• Title/Summary/Keyword: game strategy

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The Effect of Uncertain Information on Supply Chain Performance in a Beer Distribution Game-A Case of Meterological Forecast Information (불확실성 정보가 맥주배송게임 기반의 공급사슬 수행도에 미치는 영향 평가 : 기상정보 사례를 중심으로)

  • Lee, Ki-Kwang;Kim, In-Gyum;Ko, Kwang-Kun
    • Journal of Information Technology Applications and Management
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    • v.14 no.4
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    • pp.139-158
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    • 2007
  • Information sharing is key to effective supply chain management. In reality, however, it is impossible to get perfect information. Accordingly, only uncertain information can be accessed in business environment, and thus it is important to deal with the uncertainties of information in managing supply chains. This study adopts meteorological forecast as a typical uncertain information. The meteorological events may affect the demands for various weather-sensitive goods, such as beer, ices, clothes, electricity etc. In this study, a beer distribution game is modified by introducing meterological forecast information provided in a probabilistic format. The behavior patterns of the modified beer supply chains are investigated. for two conditions using the weather forecast with or without an information sharing. A value score is introduced to generalize the well-known performance measures employed in the study of supply chains, i.e.. inventory, backlog, and deviation of orders. The simulation result showed that meterological forecast information used in an information sharing environment was more effective than without information sharing, which emphasizes the synergy of uncertain information added to the information sharing environment.

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Reconsideration on the Agglomeration Factors of Cultural Industries

  • Hanzawa, Seiji
    • Journal of the Economic Geographical Society of Korea
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    • v.11 no.3
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    • pp.375-388
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    • 2008
  • The early studies on the cultural industries had mainly emphasized the viewpoint of "efficiency" based on the "flexible specialization" theory, but they have gradually shed light on the viewpoint of "creativity": creative human resources and various networks generating creative energies. Despite the importance of these studies, it is impossible to explain every cultural industrial agglomeration phenomena from specific and few viewpoints due to the diversity of each cultural industry. This study describes the dissimilarity of agglomeration factors between the Japanese animation and home video game industries which form salient agglomeration in the same region. Both industries share similar characteristics with industrial agglomeration of SMEs in Tokyo and close inter-firm relationships. However, they differ in their historical development paths and each firm's behavior and strategy because of their own distribution systems and production processes. In particular, the difference in distribution systems clearly affects whether a company values "efficiency" factors of agglomeration advantage or "creativity" factors of that in case of locational choice. The distribution sector of the cultural industry, compared with the production sector, has a tendency to value profitability rather than creation itself. Therefore, a cultural industry with the strong distribution sector tends to form the industrial system emphasizing profitability. The Japanese animation firm is apt to choose its location from the perspective of efficiency, which easily contributes to profitability, because television broadcasting stations are strong distribution sector. Conversely, the Japanese game firm chooses its location from the perspective of creativity due to the absence of strong distribution sector.

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A Hierarchical Graph Structure and Operations for Real-time A* Path finding and Dynamic Graph Problem (실시간 A* 길 찾기와 동적 그래프 문제를 위한 계층적 그래프 구조와 연산자)

  • Kim, Tae-Won;Cho, Kyung-Eun;Um, Ky-Hyun
    • Journal of Korea Game Society
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    • v.4 no.3
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    • pp.55-64
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    • 2004
  • A dynamic graph is suitable for representing and managing dynamic changable obstacles or terrain information in 2D/3D games such as RPG and Strategy Simulation Games. We propose a dynamic hierarchical graph model with fixed level to perform a quick A* path finding. We divide a graph into subgraphs by using space classification and space model, and construct a hierarchical graph. And then we perform a quick path fading on the graph by using our dynamic graph operators. With our experiments we show that this graph model has efficient properties for finding path in a dynamic game environment.

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GT-PSO- An Approach For Energy Efficient Routing in WSN

  • Priyanka, R;Reddy, K. Satyanarayan
    • International Journal of Computer Science & Network Security
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    • v.22 no.4
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    • pp.17-26
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    • 2022
  • Sensor Nodes play a major role to monitor and sense the variations in physical space in various real-time application scenarios. These nodes are powered by limited battery resources and replacing those resource is highly tedious task along with this it increases implementation cost. Thus, maintaining a good network lifespan is amongst the utmost important challenge in this field of WSN. Currently, energy efficient routing techniques are considered as promising solution to prolong the network lifespan where multi-hop communications are performed by identifying the most energy efficient path. However, the existing scheme suffer from performance related issues. To solve the issues of existing techniques, a novel hybrid technique by merging particle swarm optimization and game theory model is presented. The PSO helps to obtain the efficient number of cluster and Cluster Head selection whereas game theory aids in finding the best optimized path from source to destination by utilizing a path selection probability approach. This probability is obtained by using conditional probability to compute payoff for agents. When compared to current strategies, the experimental study demonstrates that the proposed GTPSO strategy outperforms them.

Optimal strategies for collective Parrondo games (집단 파론도 게임의 최적 전략)

  • Lee, Ji-Yeon
    • Journal of the Korean Data and Information Science Society
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    • v.20 no.6
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    • pp.973-982
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    • 2009
  • Two losing games that can be combined, either by periodic alternation or by random mixture, to form a winning game are known as Parrondo games. We consider a collective version of Parrondo games in which players are allowed to choose the game to be played by the whole ensemble in each turn. In this paper, we analyze the long-range optimization strategy for all choices of the parameters and find the expected average profit in the steady state.

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Comparison and Analysis of Competition Strategies in Competitive Coevolutionary Algorithms (경쟁 공진화 알고리듬에서 경쟁전략들의 비교 분석)

  • Kim, Yeo Keun;Kim, Jae Yun
    • Journal of Korean Institute of Industrial Engineers
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    • v.28 no.1
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    • pp.87-98
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    • 2002
  • A competitive coevolutionary algorithm is a probabilistic search method that imitates coevolution process through evolutionary arms race. The algorithm has been used to solve adversarial problems. In the algorithms, the selection of competitors is needed to evaluate the fitness of an individual. The goal of this study is to compare and analyze several competition strategies in terms of solution quality, convergence speed, balance between competitive coevolving species, population diversity, etc. With two types of test-bed problems, game problems and solution-test problems, extensive experiments are carried out. In the game problems, sampling strategies based on fitness have a risk of providing bad solutions due to evolutionary unbalance between species. On the other hand, in the solution-test problems, evolutionary unbalance does not appear in any strategies and the strategies using information about competition results are efficient in solution quality. The experimental results indicate that the tournament competition can progress an evolutionary arms race and then is successful from the viewpoint of evolutionary computation.

Game Theoretic Analysis of the Direct Marketing Channel Strategy of a Manufacturer (게임이론을 이용한 제조업체의 직접마케팅 진입전략 분석)

  • Rhee, Min-Ho;Cho, Hyung-Rae
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.32 no.3
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    • pp.168-177
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    • 2009
  • The proliferation of the internet and electronic commerce has given the manufacturers the opportunity of direct marketing. This study analyzes the decision of manufacturers regarding whether to sell the products through independent sales company or to sell the products to the consumer directly. To do this, a new demand function is proposed and sub and super games are modeled and analyzed based on the demand function. By analyzing the Nash equilibria, it is shown that the manufacturers' decision of direct or indirect marketing not only depends on the competitiveness between the products but the absolute and relative marketing capabilities of the manufacturers. It is also shown that, in some cases, the manufactures have incentive to rise the competitiveness between the products to maximize the channel profit.

A dynamic game approach to robust stabilization of time-varying discrete linear systems via receding horizon control strategy

  • Lee, Jae-Won;Kwon, Wook-Hyun
    • 제어로봇시스템학회:학술대회논문집
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    • 1995.10a
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    • pp.424-427
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    • 1995
  • In this paper, a control law based on the receding horizon concept which robustly stabilizes time-varying discrete linear systems, is proposed. A dynamic game problem minimizing the worst case performance, is adopted as an optimization problem which should be resolved at every current time. The objective of the proposed control law is to guarantee the closed loop stability and the infinite horizon $H^{\infty}$ norm bound. It is shown that the objective can be achieved by selecting the proper terminal weighting matrices which satisfy the inequality conditions proposed in this paper. An example is included to illustrate the results..

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An application of game theory to a strategy of genco's power planning (게임이론을 이용한 발전사업자 설비투자전략)

  • Kim, Jong-Hyuk;Han, Seok-Man;Lee, Jeong-In;Chung, Koo-Hyung;Kim, Bal-Ho
    • Proceedings of the KIEE Conference
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    • 2008.07a
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    • pp.568-569
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    • 2008
  • Recently, the electric power industries around the world are moving from the conventional monopolistic or vertically integrated environments to privatization, deregulation, and competition environments, where each participant is concerned with the maximization of profits in the marketplaces rather than system-wide costs minimization. To reduce difference of viewpoint about power planning between Genco and regulator, adjustment procedures need. This paper presents that game theory can be applied by systematic decision-making means.

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A Comparative Welfare Analysis on the Trading System in an Electricity Market by Using Game Theory (게임이론을 적용한 전력시장 전력거래방식의 후생 측면 비교 연구)

  • 이광호
    • The Transactions of the Korean Institute of Electrical Engineers A
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    • v.52 no.10
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    • pp.616-623
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    • 2003
  • Competition among electric generation companies is a major goal of restructuring in the electricity industry, The trading system in an electricity market has been one of the most important issues in deregulated electricity market. This paper deals with comparisons of the major two types of the trading system: compulsory pool market and bilateral contract market. The two trading systems are compared quantitatively from the viewpoint of consumer's surplus and social welfare, This paper, also, proposes a unified model of Cournot and Bertrand for analyzing the mixed trading system of pool market and bilateral contract market. Nash equilibrium of the unified model is derived by criteria for participating in bilateral contract market. Numerical results from a sample case show that a mixed trading system of pool market and price-competitive bilateral market is beneficial to consumer from the view points of consumer's surplus.