scholarly journals Mining Experiential Patterns from Game-Logs of Board Game

2015 ◽  
Vol 2015 ◽  
pp. 1-20 ◽  
Author(s):  
Liang Wang ◽  
Yu Wang ◽  
Yan Li

In board games, game-logs record past game processes, which can be regarded as an accumulation of experience. Similar to a real person, a computer player can gradually increase its skill by learning from game-logs. Therefore, the game becomes more interesting. This paper proposes an extensible approach to mine experiential patterns from increasing game-logs. The computer player improves its strategies by utilizing these growing patterns, just as it acquires experience. To evaluate the effect and performance of the approach, we designed a sample board game as a test platform and elaborated an experiment consisting of a series of tests. Experimental results show that our approach is effective and efficient.

2013 ◽  
Vol 1 (3) ◽  
pp. 48-65
Author(s):  
Yuting Chen

A concurrent program is intuitively associated with probability: the executions of the program can produce nondeterministic execution program paths due to the interleavings of threads, whereas some paths can always be executed more frequently than the others. An exploration of the probabilities on the execution paths is expected to provide engineers or compilers with support in helping, either at coding phase or at compile time, to optimize some hottest paths. However, it is not easy to take a static analysis of the probabilities on a concurrent program in that the scheduling of threads of a concurrent program usually depends on the operating system and hardware (e.g., processor) on which the program is executed, which may be vary from machine to machine. In this paper the authors propose a platform independent approach, called ProbPP, to analyzing probabilities on the execution paths of the multithreaded programs. The main idea of ProbPP is to calculate the probabilities on the basis of two kinds of probabilities: Primitive Dependent Probabilities (PDPs) representing the control dependent probabilities among the program statements and Thread Execution Probabilities (TEPs) representing the probabilities of threads being scheduled to execute. The authors have also conducted two preliminary experiments to evaluate the effectiveness and performance of ProbPP, and the experimental results show that ProbPP can provide engineers with acceptable accuracy.


2020 ◽  
pp. 1-13
Author(s):  
Yuanyuan Gao ◽  
Yu Hua ◽  
Yu Xiang ◽  
Changjiang Huang ◽  
Shanhe Wang ◽  
...  

Abstract The positioning technique employing the ubiquitous signals of opportunity of non-cooperative satellites does not send special navigation signals, instead it passively receives satellite signals as noise, presenting advantages of concealment and difficulty for potential attackers. Thus, this study investigates the ranging principle and model using non-cooperative communication satellites and a time difference estimation algorithm. The technology of time difference measurement under non-cooperative observation mode was determined and simulated. A test platform for time difference measurement was built to receive the signal from an unknown geostationary Earth orbit communication satellite and verify the ranging feasibility and performance. The ranging accuracy was found to be smaller than 6 m, as demonstrated by experimental data, which shows the viability of the proposed positioning technique for ranging technology.


2016 ◽  
Vol 2016 ◽  
pp. 1-11
Author(s):  
R. K. Dhatrak ◽  
R. K. Nema ◽  
D. M. Deshpande

In today’s industrial world multilevel inverter (MLI) got a significant importance in medium voltage application and also a very potential topic for researchers. It is experienced that studying and comparing results of multilevel inverter (MLI) at distinct levels are a costlier and time consuming issue for any researcher if he fabricate different inverters for each level, as designing power modules simultaneously for different level is a cumbersome task. In this paper a flexible quotient has been proposed to recognize possible conversion of available MLI to few lower level inverters by appropriately changing microcontroller programming. This is an attempt to obtain such change in levels through simulation using MATLAB Simulink on inductive load which may also be applied to induction motor. Experimental results of pulse generation using dsPIC33EP256MC202 demonstrate the feasibility of proposed scheme. Proposed flexible quotient successfully demonstrates that a five-level inverter may be operated as three and two levels also. The paper focuses on odd levels only as common mode voltage (CMV) can be reduced to zero and performance of drives is better than even level. Simulated and experimental results are given in paper.


Author(s):  
Matthew Westin ◽  
Ronald Dougherty ◽  
Christopher Depcik ◽  
Austin Hausmann ◽  
Charles Sprouse

The original use of the vehicle dashboard was to provide enough sensory information to inform the driver of the current engine and vehicle status and performance. Over time, it has evolved into an entertainment system that includes person-to-person communication, global positioning information, and the Internet, just to name a few. Each of these new features adds to the amount of information that drivers must absorb, leading to potential distraction and possible increases in the number and types of accidents. In order to provide an overview of these issues, this paper summarizes previous work on driver distraction and workload, demonstrating the importance of addressing those issues that compete for driver attention and action. In addition, a test platform vehicle is introduced which has the capability of assessing modified dashboards and consoles, as well as the ability to acquire relevant driving performance data. Future efforts with this test platform will be directed toward helping to resolve the critical tug-of-war between providing more information and entertainment while keeping drivers and their passengers safe. The long-term goal of this research is to evaluate the various technological innovations available for inclusion in the driving environment and determining how to optimize driver information delivery without excessive distraction and workload. The information presented herein is the first step in that effort of developing an adaptive distraction/workload management system that monitors performance metrics and provides selected feedback to drivers. The test platform (1973 VW Beetle converted to a plug-in series hybrid) can provide speed, location (GPS), 3-D acceleration, and rear proximity detection. The test drive route was a 2 km × 3 km city street circuit which took approximately 25 minutes to complete. Data is provided herein to demonstrate these capabilities. In addition, the platform has driver selectable layouts for the instrument cluster and console (LCD screens). The test platform is planned for use to determine driver preferences (e.g., dashboard/console configurations) and attention performance in addition to identifying optimal real-time feedback for drivers with different demographics.


2021 ◽  
Author(s):  
Alexandra Xiaoyi Kjorven

Traditional tabletop board games have soared in popularity in recent years, and used often as tools for education and entertainment. Board games are an especially engaging format for studying themes of collective-action problem solving. This study looks at one of the most complex collective-action problems of this generation, climate change, and evaluates how individual attitudes and preferences may be altered by playing a board game specifically designed to influence how people relate to an issue. The board game Wheels was introduced and taught to 18 participants, who engaged in five separate playtesting sessions where observation, survey and interview data were collected. The study evaluates participants' attitudes and preferences toward certain transportation and climate change topics before and after playing the game. The game showed promise in changing players' preferences toward certain modes of transportation - increasing preferences toward electric vehicles and cycling, and decreasing preference towards gas powered cars. These findings indicate that the effective combination of select climate change game mechanics in a highly personalized theme may produce an engaging and entertaining experience that has the potential to transcend the game board and impact players' outlook upon real life choices.


2019 ◽  
pp. 1192-1219
Author(s):  
Prithviraj Dasgupta ◽  
Taylor Whipple ◽  
Ke Cheng

This paper examines the problem of distributed coverage of an initially unknown environment using a multi-robot system. Specifically, focus is on a coverage technique for coordinating teams of multiple mobile robots that are deployed and maintained in a certain formation while covering the environment. The technique is analyzed theoretically and experimentally to verify its operation and performance within the Webots robot simulator, as well as on physical robots. Experimental results show that the described coverage technique with robot teams moving in formation can perform comparably with a technique where the robots move individually while covering the environment. The authors also quantify the effect of various parameters of the system, such as the size of the robot teams, the presence of localization, and wheel slip noise, as well as environment related features like the size of the environment and the presence of obstacles and walls on the performance of the area coverage operation.


Author(s):  
Fulvio Frapolli ◽  
Amos Brocco ◽  
Apostolos Malatras ◽  
Béat Hirsbrunner

Existing research on computer enhanced board games is mainly focused on user interaction issues and look-and-feel, however, this overlooks the flexibility of traditional board games when it comes to game rule handling. In this respect, the authors argue that successful game designs need to exploit the advantages of the digital world as well as retaining such flexibility. To achieve this goal, both the rules of the game and the graphical representation should be simple to define at the design stage, and easy to change before or even during a game session. For that reason, the authors propose a framework allowing the implementation of all aspects of a board game in a fully flexible and decoupled way. This paper will describe the Flexiblerules approach, which combines both a model driven and an aspect oriented design of computer enhanced board games. The benefits of this approach are discussed and illustrated in the case of three different board games.


CJEM ◽  
2019 ◽  
Vol 21 (S1) ◽  
pp. S85
Author(s):  
S. Hale ◽  
T. Chan

Introduction: In 2016, a team at McMaster began developing GridlockED, an educational (or “serious”) board game designed to teach medical learners about patient flow in the emergency department. As serious board games are a relatively new phenomenon in medical education, there is little data on how marketed games are actually used once received by end-users. In this study our goal was to better understand the demographics and game usage for purchasers of the GridlockED board game, which will inform the further improvement or expansion of the game. Methods: Individuals who expressed interest in purchasing gridlockED via our online storefront were sent an anonymous online survey via Google Form. The survey collected demographic and qualitative data with a focus on the respondent's role in medicine, how they have used GridlockED, who they have played GridlockED with, and what changes or additions to GridlockED they would like to see. We also asked about changes for a potential mass-market version of the game targeted towards non-medical individuals. Individuals who did not purchase the game were asked about their barriers to purchase. We received an exemption for this study from our institutional review board. Results: 42 responses (out of 300 individuals on our mailing list, 14% response rate) were collected. Responding purchasers were from 16 different roles in healthcare and 11 different countries. The top 5 roles were: EM trainee, Community EM MD, Academic EM MD, Physicians from other specialties, and EM program director. The majority of respondents were Canadian (38%), with America (21%), New Zealand (10%), and Turkey (7%) the only other countries to have more than 2 respondents. 50% reported having played the game, with the most common use cases being for fun (76%), for teaching trainees (33%) or training with colleagues (19%). For those who did not purchase, price was the largest barrier (81%). 50% of respondents expressed interest in a disaster scenario expansion pack, with 33% interested in set lesson plans. Conclusion: GridlockED attracted interest from a wide range of medical professionals, both in terms or role and location. Users mainly reported using the game for fun, with fewer users using the game for teaching/training purposes. The main barrier to purchase was the game's price.


Sensor Review ◽  
2018 ◽  
Vol 38 (3) ◽  
pp. 321-325 ◽  
Author(s):  
Xueye Chen ◽  
Jienan Shen ◽  
Zengliang Hu

PurposeThe purpose of this study is to provide a micromixer for achieving effective mixing of two liquids. The mixing of two liquids is difficult to achieve in microfluidic chips because they cannot form turbulence at small dimensions and velocities.Design/methodology/approachIn this paper, four kinds of passive micromixers based on splitting–recombination and chaotic convection are compared. First, a better E-shape mixing unit based on the previous F-shape mixing unit has been designed. Then, the E-shape mixing units are further combined to form three micromixers (i.e. E-mixer, SESM and FESM).FindingsFinally, the mixing experimental results show that the mixing indexes of E-mixer, SESM and FESM are more than those of F-mixer when the Reynolds number range is from 0.5 to 100. And at Re = 15, the lowest mixing index of E-mixer is 71%, which is the highest of the four micromixers.Originality/valueAt Re = 80, the highest mixing index of F-mixer and E-mixer is 92 and 94 per cent, respectively, and then it begins to decrease. But the mixing index of SESM and FESM remains close to 100 per cent.


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