game value
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2021 ◽  
Vol 72 ◽  
pp. 1083-1102
Author(s):  
Cleyton R. Silva ◽  
Michael Bowling ◽  
Levi H.S. Lelis

In this research note we show that a simple justification system can be used to teach humans non-trivial strategies of the Olympic sport of curling. This is achieved by justifying the decisions of Kernel Regression UCT (KR-UCT), a tree search algorithm that derives curling strategies by playing the game with itself. Given an action returned by KR-UCT and the expected outcome of that action, we use a decision tree to produce a counterfactual justification of KR-UCT’s decision. The system samples other possible outcomes and selects for presentation the outcomes that are most similar to the expected outcome in terms of visual features and most different in terms of expected end-game value. A user study with 122 people shows that the participants who had access to the justifications produced by our system achieved much higher scores in a curling test than those who only observed the decision made by KR-UCT and those with access to the justifications of a baseline system. This is, to the best of our knowledge, the first work showing that a justification system is able to teach humans non-trivial strategies learned by an algorithm operating in self play.


2021 ◽  
Vol 257 ◽  
pp. 02016
Author(s):  
Luyao Wang

There are potential opportunistic risks in the partnerships of enterprises in different industries. Asymmetric information, incomplete decision-making and Human bounded rationality are factors for the formation of opportunistic risks, and adopting external governance is a feasible way to defuse the risks. Supply chain governance is a new type of governance which is different from enterprise governance. Its scope of governance is wider than enterprise governance. It is the performance of environmental evolution and organizational innovation. Based on the incomplete contract, this paper analyzes the game between the supplier and the manufacturer. It is found that in the process of the game, the cooperation benefits of both parties are the largest and the distribution of benefits is the fairest. Therefore, combined with the theory of supply chain governance, this paper hopes to maximize the value of supply chain by optimizing the supply chain governance strategy under the condition of incomplete contract.


2021 ◽  
Vol 0 (0) ◽  
pp. 0
Author(s):  
Abbas Ja'afaru Badakaya ◽  
Aminu Sulaiman Halliru ◽  
Jamilu Adamu

Author(s):  
Yanhui Su ◽  
Per Backlund ◽  
Henrik Engström

Abstract As a business model, the essence of games is to provide a service to satisfy the player experience. From a business perspective, development in the game industry has led to the application of Business Intelligence (BI) becoming more and more extensive. However, related research lacks systematic examination and precise classification. This paper provides a comprehensive literature review of BI used in the game industry, focusing primarily on game analytics. This research mainly studies and discusses five aspects. First, we explore game analytics aspects in the available literature based on the traditional game value chain. Second, we find out the main purposes of using analytics in the game industry. Third, we present the problems or challenges in the game area, which can be addressed by using game analytics. Fourth, we also list different algorithms that have been used in game analytics for prediction. Finally, we summarize the research areas that have already been covered in literature but need further development. Based on the categories established after the mapping and the review findings, we also discuss the limitations of game analytics and propose potential research points for future research.


Author(s):  
Seda Yildirim

This study aimed to investigate mobile game addiction through perceived game value. According to this aim, the relationship between mobile game addiction and consumption values was tested. From 500 e-survey forms, 386 forms were accepted for analysis. To measure perceived value, Sheth, Newman, and Gross's consumption values model was adapted. Lemmens, Valkenburg, and Peter's game addiction model were used in this study to measure mobile game addiction. With the help of canonical correlation analysis, it was tested whether there was a significant relationship between perceived value and mobile game addiction. Consequently, it was found that perceived values were significantly related to mobile game addiction. Especially, functional, emotional, and conditional values had a strong correlation with mobile game addiction. This study provides some evidence that perceived game value can influence game addiction.


2019 ◽  
Vol 66 ◽  
pp. 473-502 ◽  
Author(s):  
Xiaomin Lin ◽  
Stephen C. Adams ◽  
Peter A. Beling

This paper addresses the problem of multi-agent inverse reinforcement learning (MIRL) in a two-player general-sum stochastic game framework. Five variants of MIRL are considered: uCS-MIRL, advE-MIRL, cooE-MIRL, uCE-MIRL, and uNE-MIRL, each distinguished by its solution concept. Problem uCS-MIRL is a cooperative game in which the agents employ cooperative strategies that aim to maximize the total game value. In problem uCE-MIRL, agents are assumed to follow strategies that constitute a correlated equilibrium while maximizing total game value. Problem uNE-MIRL is similar to uCE-MIRL in total game value maximization, but it is assumed that the agents are playing a Nash equilibrium. Problems advE-MIRL and cooE-MIRL assume agents are playing an adversarial equilibrium and a coordination equilibrium, respectively. We propose novel approaches to address these five problems under the assumption that the game observer either knows or is able to accurately estimate the policies and solution concepts for players. For uCS-MIRL, we first develop a characteristic set of solutions ensuring that the observed bi-policy is a uCS and then apply a Bayesian inverse learning method. For uCE-MIRL, we develop a linear programming problem subject to constraints that define necessary and sufficient conditions for the observed policies to be correlated equilibria. The objective is to choose a solution that not only minimizes the total game value difference between the observed bi-policy and a local uCS, but also maximizes the scale of the solution. We apply a similar treatment to the problem of uNE-MIRL. The remaining two problems can be solved efficiently by taking advantage of solution uniqueness and setting up a convex optimization problem. Results are validated on various benchmark grid-world games.


10.37236/6958 ◽  
2019 ◽  
Vol 26 (3) ◽  
Author(s):  
Sara Faridi ◽  
Svenja Huntemann ◽  
Richard J. Nowakowski

Strong placement games (SP-games) are a class of combinatorial games whose structure allows one to describe the game via simplicial complexes. A natural question is whether well-known parameters of combinatorial games, such as "game value", appear as invariants of the simplicial complexes. This paper is the first step in that direction. We show that every simplicial complex encodes a certain type of SP-game (called an "invariant SP-game") whose ruleset is independent of the board it is played on. We also show that in the class of SP-games isomorphic simplicial complexes correspond to isomorphic game trees, and hence equal game values. We also study a subclass of SP-games corresponding to flag complexes, showing that there is always a game whose corresponding complex is a flag complex no matter which board it is played on.


Symmetry ◽  
2019 ◽  
Vol 11 (5) ◽  
pp. 702 ◽  
Author(s):  
Brikaa ◽  
Zheng ◽  
Ammar

Imprecise constrained matrix games (such as fuzzy constrained matrix games, interval-valued constrained matrix games, and rough constrained matrix games) have attracted considerable research interest. This article is concerned with developing an effective fuzzy multi-objective programming algorithm to solve constraint matrix games with payoffs of fuzzy rough numbers (FRNs). For simplicity, we refer to this problem as fuzzy rough constrained matrix games. To the best of our knowledge, there are no previous studies that solve the fuzzy rough constrained matrix games. In the proposed algorithm, it is proven that a constrained matrix game with fuzzy rough payoffs has a fuzzy rough-type game value. Moreover, this article constructs four multi-objective linear programming problems. These problems are used to obtain the lower and upper bounds of the fuzzy rough game value and the corresponding optimal strategies of each player in any fuzzy rough constrained matrix games. Finally, a real example of the market share game problem demonstrates the effectiveness and reasonableness of the proposed algorithm. Additionally, the results of the numerical example are compared with the GAMS software results. The significant contribution of this article is that it deals with constraint matrix games using two types of uncertainties, and, thus, the process of decision-making is more flexible.


2018 ◽  
Vol 2018 ◽  
pp. 1-14 ◽  
Author(s):  
Ahmed Salem ◽  
Xuening Liao ◽  
Yulong Shen ◽  
Xiaohong Jiang

This paper investigates the secrecy and reliability of a communication where the user is assisting an Intrusion Detection System (IDS) in detecting the adversary’s attack. The adversary is assumed to be sophisticated such that it can conduct eavesdropping and jamming attacks. The IDS is equipped with the capability of detecting both of those attacks. Two scenarios were considered; the first scenario is that the user is trying to detect the adversary by assisting the IDS, and the second scenario is that the user is equipped with a silent time slot in its communication protocol besides assisting the IDS, in order to provoke the adversary into jamming the channel, thus detecting it with a higher probability. Interestingly, adding the capability of detecting eavesdropping attacks pushed the adversary into conducting jamming attacks much more, thus aiding in detecting the adversary earlier. All of that was modeled by means of stochastic game theory, in order to analyze and study the behavior and the interactions between the user and the adversary. Results show a major improvement in the first scenario by 188% and an improvement by 294% in the second scenario in the game value when the probability of detecting eavesdropping attacks was 0.3, which represents the payoff that the user gains in terms of secrecy and reliability.


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