• Title/Summary/Keyword: Electronic game

Search Result 198, Processing Time 0.028 seconds

An Analytical Investigation for Nash Equilibriums of Generation Markets

  • Kim Jin-Ho;Won Jong-Ryul;Park Jong-Bae
    • KIEE International Transactions on Power Engineering
    • /
    • v.5A no.1
    • /
    • pp.85-92
    • /
    • 2005
  • In this paper, Nash equilibriums of generation markets are investigated using a game theory application for simplified competitive electricity markets. We analyze the characteristics of equilibrium states in N-company spot markets modeled by uniform pricing auctions and propose a new method for obtaining Nash equilibriums of the auction. We assume that spot markets are operated as uniform pricing auctions and that each generation company submits its bids into the auction in the form of a seal-bid. Depending on the bids of generation companies, market demands are allocated to each company accordingly. The uniform pricing auction in this analysis can be formulated as a non-cooperative and static game in which generation companies correspond to players of the game. The coefficient of the bidding function of company-n is the strategy of player-n (company-n) and the payoff of player-n is defined as its profit from the uniform price auction. The solution of this game can be obtained using the concept of the non-cooperative equilibrium originating from the Nash idea. Based on the so called residual demand curve, we can derive the best response function of each generation company in the uniform pricing auction with N companies, analytically. Finally, we present an efficient means to obtain all the possible equilibrium set pairs and to examine their feasibilities as Nash equilibriums. A simple numerical example with three generation companies is demonstrated to illustrate the basic idea of the proposed methodology. From this, we can see the applicability of the proposed method to the real-world problem, even though further future analysis is required.

Study of Capturing Real-Time 360 VR 3D Game Video for 360 VR E-Sports Broadcast (360 VR E-Sports 중계를 위한 실시간 360 VR 3D Stereo 게임 영상 획득에 관한 연구)

  • Kim, Hyun Wook;Lee, Jun Suk;Yang, Sung Hyun
    • Journal of Broadcast Engineering
    • /
    • v.23 no.6
    • /
    • pp.876-885
    • /
    • 2018
  • Although e-sports broadcasting market based on VR(Virtual Reality) is growing in these days, technology development for securing market competitiveness is quite inadequate in Korea. Global companies such as SLIVER and Facebook already developed and are trying to commercialize 360 VR broadcasting technology which is able to broadcast e-sports in 4K 30FPS VR video. However, 2D video is too poor to use for 360 VR video in that it brings less immersive experience and dizziness and has low resolution in the scene. this paper, we not only proposed and implemented virtual camera technology which is able to capture in-game space as 360 video with 4K 3D by 60FPS for e-sports VR broadcasting but also verified feasibleness of obtaining stereo 360 video up to 4K/60FPS by conducting experiment after setting up virtual camera in sample games from game engine and commercial games.

Electronic Games Appropriated for the Classrooms: A Proposal of the Questionnaire Containing 17 Questions (교실로 들어온 전자오락게임: 게임에 관한 열일곱 가지 질문)

  • Park, Sung-Bong
    • The Journal of the Korea Contents Association
    • /
    • v.8 no.3
    • /
    • pp.156-172
    • /
    • 2008
  • The point of departure is the Popularity of the electronic games among the youth generation. This study attempts to make up a questionnaire containing the questions which are intended for the youth generation realistically and at the same time in a meaningful way pedagogically. Any researcher who wants to understand the youth culture at the present time is necessary to approach the youth generation in a positive attitude of learning, so asking the questions to the youth generation is as important as having the answers. That is to say, this paper is not a statistical analysis of the questionnaire, nor a empirical research of youth's reception of the electronic games. Now that the emphasis of the paper is located on the very way of approaching the youth generation concerning the electronic games, this study starts with the university students in the first place because they are in a more advantageous milieu for conversation in the classroom on the subject. To be sure, this study will be able to cover the whole area of primary, junior or senior high-school by way of some modifications. Conclusively, this paper aims at providing with practical ideas of teaching, which immediately can be appropriated into the classroom by the teachers in the actual field, and drawing attention to the potential educational contents of the cultural products. Furthermore, the questionnaire proposed in the paper is meant for the first step towards the aesthetics of the electronic games with a view to the game-imagination.

Metal Oxide Nanocolumns for Extremely Sensitive Gas Sensors

  • Song, Young Geun;Shim, Young-Seok;Han, Soo Deok;Lee, Hae Ryong;Ju, Byeong-Kwon;Kang, Chong Yun
    • Journal of Sensor Science and Technology
    • /
    • v.25 no.3
    • /
    • pp.184-188
    • /
    • 2016
  • Highly ordered $SnO_2$ and NiO nanocolumns have been successfully achieved by glancing-angle deposition (GLAD) using an electron beam evaporator. Nanocolumnar $SnO_2$ and NiO sensors exhibited high performance owing to the porous nanostructural effect with the formation of a double Schottky junction and high surface-to-volume ratios. When all gas sensors were exposed to various gases such as $C_2H_5OH$, $C_6H_6$, and $CH_3COCH_3$, the response of the highly ordered $SnO_2$ nanocolumn were over 50 times higher than that of the $SnO_2$ thin film. This work will bring broad interest and create a strong impact in many different fields owing to its particularly simple and reliable fabrication process.

Games in Community Network Businesses (커뮤니티 네트워크 형성게임)

  • Oh, Jeong-Hun
    • Asia pacific journal of information systems
    • /
    • v.11 no.3
    • /
    • pp.91-104
    • /
    • 2001
  • Like other communication networks, the Internet is establishing and reinforcing connections between market participants. By adapting to these networks, market participants are able to obtain the power of network to create new benefits in on-line markets. In this paper, we develop three stage non-cooperative game models to analyze the community related business market in electronic commerce where network externalities are present. It is found that, regardless of its market share, individual firm in a market tends to favor a community network. The analysis also shows there exist some possibilities that these community networks can trap the market in an inferior state when better alternatives are available to yield greater social welfare.

  • PDF

A Nash Bargaining Solution of Electric Power Transactions Embedding Transmission Pricing in the Competitive Electricity Market

  • Kang, Dong-Joo;Kim, Balho H.;Chung, Koo-Hyung;Moon, Young-Hwan
    • KIEE International Transactions on Power Engineering
    • /
    • v.3A no.1
    • /
    • pp.42-46
    • /
    • 2003
  • The economic operation of a utility in a deregulated environment brings about optimization problems different from those in vertically integrated one[1]. While each utility operates its own generation capacity to maximize profit, the market operator (or system operator) manages and allocates all the system resources and facilities to achieve the maximum social welfare. This paper presents a sequential application of non-cooperative and cooperative game theories in analyzing the entire power transaction process.

Learning soccer robot using genetic programming

  • Wang, Xiaoshu;Sugisaka, Masanori
    • 제어로봇시스템학회:학술대회논문집
    • /
    • 1999.10a
    • /
    • pp.292-297
    • /
    • 1999
  • Evolving in artificial agent is an extremely difficult problem, but on the other hand, a challenging task. At present the studies mainly centered on single agent learning problem. In our case, we use simulated soccer to investigate multi-agent cooperative learning. Consider the fundamental differences in learning mechanism, existing reinforcement learning algorithms can be roughly classified into two types-that based on evaluation functions and that of searching policy space directly. Genetic Programming developed from Genetic Algorithms is one of the most well known approaches belonging to the latter. In this paper, we give detailed algorithm description as well as data construction that are necessary for learning single agent strategies at first. In following step moreover, we will extend developed methods into multiple robot domains. game. We investigate and contrast two different methods-simple team learning and sub-group loaming and conclude the paper with some experimental results.

  • PDF

Technical Trend and Challenging Issues for Quantum Computing Control System (양자컴퓨터 제어 기술)

  • Jeong, Y.H.;Choi, B.S.
    • Electronics and Telecommunications Trends
    • /
    • v.36 no.3
    • /
    • pp.87-96
    • /
    • 2021
  • Quantum computers will be a game-changer in various fields, such as cryptography and new materials. Quantum computer is quite different from the classical computer by using quantum-mechanical phenomena, such as superposition, entanglement, and interference. The main components of a quantum computer can be divided into quantum-algorithm, quantum-classical control interface, and quantum processor. Universal quantum computing, which can be applied in various industries, is expected to have more than millions of qubits with high enough gate accuracy. Currently, It uses general-purpose electronic equipment, which is placed in a rack, at room temperature to make electronic signals that control qubits. However, implementing a universal quantum computer with a low error rate requires a lot of qubits demands the change of the current control system to be an integrated and miniaturized system that can be operated at low temperatures. In this study, we explore the fundamental units of the control system, describe the problems and alternatives of the current control system, and discuss a future quantum control system.

A Novel Cell Selection Technique Based on Game Theory for Femtocell System Resource Optimization (펨토셀시스템 자원 최적화를 위한 게임이론 기반 기지국 선택 기법)

  • Jang, Jeong-Gyu;Sohn, Insoo
    • The Journal of Korean Institute of Communications and Information Sciences
    • /
    • v.39A no.11
    • /
    • pp.652-659
    • /
    • 2014
  • In this paper, we propose an access point selection method for mobile users in LTE-femtocell system. In wireless communication system, users want to receive good data service. In LTE-femtocell system, if users move a little, users can experience different data service. The proposed access point selection method help that if users move a little, users obtain the high capacity and that user selects access point that other user have not selected much and so obtains higher data service. We simulated in order to prove performance of the proposed access point selection metod. Simulation results show that in a situation that users are concentrated in order to obtain better data service users are seen scattered look. As a result, we confirm that the proposed access point selection method provides good data service to users.

Algorithm to Improve Accuracy of Location Estimation for AR Games (AR 게임을 위한 위치추정 정확도 향상 알고리즘)

  • Han, Seo Woo;Suh, Doug Young
    • Journal of Broadcast Engineering
    • /
    • v.24 no.1
    • /
    • pp.32-40
    • /
    • 2019
  • Indoor location estimation studies are needed in various fields. The method of estimating the indoor position can be divided into a method using hardware and a method using no hardware. The use of hardware is more accurate, but has the disadvantage of hardware installation costs. Conversely, the non-hardware method is not costly, but it is less accurate. To estimate the location for AR game, you need to get the solution of the Perspective-N-Point (PnP). To obtain the PnP problem, we need three-dimensional coordinates of the space in which we want to estimate the position and images taken in that space. The position can be estimated through six pairs of two-dimensional coordinates matching the three-dimensional coordinates. To further increase the accuracy of the solution, we proposed the use of an additional non-coplanarity degree to determine which points would increase accuracy. As the non-coplanarity degree increases, the accuracy of the position estimation becomes higher. The advantage of the proposed method is that it can be applied to all existing location estimation methods and that it has higher accuracy than hardware estimation.