• Title/Summary/Keyword: Game Optimal

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Electronic Commerce and Environmental Welfare: An Analysis of Optimal Taxation (전자상거래와 환경후생)

  • Lee, Sang-Ho
    • Journal of the Korean Operations Research and Management Science Society
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    • v.36 no.1
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    • pp.1-11
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    • 2011
  • This article examines the impact of electronic commerce on environmental welfare. In particular, we analyze a game model of price competition between offline and online firms when consumption taxes are imposed on both offline and online transactions that produce environmental pollution. We investigate the properties of optimal taxation between offline and online markets and demonstrate that there is an optimal difference between the two taxes, depending upon not only the transaction cost between offline and online consumption, but also the environmental damage cost. We also investigate the effect of tax-free online transactions on tax revenues, and the financial feasibility of the optimal taxation.

Joint Beamforming and Power Allocation for Multiple Primary Users and Secondary Users in Cognitive MIMO Systems via Game Theory

  • Zhao, Feng;Zhang, Jiayi;Chen, Hongbin
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.7 no.6
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    • pp.1379-1397
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    • 2013
  • We consider a system where a licensed radio spectrum is shared by multiple primary users(PUs) and secondary users(SUs). As the spectrum of interest is licensed to primary network, power and channel allocation must be carried out within the cognitive radio network so that no excessive interference is caused to PUs. For this system, we study the joint beamforming and power allocation problem via game theory in this paper. The problem is formulated as a non-cooperative beamforming and power allocation game, subject to the interference constraints of PUs as well as the peak transmission power constraints of SUs. We design a joint beamforming and power allocation algorithm for maximizing the total throughput of SUs, which is implemented by alternating iteration of minimum mean square error based decision feedback beamforming and a best response based iterative power allocation algorithm. Simulation results show that the algorithm has better performance than an existing algorithm and can converge to a locally optimal sum utility.

Path Optimize Research used Ray-Tracing Algorithm in Heuristic-based Genetic Algorithm Pathfinding (휴리스틱 유전 알고리즘 경로 탐색에 광선 추적 알고리즘을 활용한 경로 최적화 연구)

  • Ko, Jung-Woon;Lee, Dong-Yeop
    • Journal of Korea Game Society
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    • v.19 no.6
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    • pp.83-90
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    • 2019
  • Heuristic based Genetic Algorithm Pathfinding(H-GAP), a method without the need for node and edge information, can compensate the disadvantages of existing pathfinding algorithm, and perform the path search at high speed. However, because the pathfinding by H-GAP is non-node-based, it may not be an optimal path when it includes unnecessary path information. In this paper, we propose an algorithm to optimize the search path using H-GAP. The proposed algorithm optimizes the path by removing unnecessary path information through ray-tracing algorithm after the H-GAP path search is completed.

Opportunistic Spectrum Access with Dynamic Users: Directional Graphical Game and Stochastic Learning

  • Zhang, Yuli;Xu, Yuhua;Wu, Qihui
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.12
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    • pp.5820-5834
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    • 2017
  • This paper investigates the channel selection problem with dynamic users and the asymmetric interference relation in distributed opportunistic spectrum access systems. Since users transmitting data are based on their traffic demands, they dynamically compete for the channel occupation. Moreover, the heterogeneous interference range leads to asymmetric interference relation. The dynamic users and asymmetric interference relation bring about new challenges such as dynamic random systems and poor fairness. In this article, we will focus on maximizing the tradeoff between the achievable utility and access cost of each user, formulate the channel selection problem as a directional graphical game and prove it as an exact potential game presenting at least one pure Nash equilibrium point. We show that the best NE point maximizes both the personal and system utility, and employ the stochastic learning approach algorithm for achieving the best NE point. Simulation results show that the algorithm converges, presents near-optimal performance and good fairness, and the directional graphical model improves the systems throughput performance in different asymmetric level systems.

Game-Theoretic Analysis of Selfish Secondary Users in Cognitive Radio Networks

  • Kahsay, Halefom;Jembre, Yalew Zelalem;Choi, Young-June
    • Journal of Communications and Networks
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    • v.17 no.4
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    • pp.440-448
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    • 2015
  • In this paper, we study the problem of selfish behavior of secondary users (SUs) based on cognitive radio (CR) with the presence of primary users (PUs). SUs are assumed to contend on a channel using the carrier sense multiple access with collision avoidance (CSMA/CA) and PUs do not consider transmission of SUs, where CSMA/CA protocols rely on the random deference of packets. SUs are vulnerable to selfish attacks by which selfish users could pick short random deference to obtain a larger share of the available bandwidth at the expense of other SUs. In this paper, game theory is used to study the systematic cheating of SUs in the presence of PUs in multichannel CR networks. We study two cases: A single cheater and multiple cheaters acting without any restraint. We identify the Pareto-optimal point of operation of a network with multiple cheaters and also derive the Nash equilibrium of the network. We use cooperative game theory to drive the Pareto optimality of selfish SUs without interfering with the activity of PUs. We show the influence of the activity of PUs in the equilibrium of the whole network.

Analysis of Network Neutrality in Two-sided Markets Using Game Theory (게임이론에 의한 양면시장에서의 망중립성 분석)

  • Oh, Hyung Sool;Lee, Jae Ha
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.41 no.3
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    • pp.162-169
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    • 2018
  • Net neutrality, which has not been a problem, has recently become a problem for ISPs (Internet Service Providers), and their complaints have been paid by domestic platform companies, but overseas global IT companies such as Google and YouTube, generate huge revenues from domestic markets. In this situation, domestic IT companies claim that it is natural to impose more expensive charges or restrict speed on users who generate huge traffic. On the other side, however, the telecommunication network has become an essential public good that is essential to our everyday life, and because it has been given a monopoly position by a private company to efficiently respond to the explosive demand for telecommunication services, It is necessary to provide equal and universal service and fulfill public duty. In this paper, we deal with the network neutrality problem, focusing on the price elasticity between the CP (Contents Provider) and the ISP, rather than the user who is one side of the two-sided market for the already saturated satellites communication market. We present a game model that determines the optimal price for each platform by Nash equilibrium and analyze how the net neutrality affects CP according to the change of exogenous variables through the proposed game model.

An Object Placement Method for War Game Synthetic Environment Using Color Channels of Image (이미지 컬러채널을 이용한 워게임 합성환경 객체 배치방법)

  • Ha, Dong-One;Lee, Tae-Eog
    • Journal of Korea Game Society
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    • v.13 no.2
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    • pp.111-118
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    • 2013
  • The US military is developing and improving SE-CORE and CVE to integrate war game between different kinds of systems, establish time-optimal CVE. Although South Korea is researching SEDRIS, etc. that is suitable for domestic circumstances, there are still many problems to be solved. The researchers suggest a way to semi-automate part of SNE process, by using the channel information of the image. This can help to improve speed of creating synthetic environment and facilitate information sharing to the others. If there is further research on the subject, it will be possible to develop automation technology to apply data from various information collection devices to synthetic battlefield environment (SBE).

Mean Field Game based Reinforcement Learning for Weapon-Target Assignment (평균 필드 게임 기반의 강화학습을 통한 무기-표적 할당)

  • Shin, Min Kyu;Park, Soon-Seo;Lee, Daniel;Choi, Han-Lim
    • Journal of the Korea Institute of Military Science and Technology
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    • v.23 no.4
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    • pp.337-345
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    • 2020
  • The Weapon-Target Assignment(WTA) problem can be formulated as an optimization problem that minimize the threat of targets. Existing methods consider the trade-off between optimality and execution time to meet the various mission objectives. We propose a multi-agent reinforcement learning algorithm for WTA based on mean field game to solve the problem in real-time with nearly optimal accuracy. Mean field game is a recent method introduced to relieve the curse of dimensionality in multi-agent learning algorithm. In addition, previous reinforcement learning models for WTA generally do not consider weapon interference, which may be critical in real world operations. Therefore, we modify the reward function to discourage the crossing of weapon trajectories. The feasibility of the proposed method was verified through simulation of a WTA problem with multiple targets in realtime and the proposed algorithm can assign the weapons to all targets without crossing trajectories of weapons.

A Study on the Interactive Game for Traditional Culture Plays to improve the Adaptability of the Elderly (고령자를 위한 쌍방향 전통문화게임 개발에 관한 연구)

  • Cho, Dong-Min;Jung, Sung-Hwan
    • Journal of Korea Game Society
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    • v.8 no.3
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    • pp.15-22
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    • 2008
  • Recently, Our average life span of korean people is extended and fast-growing an elderly population caused by Being Improved our living conditions and medical science level. Our another problems which being faced by an aging population are that marked psychological and social changes of the aged. The psychological changes of the aged is related to how they make their living and it strong influences on their successful aging process. For health of the aged, there is an urgent need of recreation which can be social activities to void decline their own process of thinking and the executive ability to adapt for controlling health. Therefore, thepurpose of this recreation Courseware program is to help the alienated minorities to achieve the optimal health and best quality of life based on the knowledge of the social-activities and to understand the korean traditional culture plays. Finally, This study could contribute it as a baseline model for the empirical study and to develop further recreation program for the elderly social activities and sufficient for needs of understanding our traditional culture plays.

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Generation of AI Agent in Imperfect Information Card Games Using MCTS Algorithm: Focused on Hearthstone (MCTS 기법을 활용한 불완전 정보 카드 게임에서의 인공지능 에이전트 생성 : 하스스톤을 중심으로)

  • Oh, Pyeong;Kim, Ji-Min;Kim, Sun-Jeong;Hong, Seokmin
    • Journal of Korea Game Society
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    • v.16 no.6
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    • pp.79-90
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    • 2016
  • Recently, many researchers have paid attention to the improved generation of AI agent in the area of game industry. Monte-Carlo Tree Search(MCTS) is one of the algorithms to search an optimal solution through random search with perfect information, and it is suitable for the purpose of calculating an approximate value to the solution of an equation which cannot be expressed explicitly. Games in Trading Card Game(TCG) genre such as the heartstone has imperfect information because the cards and play of an opponent are not predictable. In this study, MCTS is suggested in imperfect information card games so as to generate AI agents. In addition, the practicality of MCTS algorithm is verified by applying to heartstone game which is currently used.