection of a bidding function plays a key role in increasing their profits. This paper presents an analysis of the selection of the supply function from the viewpoint of Nash equilibrium(NE). Four types of bidding function parameters are used for analizing the electricity market. The competition of selecting bidding parameters is modeled as subgame and overall game in this research. The NEs in both game are computed by using analytic method and payoff matrix method. It is verified in case studies for the NE of overall game to satisfy the equilibrium condition.

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Intervenient Stackelberg Game based Bandwidth Allocation Scheme for Hierarchical Wireless Networks

  • Kim, Sungwook
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.8 no.12
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    • pp.4293-4304
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    • 2014
  • In order to ensure the wireless connectivity and seamless service to mobile users, the next generation network system will be an integration of multiple wireless access networks. In a heterogeneous wireless access system, bandwidth allocation becomes crucial for load balancing to avoid network congestion and improve system utilization efficiency. In this article, we propose a new dynamic bandwidth allocation scheme for hierarchical wireless network systems. First, we derive a multi-objective decision criterion for each access point. Second, a bargaining strategy selection algorithm is developed for the dynamic bandwidth re-allocation. Based on the intervenient Stackelberg game model, the proposed scheme effectively formulates the competitive interaction situation between several access points. The system performance of proposed scheme is evaluated by using extensive simulations. With a simulation study, it is confirmed that the proposed scheme can achieve better performance than other existing schemes under widely diverse network environments.

A Study on the Model of Competitive Electricity Market Considering Emission Trading (온실가스 배출권 거래제도를 고려한 경쟁적 전력시장 모형 연구)

  • Kim, Sang-Hoon;Lee, Kwang-Ho;Kim, Wook
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.58 no.8
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    • pp.1496-1503
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    • 2009
  • The United Nations Framework Convention on Climate Change (UNFCCC) is an international environmental treaty to stabilize greenhouse gas concentrations in the atmosphere. In order to fulfil the commitments of the countries in an economically efficient way, the UNFCCC adapted the emission trading scheme in the Kyoto Protocol. If the UNFCCC's scheme is enforced in the country, considerable changes in electric power industry are expected due to the imposed greenhouse gas emission reduction. This paper proposes a game theoretic model of the case when generation companies participate in both competitive electricity market and emission market simultaneously. The model is designed such that generation companies select strategically between power quantity and greenhouse gas reduction to maximize their profits in both markets. Demand function and Environmental Welfare of emission trading market is proposed in this model. From the simulation results using the proposed model the impact of the emission trading on generation companies seems very severe in case that the emission prices are significantly high.

Bidding Strategies with the Opportunity Cost of Reactive Power in a Competitive Market (무효전력 기회비용을 반영한 전력시장 입찰전략 연구)

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    • The Transactions of the Korean Institute of Electrical Engineers A
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    • v.53 no.1
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    • pp.67-72
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    • 2004
  • This paper addresses the bidding strategies of generating firms in a competitive market where the firms are provided with payment for generating reactive power. Reactive support for voltage control is an integral and critical part of power system operations. Since reactive support is unbundled in a competitive market under open access transmission, it is treated as one of ancillary services. The operation costs and opportunity costs for reactive support are compensated by payment to the firms, hence their bidding strategies will be affected. The opportunity costs are evaluated from the foregone profits of a generator in making sales in real power market by providing reactive support instead of real power. Game theory approach is used to analysis the transaction strategies of real power by the bimatrix method in this paper. Through computing the Nash equilibrium in a sample system, an incentive of a generator for improving the reactive generating capacity is found to be effective and the variations of the profits are analyzed as the demand power factor changes.

The Strategic Ambidexterity of Online Game Companies: The Exploitation and Exploration of NCsoft (온라인 게임회사의 전략적 양면성: 엔씨소프트의 활용과 탐험)

  • Bae, Joonheui;Koo, Dong Mo
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.115-124
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    • 2015
  • This research analyzed the case of Ncsoft to study the organizational learning, exploitation and exploration that create dynamic capability in hypercompetitive environment. First of all, we demonstrated the activities of exploitation and exploration in Ncsoft according to the life cycle of online game industry. An exploitation related to routine, learning and fit with existing environment brings about incremental innovation. In contrast, an exploration associated with non-learning, flexibility with changing environment results in radical innovation. We examined them based on the life cycle of its various game services. NCsoft that built the leading position in online game industry focused the exploitation activities at the stage of beginning period and growth, whereas NCsoft has increased the activities of exploration at period of mature. In addition, the firm conducts an exploration for its brand new game services and R&D. Conversely, An exploitation is conducted for sustainable updating of patch service and marketing and system building. The result implies that online game companies create sustainable competitive advantage using the balance between exploitation and exploration.

The Prospects of Game Industries in Emerging Contents Economy System (게임산업의 위상과 전망에 대한 일고찰)

  • Sung, Jae-Whan
    • Journal of Korea Game Society
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    • v.1 no.1
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    • pp.5-16
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    • 2001
  • Recently, Transition to the epoch of world has put an emphasis on the contents that has been emerging as the value of world economy. Consequently the core of industry is moving from IT industry to culture contents industry. Especially Game Industry among the culture contents industry is estimated that it will be the biggest power of influence in size and social influence. Game Industry is one of the high value-added, knowledge-based industries whose market is increasing faster than any other cultural industries. And game industry includes the technology, culture, cultural science and industry. It effectively symbolizes the character of synthetic entertainment industry in comparison with another industry. Also Game Industry is embedding as the superpower industry that competent to draw the whole development of culture industry because game development is intensifying into One-Source Multi-Use. It is important finding of this paper that it is necessary to ensure the competitive power and understand value and character of contents and to project the policy of human power and technology of Game Industry.

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The Study on Evolutionary Process of Online-Game Companies' Alliance Strategy for Product Diversification (온라인 게임 기업의 제품 다원화를 위한 제휴 전략 진화에 관한 연구)

  • Chang, Yong-Ho;Joung, Won-Jo
    • Journal of Korea Game Society
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    • v.11 no.2
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    • pp.57-68
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    • 2011
  • This study approaches how newly emerged game companies has implemented strategies for product diversification according to market growth cycle(beginninggrowing-mature) by empirical case study through evolutionary theory and resource based theory approach. At the beginning, online game companies had grown with different strategies(technology based, service based) by initial condition(genre, technological level, user attribute). After market growth, for product diversification, these companies carried out path-dependent alliance strategy(complementary, competitive) depending on resource base(technology capacity, service capacity based). As online game market getting mature, these companies has adapted flexibly in responding to market growth cycle by integrated strategy(naturally selected to mobilize every possible resource capability). By analyzing the alliance strategies pattern of online game companies in newly emerged game industry according to market growth cycle through combination of resource based theory and evolutionary theory, these results suggest that new industrial, theoretical, policy model is required.

A study of influence factor on Mobile Game Heavy User - focused on Game User Properties (모바일 게임 중이용자 영향요인에 관한 연구 - 게임 이용자 속성을 중심으로)

  • Kim, Hye Bin;Park, Young Il
    • Journal of Digital Contents Society
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    • v.16 no.3
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    • pp.493-501
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    • 2015
  • This study is to observe the correlation between user properties and user behavior on the mobile game, one of the most prominent digital contents with the most mutual interaction. Among various factors affecting on behaviors of game users, the user properties itself was accentuated, and the effect of individual and psychological quality on the use of game was evaluated. The user properties were mainly categorized into five factors of "interpersonal relationship", "level of game skill", "inclination of innovation", "self-esteem", and "competitive spirit", and the use behavior of game was categorized mainly into two types - quantitative behavior of "amount of use (time of use, consumption cost)" and qualitative behavior of "perceived satisfaction level (perceived enjoyment, perceived service quality, and perceived price)". As a result of study, in general, as the user quality subjected in this study is stronger, the amount of use and satisfaction level are higher. This study is to observe what type of user qualities leads to the more use, consumption, and satisfaction level of game contents to contribute to the study about the use of conventional digital contents and heavy use.

A study on the dual characteristics play of Pokémon game (<포켓몬스터>게임 플레이의 이중적 특성 연구)

  • Kim, Eun-Jung
    • Journal of Korea Game Society
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    • v.17 no.4
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    • pp.63-70
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    • 2017
  • It has been a year since the $Pok{\acute{e}}monGo$ has been released. Over the past year, the $Pok{\acute{e}}monGo$ have become a social phenomenon. This study analyzes the dual characteristics play of the original $Pok{\acute{e}}mon$ game. The Pocket Monster game, which has both casual and hardcore capabilities, has a broader player base and enjoys popularity for 20 years, satisfying the requirement of easy and convenient access, which is an advantage of casual games. In addition, the rating battle system of $Pok{\acute{e}}mon$ game turns casual play into hardcore play. In this paper, we analyze the dual play characteristics of longevity games such as Pocket Monsters, and propose strategies and directions for game development that can survive long term in the competitive game market.