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2022 ◽  
pp. 832-845
Author(s):  
Annesha Biswas ◽  
Tinanjali Dam ◽  
Joseph Varghese Kureethara ◽  
Sankar Varma

In today's world, the concept of the game and game theory is turned into new methods of knowing and understanding some of the human behaviours followed by society. In the 21st century, behavioural economics plays a major role in understanding the concept of the `line' game and hence the strategies followed by it. It is a country game played in many parts of India. It is a two-person game with very simple rules and moves. It can be played indoors. Students play the game during the break-outs. The game keenly and minutely determines the objectivity of the game and the behaviour of the players involved inside the game and the way one starts moving helps the other players to understand what one is trying to portray through the game whether it is winning or losing. The strategies involved can be put forth and looked upon from different perspectives. Referring to one such perspective, it can be looked at from a concept of Pareto efficiency, a microeconomic concept. It helps develop logical skills and learn winning strategies.


2021 ◽  
Vol 8 (12) ◽  
pp. 43-47
Author(s):  
Liang et al. ◽  

This research developed a 3D third-person game, made open and closed scenes, through experiments to investigate the field of view suitable for different scenes. Playing 3D games can sometimes cause 3D discomfort or motion sickness. There are many people who have this kind of 3D discomfort. In the research on this issue, the authenticity of the game or the physiological impact of the observer was discussed in detail; however, the impact of the design of the game itself was less discussed. The field of view in the game scene is likely to cause motion sickness. This experimental method uses the adjustment method in psychophysics to test whether the player is comfortable with different scenes. According to the test of different scenarios, the average and standard deviation of the most comfortable visual field are obtained. The viewing angles of different scenes are significantly different, and the best viewing angle of a closed scene is larger than that of an open scene.


2021 ◽  
Vol 5 (ISS) ◽  
pp. 1-22
Author(s):  
Terence Dickson ◽  
Dr. Rina R. Wehbe ◽  
Fabrice Matulic ◽  
Daniel Vogel

We propose CursorTap, an extension of Forlines et al.'s mixed, absolute and relative "HybridPointing" to large wall-sized multitouch displays. Our technique uses a relative pointing quasimode activated with one hand, while the other hand controls a distant cursor similar to a large touchpad. A controlled experiment compares the technique to standard absolute touch input as a baseline and a whole-display "Drag" technique representing a common alternate approach. Results show CursorTap is fastest for the common usage scenario of reaching distant targets and then returning to nearby targets. Overall, median selection times across distances are similar with CursorTap, but linearly increase with the other techniques. As further validation, a second study explore show people use CursorTap in a two-person game. The results found just over half of the participants choose to use CursorTap for half of the primary interactions where "enemies" are eliminated using a tap, drag, or lasso "tool".


2021 ◽  
Vol 82 (10) ◽  
pp. 1812-1834
Author(s):  
V. I. Zhukovskiy ◽  
J. N. Zhiteneva ◽  
J. A. Belskih

Author(s):  
Jishu Jana ◽  
Sankar Kumar Roy

Hesitant Fuzzy Set (HFS) permits the membership function having a collection of probable values which are more effective for modelling the real-life problems. Multiple Attribute Decision Making (MADM) process apparently assesses multiple conflicting attribute in decision making. In traditional decision making problems, each player is moving independently whereas in reality it is seen that each player aims to maximize personal profit which causes a negative impact on other player. MADM problem treats with candidate to the best alternative corresponding to the several attributes. Here, we present an MADM problem under hesitant fuzzy information and then transforming it into two-person matrix game, referred to herein as MADM game. The Technique for Order Preference by Similarity to Ideal Solution (TOPSIS) is one of the prominent approach for solving the MADM problems. In this work, we develop the TOPSIS based on Ordered Weighted Aggregation (OWA) operator and hybrid hesitant fuzzy normalized Euclidean distance. Then the two approaches, namely Hybrid Hesitant Fuzzy Ordered Weighted Aggregation-TOPSIS (HHFOWA-TOPSIS) and the Linear Programming Problem (LPP) are applied to solve the formulated MADM game. For solving MADM game, we apply LPP by considering the various values of $\alpha, \psi$, and HHFOWA-TOPSIS for finding the optimal alternative according to their scores. An investment selection problem is included to explain the feasibility and superiority of our formulated approaches. A comparison analysis is drawn among the obtained results which are derived from the two approaches. LPP and HHFOWA-TOPSIS provide the best alternative for the proposed problem. Finally, conclusions about our findings and outlooks are described.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Ewa Stefanska ◽  
Sinead Bloomfield ◽  
Adam Carter

Purpose The analysis of previous studies showed that research pertaining to the examination of the crime scene and Modus Operandi variables in intimate partner homicide (IPH) is scarce. Additionally, to our knowledge, there are no studies investigating sexual homicide perpetrated by intimate partners. This study aims to address that void. Thus, the study examined various components of the crime event and as such, it was exploratory in nature. Design/methodology/approach The study consisted of male sexual killers, who perpetrated against pubescent female victims (14 years old and over) and served a custodial sentence within Her Majesty’s Prison Service in England and Wales. Variables for the study were chosen on the basis of previous research examining IPH and sexual homicide. Descriptive analyses were used in this exploratory study. Findings Descriptive analyses indicated that the most prevalent aggravating circumstances in the lead up to the killing included conflict with the victim before the offence and substance use by the perpetrator around the time of the killing. Stalking was present in approximately a quarter of cases. The results of the analyses of sexual behaviours showed that in 54.9% of the sample the act of killing was purely instrumental whereas in 39.4% of the sample the underlying drive of the act of killing was closely related to the sexual aspect. Originality/value This is a unique study on a topic not yet explored.


PLoS ONE ◽  
2021 ◽  
Vol 16 (7) ◽  
pp. e0254532
Author(s):  
Edgar Andrade-Lotero ◽  
Robert L. Goldstone

Often members of a group benefit from dividing the group’s task into separate components, where each member specializes their role so as to accomplish only one of the components. While this division of labor phenomenon has been observed with respect to both manual and cognitive labor, there is no clear understanding of the cognitive mechanisms allowing for its emergence, especially when there are multiple divisions possible and communication is limited. Indeed, maximization of expected utility often does not differentiate between alternative ways in which individuals could divide labor. We developed an iterative two-person game in which there are multiple ways of dividing labor, but in which it is not possible to explicitly negotiate a division. We implemented the game both as a human experimental task and as a computational model. Our results show that the majority of human dyads can finish the game with an efficient division of labor. Moreover, we fitted our computational model to the behavioral data, which allowed us to explain how the perceived similarity between a player’s actions and the task’s focal points guided the players’ choices from one round to the other, thus bridging the group dynamics and its underlying cognitive process. Potential applications of this model outside cognitive science include the improvement of cooperation in human groups, multi-agent systems, as well as human-robot collaboration.


2021 ◽  
Vol 13 (1) ◽  
pp. 89-101
Author(s):  
Владислав Иосифович Жуковский ◽  
Vladislav Zhukovskiy ◽  
Константин Николаевич Кудрявцев ◽  
Konstantin Kudryavtsev ◽  
Лидия Владиславна Жуковская ◽  
...  

The notion <<individual stability>> of Pareto equilibrium of objections and counter objections in one differential linear-quadratic 3-person game without side payments is used. The explicit form corresponding equilibrium is found.


2021 ◽  
Vol 49 (3) ◽  
pp. 10-10
Author(s):  
SIGCAS Team

Mention to computer scientists, gliders, glider guns, birth and death rules and they smile remembering their efforts to study societal life. October marked the 50th anniversary of the publication of John Conway's game of Life in Martin Garner's Mathematical Games column [1], For the lay person with no knowledge of Life, it's difficulty to imagine how popular a single person game with only a single move (i.e. setting the initial conditions) could be.


2020 ◽  
pp. 192-215
Author(s):  
Herbert E. Scarf
Keyword(s):  
The Core ◽  

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