Search results for: Market share game
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 1378

Search results for: Market share game

1378 Playing Games with Genetic Algorithms: Application on Price-QoS Competition in Telecommunications Market

Authors: M’hamed Outanoute, Mohamed Baslam, Belaid Bouikhalene

Abstract:

The customers use the best compromise criterion between price and quality of service (QoS) to select or change their Service Provider (SP). The SPs share the same market and are competing to attract more customers to gain more profit. Due to the divergence of SPs interests, we believe that this situation is a non-cooperative game of price and QoS. The game converges to an equilibrium position known Nash Equilibrium (NE). In this work, we formulate a game theoretic framework for the dynamical behaviors of SPs. We use Genetic Algorithms (GAs) to find the price and QoS strategies that maximize the profit for each SP and illustrate the corresponding strategy in NE. In order to quantify how this NE point is performant, we perform a detailed analysis of the price of anarchy induced by the NE solution. Finally, we provide an extensive numerical study to point out the importance of considering price and QoS as a joint decision parameter.

Keywords: Pricing, QoS, Market share game, Genetic algorithms, Nash equilibrium, Learning, Price of anarchy.

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1377 Effects of Market Share and Diversification on Nonlife Insurers- Performance

Authors: M. Pervan, T. Pavic Kramaric

Abstract:

The aim of this paper is to investigate the influence of market share and diversification on the nonlife insurers- performance. The underlying relationships have been investigated in different industries and different disciplines (economics, management...), still, no consistency exists either in the magnitude or statistical significance of the relationship between market share (and diversification as well) on one side and companies- performance on the other side. Moreover, the direction of the relationship is also somewhat questionable. While some authors find this relationship to be positive, the others reveal its negative association. In order to test the influence of market share and diversification on companies- performance in Croatian nonlife insurance industry for the period from 1999 to 2009, we designed an empirical model in which we included the following independent variables: firms- profitability from previous years, market share, diversification and control variables (i.e. ownership, industrial concentration, GDP per capita, inflation). Using the two-step generalized method of moments (GMM) estimator we found evidence of a positive and statistically significant influence of both, market share and diversification, on insurers- profitability.

Keywords: Diversification, market share, nonlife insurance

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1376 Assessing Relationship between Type of Financial Market and Market Indices in Tehran Stock Exchange

Authors: Zahra Amirhosseini, Alireza Bashiri

Abstract:

The aim of this study was to examine and identify the type of Iranian financial market in terms of being symmetrical or asymmetrical and to measure relationship between type of market and the market's indices. In this study, daily information on the market-s Share Price Index, Industrial Index and Top Fifty Most Active Companies during the years 1999-2010 has been used. In addition, to determine type of the financial market, rate of return on Security is taken into account. In this research, by using logistic regression analysis methods, relationship of the market type with the above mentioned indices have been examined. The results showed that the type of the financial market has a positive significant association with market share price index and Industrial Index. Index of Top Fifty Most Active Companies is significantly associated with type of financial market, however this relationship is inverse.

Keywords: All Share Price Index, Asymmetrical Market, Industrial Index, Symmetrical Market, Top Fifty Most Active Companies Index

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1375 Entrepreneurship Game: Digital 'Catur Bistari'

Authors: A.A. Amran, S. R. M. Shukri, S. M. Taib

Abstract:

The role of entrepreneurs in generating the economy is very important. Thus, nurturing entrepreneurship skills among society is very crucial and should start from the early age. One of the methods is to teach through game such as board game. Game provides a fun and interactive platform for players to learn and play. Besides that as today-s world is moving towards Islamic approach in terms of finance, banking and entertainment but Islamic based game is still hard to find in the market especially games on entrepreneurship. Therefore, there is a gap in this segment that can be filled by learning entrepreneurship through game. The objective of this paper is to develop an entrepreneurship digital-based game entitled “Catur Bistari" that is based on Islamic business approach. Knowledge and skill of entrepreneurship and Islamic business approach will be learned through the tasks that are incorporated inside the game.

Keywords: Board game, educational game, entrepreneurship, Islamic finance and simulation.

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1374 A Classification Scheme for Game Input and Output

Authors: P. Prema, B. Ramadoss

Abstract:

Computer game industry has experienced exponential growth in recent years. A game is a recreational activity involving one or more players. Game input is information such as data, commands, etc., which is passed to the game system at run time from an external source. Conversely, game outputs are information which are generated by the game system and passed to an external target, but which is not used internally by the game. This paper identifies a new classification scheme for game input and output, which is based on player-s input and output. Using this, relationship table for game input classifier and output classifier is developed.

Keywords: Game Classification, Game Input, Game Output, Game Testing.

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1373 Effects of the Second Entrant in GSM Telecommunication Market in MENA Region

Authors: A.R. Yari, M.R. Sadri

Abstract:

For the first incumbent operator it is very important to understand how to react when the second operator comes to the market. In this paper which is prepared for preliminary study of GSM market in Iran, we have studied five MENA markets according to the similarity point of view. This paper aims at analyzing the impact of second entrants in selected markets on certain marketing key performance indicators (KPI) such as: Market shares (by operator), prepaid share, minutes of use (MoU), Price and average revenue per user (ARPU) (for total market each).

Keywords: GSM Market, Second entrant, MENA.

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1372 Probabilities and the Persistence of Memory in a Bingo-like Carnival Game

Authors: M. Glomski, M. Lopes

Abstract:

Seemingly simple probabilities in the m-player game bingo have never been calculated. These probabilities include expected game length and the expected number of winners on a given turn. The difficulty in probabilistic analysis lies in the subtle interdependence among the m-many bingo game cards in play. In this paper, the game i got it!, a bingo variant, is considered. This variation provides enough weakening of the inter-player dependence to allow probabilistic analysis not possible for traditional bingo. The probability of winning in exactly k turns is calculated for a one-player game. Given a game of m-many players, the expected game length and tie probability are calculated. With these calculations, the game-s interesting payout scheme is considered.

Keywords: Conditional probability, games of chance, npersongames, probability theory.

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1371 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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1370 Net-Banking System as a Game

Authors: N. Ghoualmi-Zine, A. Araar

Abstract:

In this article we propose to model Net-banking system by game theory. We adopt extensive game to model our web application. We present the model in term of players and strategy. We present UML diagram related the protocol game.

Keywords: Game theory, model, state, web application.

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1369 A Discriminatory Rewarding Mechanism for Sybil Detection with Applications to Tor

Authors: Asim Kumar Pal, Debabrata Nath, Sumit Chakraborty

Abstract:

This paper presents an economic game for sybil detection in a distributed computing environment. Cost parameters reflecting impacts of different sybil attacks are introduced in the sybil detection game. The optimal strategies for this game in which both sybil and non-sybil identities are expected to participate are devised. A cost sharing economic mechanism called Discriminatory Rewarding Mechanism for Sybil Detection is proposed based on this game. A detective accepts a security deposit from each active agent, negotiates with the agents and offers rewards to the sybils if the latter disclose their identity. The basic objective of the detective is to determine the optimum reward amount for each sybil which will encourage the maximum possible number of sybils to reveal themselves. Maintaining privacy is an important issue for the mechanism since the participants involved in the negotiation are generally reluctant to share their private information. The mechanism has been applied to Tor by introducing a reputation scoring function.

Keywords: Game theory, Incentive mechanism, Reputation, Sybil Attack

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1368 The Game of Col on Complete K-ary Trees

Authors: Alessandro Cincotti, Timothee Bossart

Abstract:

Col is a classic combinatorial game played on graphs and to solve a general instance is a PSPACE-complete problem. However, winning strategies can be found for some specific graph instances. In this paper, the solution of Col on complete k-ary trees is presented.

Keywords: Combinatorial game, Complete k-ary tree, Mapcoloring game.

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1367 Using Multi-Arm Bandits to Optimize Game Play Metrics and Effective Game Design

Authors: Kenny Raharjo, Ramon Lawrence

Abstract:

Game designers have the challenging task of building games that engage players to spend their time and money on the game. There are an infinite number of game variations and design choices, and it is hard to systematically determine game design choices that will have positive experiences for players. In this work, we demonstrate how multi-arm bandits can be used to automatically explore game design variations to achieve improved player metrics. The advantage of multi-arm bandits is that they allow for continuous experimentation and variation, intrinsically converge to the best solution, and require no special infrastructure to use beyond allowing minor game variations to be deployed to users for evaluation. A user study confirms that applying multi-arm bandits was successful in determining the preferred game variation with highest play time metrics and can be a useful technique in a game designer's toolkit.

Keywords: Game design, multi-arm bandit, design exploration and data mining, player metric optimization and analytics.

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1366 Model Canvas and Process for Educational Game Design in Outcome-Based Education

Authors: Ratima Damkham, Natasha Dejdumrong, Priyakorn Pusawiro

Abstract:

This paper explored the solution in game design to help game designers in the educational game designing using digital educational game model canvas (DEGMC) and digital educational game form (DEGF) based on Outcome-based Education program. DEGMC and DEGF can help designers develop an overview of the game while designing and planning their own game. The way to clearly assess players’ ability from learning outcomes and support their game learning design is by using the tools. Designers can balance educational content and entertainment in designing a game by using the strategies of the Business Model Canvas and design the gameplay and players’ ability assessment from learning outcomes they need by referring to the Constructive Alignment. Furthermore, they can use their design plan in this research to write their Game Design Document (GDD). The success of the research was evaluated by four experts’ perspectives in the education and computer field. From the experiments, the canvas and form helped the game designers model their game according to the learning outcomes and analysis of their own game elements. This method can be a path to research an educational game design in the future.

Keywords: Constructive alignment, constructivist theory, educational game, outcome-based education.

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1365 Addictive Use Due to Personality: Focused on Big Five Personality Traits and Game Addiction

Authors: Eui Jun Jeong, Hye Rim Lee

Abstract:

This study examined whether big five personality traits affect game addiction with control of psychological, social, and demographic factors. Specifically, using data from a survey of 789 game users in Korea, we conducted a regression analysis to see the associations of psychological (loneliness/depression), social (activities with family/friends), self-efficacy (game/general), gaming (daily gaming time/perception), demographic (age/gender), and personality traits (extraversion, neuroticism conscientiousness, agreeableness, & openness) with the degree of game addiction. Results showed that neuroticism increase game addiction with no effect of extraversion on the addiction. General self-efficacy negatively affected game addiction, whereas game self-efficacy increased the degree of game addiction. Loneliness enhanced game addiction while depression showed a negative effect on the addiction. Results and implications are discussed.

Keywords: Game addiction, big five personality, social activities, self-efficacy, loneliness, depression.

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1364 Multi-Stakeholder Road Pricing Game: Solution Concepts

Authors: Anthony E. Ohazulike, Georg Still, Walter Kern, Eric C. van Berkum

Abstract:

A road pricing game is a game where various stakeholders and/or regions with different (and usually conflicting) objectives compete for toll setting in a given transportation network to satisfy their individual objectives. We investigate some classical game theoretical solution concepts for the road pricing game. We establish results for the road pricing game so that stakeholders and/or regions playing such a game will beforehand know what is obtainable. This will save time and argument, and above all, get rid of the feelings of unfairness among the competing actors and road users. Among the classical solution concepts we investigate is Nash equilibrium. In particular, we show that no pure Nash equilibrium exists among the actors, and further illustrate that even “mixed Nash equilibrium" may not be achievable in the road pricing game. The paper also demonstrates the type of coalitions that are not only reachable, but also stable and profitable for the actors involved.

Keywords: Road pricing game, Equilibrium problem with equilibrium constraint (EPEC), Nash equilibrium, Game stability.

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1363 The Relationships between Market Orientation and Competitiveness of Companies in Banking Sector

Authors: P. Jangl, M. Mikuláštík

Abstract:

The objective of the paper is to measure and compare market orientation of Swiss and Czech banks, as well as examine statistically the degree of influence it has on competitiveness of the institutions. The analysis of market orientation is based on the collecting, analysis and correct interpretation of the data. Descriptive analysis of market orientation describe current situation. Research of relation of competitiveness and market orientation in the sector of big international banks is suggested with the expectation of existence of a strong relationship. Partially, the work served as reconfirmation of suitability of classic methodologies to measurement of banks’ market orientation.

Two types of data were gathered. Firstly, by measuring subjectively perceived market orientation of a company and secondly, by quantifying its competitiveness. All data were collected from a sample of small, mid-sized and large banks. We used numerical secondary character data from the international statistical financial Bureau Van Dijk’s BANKSCOPE database.

 Statistical analysis led to the following results. Assuming classical market orientation measures to be scientifically justified, Czech banks are statistically less market-oriented than Swiss banks. Secondly, among small Swiss banks, which are not broadly internationally active, small relationship exist between market orientation measures and market share based competitiveness measures. Thirdly, among all Swiss banks, a strong relationship exists between market orientation measures and market share based competitiveness measures. Above results imply existence of a strong relation of this measure in sector of big international banks. A strong statistical relationship has been proven to exist between market orientation measures and equity/total assets ratio in Switzerland.

Keywords: Market Orientation, Competitiveness, Marketing Strategy, Measurement of Market Orientation, Relation between Market Orientation and Competitiveness, Banking Sector.

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1362 Classification of Business Models of Italian Bancassurance by Balance Sheet Indicators

Authors: Andrea Bellucci, Martina Tofi

Abstract:

The aim of paper is to analyze business models of bancassurance in Italy for life business. The life insurance business is very developed in the Italian market and banks branches have 80% of the market share. Given its maturity, the life insurance market needs to consolidate its organizational form to allow for the development of non-life business, which nowadays collects few premiums but represents a great opportunity to enlarge the market share of bancassurance using its strength in the distribution channel while the market share of independent agents is decreasing. Starting with the main business model of bancassurance for life business, this paper will analyze the performances of life companies in the Italian market by balance sheet indicators and by main discriminant variables of business models. The study will observe trends from 2013 to 2015 for the Italian market by exploiting a database managed by Associazione Nazionale delle Imprese di Assicurazione (ANIA). The applied approach is based on a bottom-up analysis starting with variables and indicators to define business models’ classification. The statistical classification algorithm proposed by Ward is employed to design business models’ profiles. Results from the analysis will be a representation of the main business models built by their profile related to indicators. In that way, an unsupervised analysis is developed that has the limit of its judgmental dimension based on research opinion, but it is possible to obtain a design of effective business models.

Keywords: Balance sheet indicators, Bancassurance, business models, ward algorithm.

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1361 Evaluating Telepresence Experience and Game Players' Intention to Purchase Product Advertised in Advergame

Authors: Zuhal Hussein, Nabsiah Abdul Wahid, Norizan Saad

Abstract:

In line with changes of consumers modern lifestyle has call for the advertising strategy to change. This research is to find out how game with telepresence and product experience embedded in the computer game to affect users- intention to purchase. Game content developers are urging to consider of placing product message as part of game design strategy that can influence the game player-s intention to purchase. Experiment was carried out on two hundred and fifty undergraduate students who volunteered to participate in the Internet game playing activities. A factor analysis and correlation analysis was performed on items designed to measure telepresence, attitudes toward telepresence, and game player intention to purchase the product advertise in the game that respondents experienced. The results indicated that telepresence consist of interactive experience and product experience. The study also found that product experience is positively related to the game players- intention to purchase. The significance of product experience implies the usefulness of an interactive advertising in the game playing to attract players- intention to purchase the advertised product placed in the creative game design.

Keywords: Purchase intention, telepresence, product experience, interactive experience.

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1360 Scenario and Decision Analysis for Solar Energy in Egypt by 2035 Using Dynamic Bayesian Network

Authors: Rawaa H. El-Bidweihy, Hisham M. Abdelsalam, Ihab A. El-Khodary

Abstract:

Bayesian networks are now considered to be a promising tool in the field of energy with different applications. In this study, the aim was to indicate the states of a previous constructed Bayesian network related to the solar energy in Egypt and the factors affecting its market share, depending on the followed data distribution type for each factor, and using either the Z-distribution approach or the Chebyshev’s inequality theorem. Later on, the separate and the conditional probabilities of the states of each factor in the Bayesian network were derived, either from the collected and scrapped historical data or from estimations and past studies. Results showed that we could use the constructed model for scenario and decision analysis concerning forecasting the total percentage of the market share of the solar energy in Egypt by 2035 and using it as a stable renewable source for generating any type of energy needed. Also, it proved that whenever the use of the solar energy increases, the total costs decreases. Furthermore, we have identified different scenarios, such as the best, worst, 50/50, and most likely one, in terms of the expected changes in the percentage of the solar energy market share. The best scenario showed an 85% probability that the market share of the solar energy in Egypt will exceed 10% of the total energy market, while the worst scenario showed only a 24% probability that the market share of the solar energy in Egypt will exceed 10% of the total energy market. Furthermore, we applied policy analysis to check the effect of changing the controllable (decision) variable’s states acting as different scenarios, to show how it would affect the target nodes in the model. Additionally, the best environmental and economical scenarios were developed to show how other factors are expected to be, in order to affect the model positively. Additional evidence and derived probabilities were added for the weather dynamic nodes whose states depend on time, during the process of converting the Bayesian network into a dynamic Bayesian network.

Keywords: Bayesian network, Chebyshev, decision variable, dynamic Bayesian network, Z-distribution

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1359 Multiplayer Game System for Therapeutic Exercise in Which Players with Different Athletic Abilities Can Participate on an Even Competitive Footing

Authors: Kazumoto Tanaka, Takayuki Fujino

Abstract:

Sports games conducted as a group are a form of therapeutic exercise for aged people with decreased strength and for people suffering from permanent damage of stroke and other conditions. However, it is difficult for patients with different athletic abilities to play a game on an equal footing. This study specifically examines a computer video game designed for therapeutic exercise, and a game system with support given depending on athletic ability. Thereby, anyone playing the game can participate equally. This video-game, to be specific, is a popular variant of balloon volleyball, in which players hit a balloon by hand before it falls to the floor. In this game system, each player plays the game watching a monitor on which the system displays tailor-made video-game images adjusted to the person’s athletic ability, providing players with player-adaptive assist support. We have developed a multiplayer game system with an image generation technique for the tailor-made video-game and conducted tests to evaluate it.

Keywords: Therapeutic exercise, computer video game, disability-adaptive assist, tailor-made video-game image.

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1358 Analysis on Fun Elements of the SNG in ANIPANG

Authors: Jangwon Lee, Joonsung Yoon

Abstract:

This study analyzes on the Social Network Game (SNG), ANIPANG, in order to discover its unique fun elements, so that suggest new methodologies for development of SNGs. ANIPANG is the most popular SNG in the South Korea on 2012. Recently, the game industry is paying close attention to mobile-based SNGs due to the rapid prevalence of smart-phones and social network services. However, SNGs are not online games simply. Although the fun of most online games is the victory through competition with other players or the game system, the fun of SNG is the communication through the collaboration with other players. Thus, features of users and environments of game should be considered for the game industry and for the fun of SNG to users.

Keywords: Social Network Game, Casual user, Fun, ANIPANG.

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1357 BECOME: Body Experience-Based Co-Operation between Juveniles through Mutually Excited Team Gameplay

Authors: Tsugunosuke Sakai, Haruya Tamaki, Ryuichi Yoshida, Ryohei Egusa, Etsuji Yamaguchi, Shigenori Inagaki, Fusako Kusunoki, Miki Namatame, Masanori Sugimoto, Hiroshi Mizoguchi

Abstract:

We aim to develop a full-body interaction game that could let children cooperate and interact with other children in small groups. As the first step for our aim, the objective of the full-body interaction game developed in this study is to make interaction between children. The game requires two children to jump together with the same timing. We let children experience the game and answer the questionnaires. The children using several strategies to coordinate the timing of their jumps were observed. These included shouting time, watching each other, and jumping in a constant rhythm as if they were skipping rope. In this manner, we observed the children playing the game while cooperating with each other. The results of a questionnaire to evaluate the proposed interactive game indicate that the jumping game was a very enjoyable experience in which the participants could immerse themselves. Therefore, the game enabled children to experience cooperation with others by using body movements.

Keywords: Children, cooperation, full-body interaction game, kinect sensor.

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1356 Modeling and Stability Analysis of Delayed Game Network

Authors: Zixin Liu, Jian Yu, Daoyun Xu

Abstract:

This paper aims to establish a delayed dynamical relationship between payoffs of players in a zero-sum game. By introducing Markovian chain and time delay in the network model, a delayed game network model with sector bounds and slope bounds restriction nonlinear function is first proposed. As a result, a direct dynamical relationship between payoffs of players in a zero-sum game can be illustrated through a delayed singular system. Combined with Finsler-s Lemma and Lyapunov stable theory, a sufficient condition guaranteeing the unique existence and stability of zero-sum game-s Nash equilibrium is derived. One numerical example is presented to illustrate the validity of the main result.

Keywords: Game networks, zero-sum game, delayed singular system, nonlinear perturbation, time delay.

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1355 Analyzing Artificial Emotion in Game Characters Using Soft Computing

Authors: Musbah M. Aqel, P. K. Mahanti, Soumya Banerjee

Abstract:

This paper describes a simulation model for analyzing artificial emotion injected to design the game characters. Most of the game storyboard is interactive in nature and the virtual characters of the game are equipped with an individual personality and dynamic emotion value which is similar to real life emotion and behavior. The uncertainty in real expression, mood and behavior is also exhibited in game paradigm and this is focused in the present paper through a fuzzy logic based agent and storyboard. Subsequently, a pheromone distribution or labeling is presented mimicking the behavior of social insects.

Keywords: Artificial Emotion, Fuzzy logic, Game character, Pheromone label

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1354 A Study on Multi-Agent Behavior in a Soccer Game Domain

Authors: S. R. Mohd Shukri, M. K. Mohd Shaukhi

Abstract:

There have been many games developing simulation of soccer games. Many of these games have been designed with highly realistic features to attract more users. Many have also incorporated better artificial intelligent (AI) similar to that in a real soccer game. One of the challenging issues in a soccer game is the cooperation, coordination and negotiation among distributed agents in a multi-agent system. This paper focuses on the incorporation of multi-agent technique in a soccer game domain. The better the cooperation of a multi-agent team, the more intelligent the game will be. Thus, past studies were done on the robotic soccer game because of the better multi-agent system implementation. From this study, a better approach and technique of multi-agent behavior could be select to improve the author-s 2D online soccer game.

Keywords: Multi-Agent, Robotic Intelligent, Role Assignment, Formation.

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1353 Machine Learning Framework: Competitive Intelligence and Key Drivers Identification of Market Share Trends among Healthcare Facilities

Authors: A. Appe, B. Poluparthi, L. Kasivajjula, U. Mv, S. Bagadi, P. Modi, A. Singh, H. Gunupudi, S. Troiano, J. Paul, J. Stovall, J. Yamamoto

Abstract:

The necessity of data-driven decisions in healthcare strategy formulation is rapidly increasing. A reliable framework which helps identify factors impacting a healthcare provider facility or a hospital (from here on termed as facility) market share is of key importance. This pilot study aims at developing a data-driven machine learning-regression framework which aids strategists in formulating key decisions to improve the facility’s market share which in turn impacts in improving the quality of healthcare services. The US (United States) healthcare business is chosen for the study, and the data spanning 60 key facilities in Washington State and about 3 years of historical data are considered. In the current analysis, market share is termed as the ratio of the facility’s encounters to the total encounters among the group of potential competitor facilities. The current study proposes a two-pronged approach of competitor identification and regression approach to evaluate and predict market share, respectively. Leveraged model agnostic technique, SHAP (SHapley Additive exPlanations), to quantify the relative importance of features impacting the market share. Typical techniques in literature to quantify the degree of competitiveness among facilities use an empirical method to calculate a competitive factor to interpret the severity of competition. The proposed method identifies a pool of competitors, develops Directed Acyclic Graphs (DAGs) and feature level word vectors, and evaluates the key connected components at the facility level. This technique is robust since it is data-driven, which minimizes the bias from empirical techniques. The DAGs factor in partial correlations at various segregations and key demographics of facilities along with a placeholder to factor in various business rules (for e.g., quantifying the patient exchanges, provider references, and sister facilities). Identified are the multiple groups of competitors among facilities. Leveraging the competitors' identified developed and fine-tuned Random Forest Regression model to predict the market share. To identify key drivers of market share at an overall level, permutation feature importance of the attributes was calculated. For relative quantification of features at a facility level, incorporated SHAP, a model agnostic explainer. This helped to identify and rank the attributes at each facility which impacts the market share. This approach proposes an amalgamation of the two popular and efficient modeling practices, viz., machine learning with graphs and tree-based regression techniques to reduce the bias. With these, we helped to drive strategic business decisions.

Keywords: Competition, DAGs, hospital, healthcare, machine learning, market share, random forest, SHAP.

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1352 The use of a Bespoke Computer Game For Teaching Analogue Electronics

Authors: Olaf Hallan Graven, Dag Andreas Hals Samuelsen

Abstract:

An implementation of a design for a game based virtual learning environment is described. The game is developed for a course in analogue electronics, and the topic is the design of a power supply. This task can be solved in a number of different ways, with certain constraints, giving the students a certain amount of freedom, although the game is designed not to facilitate trial-and error approach. The use of storytelling and a virtual gaming environment provides the student with the learning material in a MMORPG environment. The game is tested on a group of second year electrical engineering students with good results.

Keywords: analogue electronics, e-learning, computer games for learning, virtual reality

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1351 Critical Analysis of Decision Making Experience with a Machine Learning Approach in Playing Ayo Game

Authors: Ibidapo O. Akinyemi, Ezekiel F. Adebiyi, Harrison O. D. Longe

Abstract:

The major goal in defining and examining game scenarios is to find good strategies as solutions to the game. A plausible solution is a recommendation to the players on how to play the game, which is represented as strategies guided by the various choices available to the players. These choices invariably compel the players (decision makers) to execute an action following some conscious tactics. In this paper, we proposed a refinement-based heuristic as a machine learning technique for human-like decision making in playing Ayo game. The result showed that our machine learning technique is more adaptable and more responsive in making decision than human intelligence. The technique has the advantage that a search is astutely conducted in a shallow horizon game tree. Our simulation was tested against Awale shareware and an appealing result was obtained.

Keywords: Decision making, Machine learning, Strategy, Ayo game.

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1350 Analysis on the Game-Playing Tendency of SNGs (Social Network Games) users by Gender

Authors: Jooyeon Yook, Wonjun Ko

Abstract:

As the Social network game(SNG) is rising dramatically worldwide, an interesting aspect has appeared in the demographic analysis. That is the ratio of the game users by gender. Although the ratio of male and female users in online game was 60:40% previously, the ratio of male and female users in SNG stood at 47:53% which shows that the ratio of female users is higher than that of male users. Here, it should be noted that 35% in those 53% female users are the first-time users of game. This fact suggests that women who were not interested in game previously has taken an interest in SNG. Notwithstanding this issue, there have been little studies on the female users of SNG although there are many studies that analyzed the tendency of female users- online game play. This study conducted the analyzed how the game-playing tendency of SNG gamers was manifested in the game by gender. For that, this study will identify the tendency of SNG users by gender based on the preceding studies that analyzed the online game users by gender. The subject of this study was confined to the farm and urban construction simulation games which were offered based on the mobile application platform. Regarding the methodology of study, the first focus group interview(FGI) was conducted with the male and female users who had played games on Social network service(SNS) until recently. Later, the second one-on-one in-depth interview was conducted to gain an insight into the psychological state of the subjects.

Keywords: Social network Game, Gender, Play inclination, Game psychology

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1349 The Game of Maundy Block

Authors: Alessandro Cincotti

Abstract:

The game of Maundy Block is the three-player variant of Maundy Cake, a classical combinatorial game. Even though to determine the solution of Maundy Cake is trivial, solving Maundy Block is challenging because of the identification of queer games, i.e., games where no player has a winning strategy.

Keywords: Combinatorial game, Maundy Cake, Three-player partizan games.

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