Search results for: Game Output
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 1368

Search results for: Game Output

1278 ILMI Approach for Robust Output Feedback Control of Induction Machine

Authors: Abdelwahed Echchatbi, Adil Rizki, Ali Haddi, Nabil Mrani, Noureddine Elalami

Abstract:

In this note, the robust static output feedback stabilisation of an induction machine is addressed. The machine is described by a non homogenous bilinear model with structural uncertainties, and the feedback gain is computed via an iterative LMI (ILMI) algorithm.

Keywords: Induction machine, Static output feedback, robust stabilisation.

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1277 Identifying Game Variables from Students’ Surveys for Prototyping Games for Learning

Authors: N. Ismail, O. Thammajinda, U. Thongpanya

Abstract:

Games-based learning (GBL) has become increasingly important in teaching and learning. This paper explains the first two phases (analysis and design) of a GBL development project, ending up with a prototype design based on students’ and teachers’ perceptions. The two phases are part of a full cycle GBL project aiming to help secondary school students in Thailand in their study of Comprehensive Sex Education (CSE). In the course of the study, we invited 1,152 students to complete questionnaires and interviewed 12 secondary school teachers in focus groups. This paper found that GBL can serve students in their learning about CSE, enabling them to gain understanding of their sexuality, develop skills, including critical thinking skills and interact with others (peers, teachers, etc.) in a safe environment. The objectives of this paper are to outline the development of GBL variables from the research question(s) into the developers’ flow chart, to be responsive to the GBL beneficiaries’ preferences and expectations, and to help in answering the research questions. This paper details the steps applied to generate GBL variables that can feed into a game flow chart to develop a GBL prototype. In our approach, we detailed two models: (1) Game Elements Model (GEM) and (2) Game Object Model (GOM). There are three outcomes of this research – first, to achieve the objectives and benefits of GBL in learning, game design has to start with the research question(s) and the challenges to be resolved as research outcomes. Second, aligning the educational aims with engaging GBL end users (students) within the data collection phase to inform the game prototype with the game variables is essential to address the answer/solution to the research question(s). Third, for efficient GBL to bridge the gap between pedagogy and technology and in order to answer the research questions via technology (i.e. GBL) and to minimise the isolation between the pedagogists “P” and technologist “T”, several meetings and discussions need to take place within the team.

Keywords: Games-based learning, design, engagement, pedagogy, preferences, prototype, variables.

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1276 An Architectural Model of Multi-Agent Systems for Student Evaluation in Collaborative Game Software

Authors: Monica Hoedltke Pietruchinski, Andrey Ricardo Pimentel

Abstract:

The teaching of computer programming for beginners has been generally considered as a difficult and challenging task. Several methodologies and research tools have been developed, however, the difficulty of teaching still remains. Our work integrates the state of the art in teaching programming with game software and further provides metrics for the evaluation of student performance in a collaborative activity of playing games. This paper aims to present a multi-agent system architecture to be incorporated to the educational collaborative game software for teaching programming that monitors, evaluates and encourages collaboration by the participants. A literature review has been made on the concepts of Collaborative Learning, Multi-agents systems, collaborative games and techniques to teach programming using these concepts simultaneously.

Keywords: Architecture of multi-agent systems, collaborative evaluation, collaboration assessment, gamifying educational software.

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1275 Lineup Optimization Model of Basketball Players Based on the Prediction of Recursive Neural Networks

Authors: Wang Yichen, Haruka Yamashita

Abstract:

In recent years, in the field of sports, decision making such as member in the game and strategy of the game based on then analysis of the accumulated sports data are widely attempted. In fact, in the NBA basketball league where the world's highest level players gather, to win the games, teams analyze the data using various statistical techniques. However, it is difficult to analyze the game data for each play such as the ball tracking or motion of the players in the game, because the situation of the game changes rapidly, and the structure of the data should be complicated. Therefore, it is considered that the analysis method for real time game play data is proposed. In this research, we propose an analytical model for "determining the optimal lineup composition" using the real time play data, which is considered to be difficult for all coaches. In this study, because replacing the entire lineup is too complicated, and the actual question for the replacement of players is "whether or not the lineup should be changed", and “whether or not Small Ball lineup is adopted”. Therefore, we propose an analytical model for the optimal player selection problem based on Small Ball lineups. In basketball, we can accumulate scoring data for each play, which indicates a player's contribution to the game, and the scoring data can be considered as a time series data. In order to compare the importance of players in different situations and lineups, we combine RNN (Recurrent Neural Network) model, which can analyze time series data, and NN (Neural Network) model, which can analyze the situation on the field, to build the prediction model of score. This model is capable to identify the current optimal lineup for different situations. In this research, we collected all the data of accumulated data of NBA from 2019-2020. Then we apply the method to the actual basketball play data to verify the reliability of the proposed model.

Keywords: Recurrent Neural Network, players lineup, basketball data, decision making model.

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1274 A Case Study of Mobile Game Based Learning Design for Gender Responsive STEM Education

Authors: Raluca Ionela Maxim

Abstract:

Designing a gender responsive Science, Technology, Engineering and Mathematics (STEM) mobile game based learning solution (mGBL) is a challenge in terms of content, gamification level and equal engagement of girls and boys. The goal of this case study was to research and create a high-fidelity prototype design of a mobile game that contains role-models as avatars that guide and expose girls and boys to STEM learning content. For this research purpose it was applied the methodology of design sprint with five-phase process that combines design thinking principles. The technique of this methodology comprises smart interviews with STEM experts, mind-map creation, sketching, prototyping and usability testing of the interactive prototype of the gender responsive STEM mGBL. The results have shown that the effect of the avatar/role model had a positive impact. Therefore, by exposing students (boys and girls) to STEM role models in an mGBL tool is helpful for the decreasing of the gender inequalities in STEM fields.

Keywords: Design thinking, design sprint, gender-responsive STEM education, mobile game based learning, role-models.

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1273 Distributed Coverage Control by Robot Networks in Unknown Environments Using a Modified EM Algorithm

Authors: Mohammadhosein Hasanbeig, Lacra Pavel

Abstract:

In this paper, we study a distributed control algorithm for the problem of unknown area coverage by a network of robots. The coverage objective is to locate a set of targets in the area and to minimize the robots’ energy consumption. The robots have no prior knowledge about the location and also about the number of the targets in the area. One efficient approach that can be used to relax the robots’ lack of knowledge is to incorporate an auxiliary learning algorithm into the control scheme. A learning algorithm actually allows the robots to explore and study the unknown environment and to eventually overcome their lack of knowledge. The control algorithm itself is modeled based on game theory where the network of the robots use their collective information to play a non-cooperative potential game. The algorithm is tested via simulations to verify its performance and adaptability.

Keywords: Distributed control, game theory, multi-agent learning, reinforcement learning.

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1272 A Comprehensive Analysis for Widespread use of Electric Vehicles

Authors: Yu Zhou, Zhaoyang Dong, Xiaomei Zhao

Abstract:

This paper mainly investigates the environmental and economic impacts of worldwide use of electric vehicles. It can be concluded that governments have good reason to promote the use of electric vehicles. First, the global vehicles population is evaluated with the help of grey forecasting model and the amount of oil saving is estimated through approximate calculation. After that, based on the game theory, the amount and types of electricity generation needed by electronic vehicles are established. Finally, some conclusions on the government-s attitudes are drawn.

Keywords: electronic vehicles, grey prediction, game theory

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1271 Fatty Acids Composition of Elk, Deer, Roe Deer and Wild Boar Meat Hunted in Latvia

Authors: Vita Strazdina, Aleksandrs Jemeljanovs, Vita Sterna

Abstract:

A game animals – elk (Alces alces), deer (Cervus elaphus), roe deer (Capreolus capreolus) or wild boar (Sus scrofa scrofa) - every autumn and winter period provide an excellent investment, diversification of many consumer meals. In last years consumption and assortiment of game meat products significantly increase. Investigations about biochemical composition of game meat are not very much. The meat of wild animals is more favourable for human health because it has lower saturated fatty acids content, but higher content of protein. Therefore the aim of investigations was to compare biochemical composition of ungulates obtained in Latvia.Investigations were carried out in wild animals different regions of Latvia. In the studied samples protein, intramuscular fat, fatty acids and cholesterol were determined. The biochemical analysis of 54 samples were done. Results of analysis showed that protein content 22.36 – 22.92% of all types of meat samples is not different statistically, significantly lower fat content 1.33 ± 0.88% had elk meat samples and 1.59 ± 0.59% roe deer samples. Content of cholesterol was various 64.41 – 95.07% in the ruminant meat samples of different species. From the dietetic point of view the best composition of fatty acids has meat samples of roe deer.

Keywords: dietic product, game meat, intramuscular fat

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1270 DMC with Adaptive Weighted Output

Authors: Ahmed Abbas, M.R. M Rizk, Mohamed El-Sayed

Abstract:

This paper presents a new adaptive DMC controller that improves the controller performance in case of plant-model mismatch. The new controller monitors the plant measured output, compares it with the model output and calculates weights applied to the controller move. Simulations show that the new controller can help improve control performance and avoid instability in case of severe model mismatches.

Keywords: Adaptive control, dynamic matrix control, DMC, model predictive control

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1269 Survey on Strategic Games and Decision Making

Authors: S. Madhavi, K. Baala Srinivas, G. Bharath, R. K. Indhuja, M. Kowser Chandini

Abstract:

Game theory is the study of how people interact and make decisions to handle competitive situations. It has mainly been developed to study decision making in complex situations. Humans routinely alter their behaviour in response to changes in their social and physical environment. As a consequence, the outcomes of decisions that depend on the behaviour of multiple decision makers are difficult to predict and require highly adaptive decision-making strategies. In addition to the decision makers may have preferences regarding consequences to other individuals and choose their actions to improve or reduce the well-being of others. Nash equilibrium is a fundamental concept in the theory of games and the most widely used method of predicting the outcome of a strategic interaction in the social sciences. A Nash Equilibrium exists when there is no unilateral profitable deviation from any of the players involved. On the other hand, no player in the game would take a different action as long as every other player remains the same.

Keywords: Game Theory, Nash Equilibrium, Rules of Dominance.

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1268 The Modulation of Self-interest Instruction on the Fair-Proposing Behavior in Ultimatum Game

Authors: N. S. Yen, T. H. Yang, W. H. Huang, Y. F. Fang, H. W. Cho

Abstract:

Ultimatum game is an experimental paradigm to study human decision making. There are two players, a proposer and a responder, to split a fixed amount of money. According to the traditional economic theory on ultimatum game, proposer should propose the selfish offers to responder as much as possible to maximize proposer’s own outcomes. However, most evidences had showed that people chose more fair offers, hence two hypotheses – fairness favoring and strategic concern were proposed. In current study, we induced the motivation in participants to be either selfish or altruistic, and manipulated the task variables, the stake sizes (NT$100, 1000, 10000) and the share sizes (the 40%, 30%, 20%, 10% of the sum as selfish offers, and the 60%, 70%, 80%, 90% of the sum as altruistic offers), to examine the two hypotheses. The results showed that most proposers chose more fair offers with longer reaction times (RTs) no matter in choosing between the fair and selfish offers, or between the fair and altruistic offers. However, the proposers received explicit self-interest instruction chose more selfish offers accompanied with longer RTs in choosing between the fair and selfish offers. Therefore, the results supported the strategic concern hypothesis that previous proposers choosing the fair offers might be resulted from the fear of rejection by responders. Proposers would become more self-interest if the fear of being rejected is eliminated.

Keywords: Ultimatum game, self-interest, altruistic, fear of rejection.

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1267 To Be Smooth of The Interest and Output of Accepted Companies Stock at Negotiable Paper Exchange of Tehran

Authors: Mohammad Hadi Zohdi, Mohamad Reza Dalvand, Maryam Zohdi

Abstract:

In this research relationship between to be smooth the interest and output of accepted companies stock at negotiable paper exchange of Tehran is studied. Static community capacity included 363 companies member of negotiable paper exchange of Tehran that 54 companies were, by considering research limitation, selected from 2004 to 2009. Needed data for model test in librarian method was chosen from RAH AVARDE NOVIN informative banks, TADBIR and collecting needed data was selected from Tehran negotiable paper exchange archive. Given results show that in spite of belief among people based on companies have more smooth interest have more output, but resulted outcomes of test-done reveals that there is no relation between smooth interest and stock output.

Keywords: Smooth interest, interest fluctuation, interest level, output average, cost capital

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1266 The Game of Synchronized Triomineering and Synchronized Tridomineering

Authors: Alessandro Cincotti, Shigetaka Komori, Hiroyuki Iida

Abstract:

In synchronized games players make their moves simultaneously rather than alternately. Synchronized Triomineering and Synchronized Tridomineering are respectively the synchronized versions of Triomineering and Tridomineering, two variants of a classic two-player combinatorial game called Domineering. Experimental results for small m × n boards (with m + n ≤ 12 for Synchronized Triomineering and m + n ≤ 10 for Synchronized Tridomineering) and some theoretical results for general k×n boards (with k = 3, 4, 5 for Synchronized Triomineering and k = 3 for Synchronized Tridomineering) are presented. Future research is indicated.

Keywords: Combinatorial games, Synchronized games, Triomineering, Tridomineering.

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1265 A Robust Controller for Output Variance Reduction and Minimum Variance with Application on a Permanent Field DC-Motor

Authors: Mahmood M. Al-Imam, M. Mustafa

Abstract:

In this paper, we present an experimental testing for a new algorithm that determines an optimal controller-s coefficients for output variance reduction related to Linear Time Invariant (LTI) Systems. The algorithm features simplicity in calculation, generalization to minimal and non-minimal phase systems, and could be configured to achieve reference tracking as well as variance reduction after compromising with the output variance. An experiment of DCmotor velocity control demonstrates the application of this new algorithm in designing the controller. The results show that the controller achieves minimum variance and reference tracking for a preset velocity reference relying on an identified model of the motor.

Keywords: Output variance, minimum variance, overparameterization, DC-Motor.

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1264 Comparison of Router Intelligent and Cooperative Host Intelligent Algorithms in a Continuous Model of Fixed Telecommunication Networks

Authors: Dávid Csercsik, Sándor Imre

Abstract:

The performance of state of the art worldwide telecommunication networks strongly depends on the efficiency of the applied routing mechanism. Game theoretical approaches to this problem offer new solutions. In this paper a new continuous network routing model is defined to describe data transfer in fixed telecommunication networks of multiple hosts. The nodes of the network correspond to routers whose latency is assumed to be traffic dependent. We propose that the whole traffic of the network can be decomposed to a finite number of tasks, which belong to various hosts. To describe the different latency-sensitivity, utility functions are defined for each task. The model is used to compare router and host intelligent types of routing methods, corresponding to various data transfer protocols. We analyze host intelligent routing as a transferable utility cooperative game with externalities. The main aim of the paper is to provide a framework in which the efficiency of various routing algorithms can be compared and the transferable utility game arising in the cooperative case can be analyzed.

Keywords: Routing, Telecommunication networks, Performance evaluation, Cooperative game theory, Partition function form games

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1263 Using Tabu Search to Analyze the Mauritian Economic Sectors

Authors: J. Cheeneebash, V. Beeharry, A. Gopaul

Abstract:

The aim of this paper is to express the input-output matrix as a linear ordering problem which is classified as an NP-hard problem. We then use a Tabu search algorithm to find the best permutation among sectors in the input-output matrix that will give an optimal solution. This optimal permutation can be useful in designing policies and strategies for economists and government in their goal of maximizing the gross domestic product.

Keywords: Input-Output matrix, linear ordering problem, Tabusearch.

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1262 Piezoelectric Transducer Modeling: with System Identification (SI) Method

Authors: Nora Taghavi, Ali Sadr

Abstract:

System identification is the process of creating models of dynamic process from input- output signals. The aim of system identification can be identified as “ to find a model with adjustable parameters and then to adjust them so that the predicted output matches the measured output". This paper presents a method of modeling and simulating with system identification to achieve the maximum fitness for transformation function. First by using optimized KLM equivalent circuit for PVDF piezoelectric transducer and assuming different inputs including: sinuside, step and sum of sinusides, get the outputs, then by using system identification toolbox in MATLAB, we estimate the transformation function from inputs and outputs resulted in last program. Then compare the fitness of transformation function resulted from using ARX,OE(Output- Error) and BJ(Box-Jenkins) models in system identification toolbox and primary transformation function form KLM equivalent circuit.

Keywords: PVDF modeling, ARX, BJ(Box-Jenkins), OE(Output-Error), System Identification.

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1261 Comparison of Automated Zone Design Census Output Areas with Existing Output Areas in South Africa

Authors: T. Mokhele, O. Mutanga, F. Ahmed

Abstract:

South Africa is one of the few countries that have stopped using the same Enumeration Areas (EAs) for census enumeration and dissemination. The advantage of this change is that confidentiality issue could be addressed for census dissemination as the design of geographic unit for collection is mainly to ensure that this unit is covered by one enumerator. The objective of this paper was to evaluate the performance of automated zone design output areas against non-zone design developed geographies using the 2001 census data, and 2011 census to some extent, as the main input. The comparison of the Automated Zone-design Tool (AZTool) census output areas with the Small Area Layers (SALs) and SubPlaces based on confidentiality limit, population distribution, and degree of homogeneity, as well as shape compactness, was undertaken. Further, SPSS was employed for validation of the AZTool output results. The results showed that AZTool developed output areas out-perform the existing official SAL and SubPlaces with regard to minimum population threshold, population distribution and to some extent to homogeneity. Therefore, it was concluded that AZTool program provides a new alternative to the creation of optimised census output areas for dissemination of population census data in South Africa.

Keywords: AZTool, enumeration areas, small areal layers, South Africa.

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1260 Parenting Styles and Their Relation to Videogame Addiction

Authors: Petr Květon, Martin Jelínek

Abstract:

We try to identify the role of various aspects of parenting style in the phenomenon of videogame playing addiction. Relevant self-report questionnaires were part of a wider set of methods focused on the constructs related to videogame playing. The battery of methods was administered in school settings in paper and pencil form. The research sample consisted of 333 (166 males, 167 females) elementary and high school students at the age between 10 and 19 years (m=14.98, sd=1.77). Using stepwise regression analysis, we assessed the influence of demographic variables (gender and age) and parenting styles. Age and gender together explained 26.3% of game addiction variance (F(2,330)=58.81, p<.01). By adding four aspect of parenting styles (inconsistency, involvement, control, and warmth) another 10.2% of variance was explained (∆F(4,326)=13.09, p<.01). The significant predictor was gender of the respondent, where males scored higher on game addiction scale (B=0.70, p<.01), age (β=-0.18, p<.01), where younger children showed higher level of addiction, and parental inconsistency (β=0.30, p<.01), where the higher the inconsistency in upbringing, the more developed game playing addiction.

Keywords: Gender, parenting styles, video games, addiction.

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1259 Characterizing the Geometry of Envy Human Behaviour Using Game Theory Model with Two Types of Homogeneous Players

Authors: A. S. Mousa, R. I. Rajab, A. A. Pinto

Abstract:

An envy behavioral game theoretical model with two types of homogeneous players is considered in this paper. The strategy space of each type of players is a discrete set with only two alternatives. The preferences of each type of players is given by a discrete utility function. All envy strategies that form Nash equilibria and the corresponding envy Nash domains for each type of players have been characterized. We use geometry to construct two dimensional envy tilings where the horizontal axis reflects the preference for players of type one, while the vertical axis reflects the preference for the players of type two. The influence of the envy behavior parameters on the Cartesian position of the equilibria has been studied, and in each envy tiling we determine the envy Nash equilibria. We observe that there are 1024 combinatorial classes of envy tilings generated from envy chromosomes: 256 of them are being structurally stable while 768 are with bifurcation. Finally, some conditions for the disparate envy Nash equilibria are stated.

Keywords: Game theory, Nash Equilibrium, envy Nash Equilibrium, geometric tilings, bifurcation thresholds.

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1258 Novel Approach to Design of a Class-EJ Power Amplifier Using High Power Technology

Authors: F. Rahmani, F. Razaghian, A. R. Kashaninia

Abstract:

This article proposes a new method for application in communication circuit systems that increase efficiency, PAE, output power and gain in the circuit. The proposed method is based on a combination of switching class-E and class-J and has been termed class-EJ. This method was investigated using both theory and simulation to confirm ∼72% PAE and output power of >39dBm. The combination and design of the proposed power amplifier accrues gain of over 15dB in the 2.9 to 3.5GHz frequency bandwidth. This circuit was designed using MOSFET and high power transistors. The loadand source-pull method achieved the best input and output networks using lumped elements. The proposed technique was investigated for fundamental and second harmonics having desirable amplitudes for the output signal.

Keywords: Power Amplifier (PA), GaN HEMT, Class-J and Class-E, High Efficiency.

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1257 A Quality Optimization Approach: An Application on Next Generation Networks

Authors: Gülfem I. Alptekin, S. Emre Alptekin

Abstract:

The next generation wireless systems, especially the cognitive radio networks aim at utilizing network resources more efficiently. They share a wide range of available spectrum in an opportunistic manner. In this paper, we propose a quality management model for short-term sub-lease of unutilized spectrum bands to different service providers. We built our model on competitive secondary market architecture. To establish the necessary conditions for convergent behavior, we utilize techniques from game theory. Our proposed model is based on potential game approach that is suitable for systems with dynamic decision making. The Nash equilibrium point tells the spectrum holders the ideal price values where profit is maximized at the highest level of customer satisfaction. Our numerical results show that the price decisions of the network providers depend on the price and QoS of their own bands as well as the prices and QoS levels of their opponents- bands.

Keywords: cognitive radio networks, game theory, nextgeneration wireless networks, spectrum management.

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1256 Game Theory Based Diligent Energy Utilization Algorithm for Routing in Wireless Sensor Network

Authors: X. Mercilin Raajini, R. Raja Kumar, P. Indumathi, V. Praveen

Abstract:

Many cluster based routing protocols have been proposed in the field of wireless sensor networks, in which a group of nodes are formed as clusters. A cluster head is selected from one among those nodes based on residual energy, coverage area, number of hops and that cluster-head will perform data gathering from various sensor nodes and forwards aggregated data to the base station or to a relay node (another cluster-head), which will forward the packet along with its own data packet to the base station. Here a Game Theory based Diligent Energy Utilization Algorithm (GTDEA) for routing is proposed. In GTDEA, the cluster head selection is done with the help of game theory, a decision making process, that selects a cluster-head based on three parameters such as residual energy (RE), Received Signal Strength Index (RSSI) and Packet Reception Rate (PRR). Finding a feasible path to the destination with minimum utilization of available energy improves the network lifetime and is achieved by the proposed approach. In GTDEA, the packets are forwarded to the base station using inter-cluster routing technique, which will further forward it to the base station. Simulation results reveal that GTDEA improves the network performance in terms of throughput, lifetime, and power consumption.

Keywords: Cluster head, Energy utilization, Game Theory, LEACH, Sensor network.

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1255 Effect of Modification and Expansion on Emergence of Cooperation in Demographic Multi-Level Donor-Recipient Game

Authors: Tsuneyuki Namekata, Yoko Namekata

Abstract:

It is known that the mean investment evolves from a very low initial value to some high level in the Continuous Prisoner's Dilemma. We examine how the cooperation level evolves from a low initial level to a high level in our Demographic Multi-level Donor-Recipient situation. In the Multi-level Donor-Recipient game, one player is selected as a Donor and the other as a Recipient randomly. The Donor has multiple cooperative moves and one defective move. A cooperative move means the Donor pays some cost for the Recipient to receive some benefit. The more cooperative move the Donor takes, the higher cost the Donor pays and the higher benefit the Recipient receives. The defective move has no effect on them. Two consecutive Multi-level Donor-Recipient games, one as a Donor and the other as a Recipient, can be viewed as a discrete version of the Continuous Prisoner's Dilemma. In the Demographic Multi-level Donor-Recipient game, players are initially distributed spatially. In each period, players play multiple Multi-level Donor-Recipient games against other players. He leaves offspring if possible and dies because of negative accumulated payoff of him or his lifespan. Cooperative moves are necessary for the survival of the whole population. There is only a low level of cooperative move besides the defective move initially available in strategies of players. A player may modify and expand his strategy by his recent experiences or practices. We distinguish several types of a player about modification and expansion. We show, by Agent-Based Simulation, that introducing only the modification increases the emergence rate of cooperation and introducing both the modification and the expansion further increases it and a high level of cooperation does emerge in our Demographic Multi-level Donor-Recipient Game.

Keywords: Agent-based simulation, donor-recipient game, emergence of cooperation, spatial structure, TFT, TF2T.

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1254 Development of PSS/E Dynamic Model for Controlling Battery Output to Improve Frequency Stability in Power Systems

Authors: Dae-Hee Son, Soon-Ryul Nam

Abstract:

The power system frequency falls when disturbance such as rapid increase of system load or loss of a generating unit occurs in power systems. Especially, increase in the number of renewable generating units has a bad influence on the power system because of loss of generating unit depending on the circumstance. Conventional technologies use frequency droop control battery output for the frequency regulation and balance between supply and demand. If power is supplied using the fast output characteristic of the battery, power system stability can be further more improved. To improve the power system stability, we propose battery output control using ROCOF (Rate of Change of Frequency) in this paper. The bigger the power difference between the supply and the demand, the bigger the ROCOF drops. Battery output is controlled proportionally to the magnitude of the ROCOF, allowing for faster response to power imbalances. To simulate the control method of battery output system, we develop the user defined model using PSS/E and confirm that power system stability is improved by comparing with frequency droop control.

Keywords: PSS/E user defined model, power deviation, frequency droop control, ROCOF, rate of change of frequency.

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1253 Evaluation of the ANN Based Nonlinear System Models in the MSE and CRLB Senses

Authors: M.V Rajesh, Archana R, A Unnikrishnan, R Gopikakumari, Jeevamma Jacob

Abstract:

The System Identification problem looks for a suitably parameterized model, representing a given process. The parameters of the model are adjusted to optimize a performance function based on error between the given process output and identified process output. The linear system identification field is well established with many classical approaches whereas most of those methods cannot be applied for nonlinear systems. The problem becomes tougher if the system is completely unknown with only the output time series is available. It has been reported that the capability of Artificial Neural Network to approximate all linear and nonlinear input-output maps makes it predominantly suitable for the identification of nonlinear systems, where only the output time series is available. [1][2][4][5]. The work reported here is an attempt to implement few of the well known algorithms in the context of modeling of nonlinear systems, and to make a performance comparison to establish the relative merits and demerits.

Keywords: Multilayer neural networks, Radial Basis Functions, Clustering algorithm, Back Propagation training, Extended Kalmanfiltering, Mean Square Error, Nonlinear Modeling, Cramer RaoLower Bound.

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1252 Investigating the Performance of Minimax Search and Aggregate Mahalanobis Distance Function in Evolving an Ayo/Awale Player

Authors: Randle O. A., Olugbara, O. O., Lall M.

Abstract:

In this paper we describe a hybrid technique of Minimax search and aggregate Mahalanobis distance function synthesis to evolve Awale game player. The hybrid technique helps to suggest a move in a short amount of time without looking into endgame database. However, the effectiveness of the technique is heavily dependent on the training dataset of the Awale strategies utilized. The evolved player was tested against Awale shareware program and the result is appealing.

Keywords: Minimax Search, Mahalanobis Distance, Strategic Game, Awale

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1251 High Speed NP-CMOS and Multi-Output Dynamic Full Adder Cells

Authors: Reza Faghih Mirzaee, Mohammad Hossein Moaiyeri, Keivan Navi

Abstract:

In this paper we present two novel 1-bit full adder cells in dynamic logic style. NP-CMOS (Zipper) and Multi-Output structures are used to design the adder blocks. Characteristic of dynamic logic leads to higher speeds than the other standard static full adder cells. Using HSpice and 0.18┬Ám CMOS technology exhibits a significant decrease in the cell delay which can result in a considerable reduction in the power-delay product (PDP). The PDP of Multi-Output design at 1.8v power supply is around 0.15 femto joule that is 5% lower than conventional dynamic full adder cell and at least 21% lower than other static full adders.

Keywords: Bridge Style, Dynamic Logic, Full Adder, HighSpeed, Multi Output, NP-CMOS, Zipper.

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1250 ANFIS Approach for Locating Faults in Underground Cables

Authors: Magdy B. Eteiba, Wael Ismael Wahba, Shimaa Barakat

Abstract:

This paper presents a fault identification, classification and fault location estimation method based on Discrete Wavelet Transform and Adaptive Network Fuzzy Inference System (ANFIS) for medium voltage cable in the distribution system.

Different faults and locations are simulated by ATP/EMTP, and then certain selected features of the wavelet transformed signals are used as an input for a training process on the ANFIS. Then an accurate fault classifier and locator algorithm was designed, trained and tested using current samples only. The results obtained from ANFIS output were compared with the real output. From the results, it was found that the percentage error between ANFIS output and real output is less than three percent. Hence, it can be concluded that the proposed technique is able to offer high accuracy in both of the fault classification and fault location.

Keywords: ANFIS, Fault location, Underground Cable, Wavelet Transform.

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1249 Changes of Power-Velocity Relationship in Female Volleyball Players during an Annual Training Cycle

Authors: K. Busko

Abstract:

The aim of the study was to follow changes of powervelocity relationship in female volleyball players during an annual training cycle. The study was conducted on eleven female volleyball players: age 21.6±1.7 years, body height 177.9±4.7 cm, body mass 71.3±6.6 kg and training experience 8.6±3.3 years. Power–velocity relationship was determined from five maximal 10-second cycloergometer efforts with external loads equal: 2.5, 5.0, 7.5, 10.0 and 12.5% of body weight (BW) before (I) and after (II) the preparatory period, after the first (III) and second (IV) competitive season. The maximal power output increased from 9.30±0.85 W•kg–1 (I) to 9.50±0.96 W•kg–1 (II), 9.77±0.96 W•kg–1 (III) and 9.95±1.13 W•kg–1 (IV, p<0,05). The power output at the load of 2.5, 5.0, 7.5, 10.0% BW were statistically significant increased after the first and second competitive season. Power output at load of 12.5% BW was insignificant increased.

Keywords: Female, Force-velocity relationship, Power output, Volleyball

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