• Title/Summary/Keyword: Sequential Game

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Equilibrium Bidding Strategy and Optimal Auction Design of Sequential Auction (축차경매의 평형입찰전략과 최적경매설계)

  • Kim, Yea-Gen;Park, Soon-Dal
    • Journal of the military operations research society of Korea
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    • v.13 no.2
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    • pp.63-83
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    • 1987
  • This study is concerned with the equilibrium bidding strategy and the optimal auction design of sequential auction with a reserve price and an entry fee. It is assumed that each bidder has a fixed reservation value and draws the reservation values of other bidders independently in the same distribution and may obtain at most one object to be sold. Under such assumptions, the sequential auction will be analyzed by the game theoretic approach. The purpose of this paper is, in the sequential auction, to find the equilibrium bidding strategy and to design the optimal auction under the equilibrium bidding strategy. The equilibrium bidding strategy and the optimal auction design are further analyzed with respect to change of the reserve price, the entry fee, and the number of bidders and objects. Specially, the auctioneer's expected revenue for each auction is obtained and analyzed.

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Visualization System for Player's Sequential Forms at Sports Broadcasting

  • Lee, Sang-Gil;Nobuyuki-Yagi
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1996.06b
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    • pp.88-93
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    • 1996
  • We developed a visualization system for sports broadcasting that informs TV viewers of a sports player's sequential performing forms and locus in detail when gymnastic game such as‘vault’is broadcasted. It records the corresponding frames while a player is performing, extracts only the player's performing forms from background scenes by a proposed algorithm, superposes them sequentially on a background scene, and broadcasts them with slow speed. This system named as‘Multi-Motion’has ever been used in NHK live broadcasting for 1995 World Gymnastics Championships held in Japan.

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Fixed Size Memory Pool Management Method for Mobile Game Servers (모바일 게임 서버를 위한 고정크기 메모리 풀 관리 방법)

  • Park, Seyoung;Choi, Jongsun;Choi, Jaeyoung;Kim, Eunhoe
    • KIPS Transactions on Computer and Communication Systems
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    • v.4 no.9
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    • pp.327-336
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    • 2015
  • Mobile game servers usually execute frequent dynamic memory allocation for generating the buffers that deal with clients requests. It causes to deteriorate the performance of game servers since it increases system workload and memory fragmentation. In this paper, we propose fixed-sized memory pool management method. Memory pool for the proposed method has a sequential memory structure based on circular linked list data structure. It solves memory fragmentation problem and saves time for searching the memory blocks which are required for memory allocation and deallocation. We showed the efficiency of the proposed method by evaluating the performance of dynamic memory allocation, through the proposed method and the memory pool management method based on boost open source library.

Corrective Control of Asynchronous Sequential Machines with Input Disturbance II : Controller Design (입력 외란이 존재하는 비동기 순차 머신의 교정 제어 II : 제어기 설계)

  • Yang, Jung-Min
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.56 no.9
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    • pp.1665-1675
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    • 2007
  • This paper presents the problem of controlling asynchronous sequential machines in the presence of input disturbances, which may be also regarded as an adversary in a game theoretic setting. The main objective is to provide necessary and sufficient condition for the existence of a corrective controller that solves model matching problem of an asynchronous machine suffering from input disturbance. The existence condition can be stated in terms of a simple comparison of two skeleton matrices. The proposed controller eliminates the adversarial effect of input disturbance and makes the controlled machine mimic the behavior of a model in stable-state way. Whenever controller exists, algorithms for their design are outlined and demonstrated in a case study.

Corrective Control of Asynchronous Sequential Machines with Input Disturbance I : Modeling (입력 외란이 존재하는 비동기 순차 머신의 교정 제어 I : 모델링)

  • Yang, Jung-Min
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.56 no.9
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    • pp.1655-1664
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    • 2007
  • This paper presents the problem of controlling asynchronous sequential machines in the presence of input disturbances, which may be also regarded as an adversary in a game theoretic setting. The main objective is to develope a new methodology for including unpredictable behavior of input disturbance into models of asynchronous machines. The input disturbance, representing uncontrollable noise input, is embedded into a new model of asynchronous machines in form of input/state finite state machines. It is shown that the proposed modeling preserves the fundamental model and well-pose of asynchronous machines. The reachability matrix, an important performance index of asynchronous machines, is also adapted according to input disturbance and will be used for constructing corrective controllers in the companion paper.

A Case Study for Finding an Efficient M&S Meta Model through Sequential Response Surface Methodology (축차적 반응표면 분석을 통한 M&S 메타모형 구축에 관한 사례 연구)

  • Kim, Sang-Ik;Kim, Yong-Dai;Lim, Yong-Bin;Choi, Ki-Heon;Kim, Jeong-Eun
    • Journal of Korean Society for Quality Management
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    • v.40 no.1
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    • pp.49-59
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    • 2012
  • In computer simulation models the output from the computer code is often deterministic, i.e., running the code twice with the same values for the input variables would give the same output. It is discussed why the response surface method with polynomial approximation for the true response function is a good approximation to the computer experiments model. A sequential strategy to find the proper reduced quadratic polynomial model is illustrated with a case study in the military war game computer simulation model.

Sequential Step of Simulacre in Social Network Game (소셜 게임에 나타난 시뮬라크르의 연속단계)

  • Seo, Seong-Eun
    • Journal of Korea Game Society
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    • v.12 no.1
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    • pp.43-55
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    • 2012
  • In SNG, actual users enter virtual space with their real identity. They can enter the game space easily and rapidly from the real space and can get out of it easily. For such free crossing between the virtual and the real, every character, space image and game play has symbolic reality. While paying attention to the game play process of SNG such symbolic reality is constructed into the virtual world in the game, this study intends to identify that it follows an order of simulacre by Baudrillard. As the result of analysis, it shows that SNG promotes easy entering the game space while reflecting the reality to the most in the opening part of game play. And, gradually concealing reality, it reaches a pure simulacre step while covering up and distorting absence of the reality. If we compare it with the direct entering the pure similacre step in the existing Online games like MMORPG, we can know that such a game play process according to the similacre order may be the distinct game characteristic of SNG.

Market Pioneering Game for Symmetric Players

  • Lim, Jong-In;Oh, Hyung-Sik
    • Journal of the Korean Operations Research and Management Science Society
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    • v.22 no.4
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    • pp.71-80
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    • 1997
  • In this paper, we consider with a market pioneering game among symmetric firms in highly competitive situation. To describe the puzzling situation of timing competition, we construct a dynamic game model and explore the equilibrium solution. As a result, we find a subgame perfect mixed strategy Nash equilibrium conceptually defined by 't$_{0}$ + .elsilon. equilibrium'. Our major finding s include : i) market entry will be occurred in sequential manner even though the condition of each firm is symmetric ii) the optimal timing of market pioneering will be advanced until almost all of the monopolist's profit is dissipated, iii) as the market position of the pioneer is stronger, the timings of the pioneer and the follower are separated, iv) and as the slope of the profit flow is steeper, the entry timing of the two players will be pooled together.

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The Development and Application Effect of Coding Game for the Childhood Cognitive Development (유아인지발달을 위한 코딩게임의 개발과 적용 효과)

  • HONG, Dae Sun;YU, Mi;LEE, Hyoung Gu
    • Journal of Korea Game Society
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    • v.18 no.5
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    • pp.103-112
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    • 2018
  • "Ito2", an early childhood educational coding game that allows students to learn sequential, loop, and conditional statement concepts through games is introduced. The developed game is a two-stage process of mock and practical classes for children in actual nursing cares, and coding education is conducted for actual children to determine its effectiveness. The degree of change is observed by observing trends in childhood cognitive development performance in all six areas, including parts and the overall, space, observation, shape and measurement, classification, comparison, and listing, as the coding training is conducted. In this paper, the improvement of cognitive development and spatial perceptual abilities were achieved by children playing games with infant functional coding with fun elements plus learning factors.

Improvement of Visualization System for Player's Sequential Forms in Sports Broadcasting

  • Lee, Jae-Ho;Lee, Sang-Gil
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1997.06a
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    • pp.119-124
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    • 1997
  • We improved a visualization system for a player's sequential forms called‘Multi-Motion’which has ever been used in NHK live broadcasting. It is to extract only the player's forms from background, and overlap them into one frame sequentially after fast performance for a vault game of gymnastics. It helps TV viewers understand the player's performing forms easily. We increased the performance of Multi-Motion by shortening the distance between the current frame and the reference frame, and the synthesis of the reference frame.

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