1.Introduction In August 2024,over 4400 Paralympic athletes will gather in Paris for the Paralympic Summer Games—the pinnacle of every Paralympian’s(Para athletes competing at the Paralympic Games)career to showcase...1.Introduction In August 2024,over 4400 Paralympic athletes will gather in Paris for the Paralympic Summer Games—the pinnacle of every Paralympian’s(Para athletes competing at the Paralympic Games)career to showcase their ability and skills.Their training,preparation,and effort in the years leading up to the Games are unparalleled.To achieve success,Paralympians specifically rely on a medical support team to achieve their goals.So,what is required of the medical support team to prepare Paralympians to get ready,set,and go to Paris 2024?展开更多
In this paper, the optimal variational generalized Nash equilibrium(v-GNE) seeking problem in merely monotone games with linearly coupled cost functions is investigated, in which the feasible strategy domain of each a...In this paper, the optimal variational generalized Nash equilibrium(v-GNE) seeking problem in merely monotone games with linearly coupled cost functions is investigated, in which the feasible strategy domain of each agent is coupled through an affine constraint. A distributed algorithm based on the hybrid steepest descent method is first proposed to seek the optimal v-GNE. Then, an accelerated algorithm with relaxation is proposed and analyzed, which has the potential to further improve the convergence speed to the optimal v-GNE. Some sufficient conditions in both algorithms are obtained to ensure the global convergence towards the optimal v-GNE. To illustrate the performance of the algorithms, numerical simulation is conducted based on a networked Nash-Cournot game with bounded market capacities.展开更多
Given a graph g=( V,A ) , we define a space of subgraphs M with the binary operation of union and the unique decomposition property into blocks. This space allows us to discuss a notion of minimal subgraphs (minimal c...Given a graph g=( V,A ) , we define a space of subgraphs M with the binary operation of union and the unique decomposition property into blocks. This space allows us to discuss a notion of minimal subgraphs (minimal coalitions) that are of interest for the game. Additionally, a partition of the game is defined in terms of the gain of each block, and subsequently, a solution to the game is defined based on distributing to each player (node and edge) present in each block a payment proportional to their contribution to the coalition.展开更多
Since its first launch on August 20th,the game"Black Myth:Wukong"has broken many previous records for domestic single-player games,and also provides a chance for global game players to see Chinese games as a...Since its first launch on August 20th,the game"Black Myth:Wukong"has broken many previous records for domestic single-player games,and also provides a chance for global game players to see Chinese games as among the world's best games.The number of online users on the entire platform exceeded3 million at its most,and more than10 million copies of the games were sold within the first four days after the launch.It has received more than 270thousand reviews in total and 96%positive reviews on the Steam platform,providing a chance for global game players to enjoy the best of Chinese games。展开更多
Objective: To study the problematic use of video games among secondary school students in the city of Parakou in 2023. Methods: Descriptive cross-sectional study conducted in the commune of Parakou from December 2022 ...Objective: To study the problematic use of video games among secondary school students in the city of Parakou in 2023. Methods: Descriptive cross-sectional study conducted in the commune of Parakou from December 2022 to July 2023. The study population consisted of students regularly enrolled in public and private secondary schools in the city of Parakou for the 2022-2023 academic year. A two-stage non-proportional stratified sampling technique combined with simple random sampling was adopted. The Problem Video Game Playing (PVP) scale was used to assess problem gambling in the study population, while anxiety and depression were assessed using the Hospital Anxiety and Depression Scale (HADS). Results: A total of 1030 students were included. The mean age of the pupils surveyed was 15.06 ± 2.68 years, with extremes of 10 and 28 years. The [13 - 18] age group was the most represented, with a proportion of 59.6% (614) in the general population. Females predominated, at 52.8% (544), with a sex ratio of 0.89. The prevalence of problematic video game use was 24.9%, measured using the Video Game Playing scale. Associated factors were male gender (p = 0.005), pocket money under 10,000 cfa (p = 0.001) and between 20,000 - 90,000 cfa (p = 0.030), addictive family behavior (p < 0.001), monogamous family (p = 0.023), good relationship with father (p = 0.020), organization of video game competitions (p = 0.001) and definite anxiety (p Conclusion: Substance-free addiction is struggling to attract the attention it deserves, as it did in its infancy everywhere else. This study complements existing data and serves as a reminder of the need to focus on this group of addictions, whose problematic use of video games remains the most frequent due to its accessibility and social tolerance. Preventive action combined with curative measures remains the most effective means of combating the problem at national level.展开更多
The triptych (Smartphones, Video games, adolescents) has imposed itself on the collective consciousness in the form of questioning to the point of becoming a social phenomenon. It thus raises concerns about the uses t...The triptych (Smartphones, Video games, adolescents) has imposed itself on the collective consciousness in the form of questioning to the point of becoming a social phenomenon. It thus raises concerns about the uses that adolescents make of it and the effects on their academic performance, which we proposed to study among middle school students from the Dakar academy inspection. Where appropriate, we used mixed methods with the collection techniques of questionnaire survey, semi-structured interviews respectively with middle school students, adults (parents, supervisors, teachers, etc.), participant observation and literature review. Concretely, before accessibility to video games, the middle school students were more idle and well-behaved, watched a lot of TV, played with their brothers and sisters or did household chores. The majority of young people had good, very good or excellent conduct and their averages were fair, fairly good or good. With access to a diverse digital environment, middle school students have passionately turned to video games. As a result, their learning time, concentration and submission to parental injunctions have declined significantly. This situation negatively affected their academic performance and encouraged bad behavior.展开更多
This study conducted a 16-week comparative experiment with 160 students from Jinan No.5 Middle School in Shandong Province as the experimental subjects.During the implementation of the experiment,the subjects were div...This study conducted a 16-week comparative experiment with 160 students from Jinan No.5 Middle School in Shandong Province as the experimental subjects.During the implementation of the experiment,the subjects were divided into two groups:an experimental group and a control group.The experimental group was subjected to physical exercise interventions using sports game teaching methods during physical education class,while the control group followed traditional physical education teaching methods.The results showed that the psychological health status of the students in the experimental group was significantly better than that of the control group after the experiment.The application of sports games helps to improve the psychological health of middle school students in the course of physical education,promoting a positive and forward direction in student psychology and is an effective means to enhance the psychological health level of middle school students.展开更多
On May 8th,the 6th sportsgames of the Buddhist Academy of Xizang was held in Lhasa.The sports games featured field events,track events,and fun sports events,including 100 metres,standing long jump,shot put,400m relay,...On May 8th,the 6th sportsgames of the Buddhist Academy of Xizang was held in Lhasa.The sports games featured field events,track events,and fun sports events,including 100 metres,standing long jump,shot put,400m relay,two-person running with legs tied up,and sandbag carrying-a traditional Tibetan sport.The teachers and students of the academy actively participated in and enjoyed the sports.Let's share their passion forsports together!展开更多
This paper presents a novel cooperative value iteration(VI)-based adaptive dynamic programming method for multi-player differential game models with a convergence proof.The players are divided into two groups in the l...This paper presents a novel cooperative value iteration(VI)-based adaptive dynamic programming method for multi-player differential game models with a convergence proof.The players are divided into two groups in the learning process and adapt their policies sequentially.Our method removes the dependence of admissible initial policies,which is one of the main drawbacks of the PI-based frameworks.Furthermore,this algorithm enables the players to adapt their control policies without full knowledge of others’ system parameters or control laws.The efficacy of our method is illustrated by three examples.展开更多
Self-serving,rational agents sometimes cooperate to their mutual benefit.The two-player iterated prisoner′s dilemma game is a model for including the emergence of cooperation.It is generally believed that there is no...Self-serving,rational agents sometimes cooperate to their mutual benefit.The two-player iterated prisoner′s dilemma game is a model for including the emergence of cooperation.It is generally believed that there is no simple ultimatum strategy which a player can control the return of the other participants.The zero-determinant strategy in the iterated prisoner′s dilemma dramatically expands our understanding of the classic game by uncovering strategies that provide a unilateral advantage to sentient players pitted against unwitting opponents.However,strategies in the prisoner′s dilemma game are only two strategies.Are there these results for general multi-strategy games?To address this question,the paper develops a theory for zero-determinant strategies for multi-strategy games,with any number of strategies.The analytical results exhibit a similar yet different scenario to the case of two-strategy games.The results are also applied to the Snowdrift game,the Hawk-Dove game and the Chicken game.展开更多
In today’s interconnected global society,a crucial aspect that defines the identity of an independent country is its distinctive national heritage and values.Every country has many different cultures,and children’s ...In today’s interconnected global society,a crucial aspect that defines the identity of an independent country is its distinctive national heritage and values.Every country has many different cultures,and children’s games exist in every culture.Every culture has unique characteristics and norms that have been agreed upon by the members of the culture(Usman&Yusuf,2022).Mongolians believe that the future of their nation can be discerned through the toys that children play with.These toys reflect Mongolia’s nomadic culture,rich heritage,customs,precious belongings,and unique playthings.Mongolian culture and mentality are nurtured in children through play,and an essential aspect of Mongolian games is their close association with people’s work and way of life.The Mongolian toys stand as a significant intellectual contribution of the Mongolian people to human history.展开更多
This work concentrates on simultaneous move non-cooperating quantum games. Part of it is evidently not new, but it is included for the sake self consistence, as it is devoted to introduction of the mathematical and ph...This work concentrates on simultaneous move non-cooperating quantum games. Part of it is evidently not new, but it is included for the sake self consistence, as it is devoted to introduction of the mathematical and physical grounds of the pertinent topics, and the way in which a simple classical game is modified to become a quantum game (a procedure referred to as a quantization of a classical game). The connection between game theory and information science is briefly stressed, and the role of quantum entanglement (that plays a central role in the theory of quantum games), is exposed. Armed with these tools, we investigate some basic concepts like the existence (or absence) of a pure strategy and mixed strategy Nash equilibrium and its relation with the degree of entanglement. The main results of this work are as follows: 1) Construction of a numerical algorithm based on the method of best response functions, designed to search for pure strategy Nash equilibrium in quantum games. The formalism is based on the discretization of a continuous variable into a mesh of points, and can be applied to quantum games that are built upon two-players two-strategies classical games, based on the method of best response functions. 2) Application of this algorithm to study the question of how the existence of pure strategy Nash equilibrium is related to the degree of entanglement (specified by a continuous parameter γ ). It is shown that when the classical game G<sub>C</sub> has a pure strategy Nash equilibrium that is not Pareto efficient, then the quantum game G<sub>Q</sub> with maximal entanglement (γ = π/2) has no pure strategy Nash equilibrium. By studying a non-symmetric prisoner dilemma game, it is found that there is a critical value 0γ<sub>c</sub> such that for γγ<sub>c</sub> there is a pure strategy Nash equilibrium and for γ≥γ<sub>c </sub>there is no pure strategy Nash equilibrium. The behavior of the two payoffs as function of γ starts at that of the classical ones at (D, D) and approaches the cooperative classical ones at (C, C) (C = confess, D = don’t confess). 3) We then study Bayesian quantum games and show that under certain conditions, there is a pure strategy Nash equilibrium in such games even when entanglement is maximal. 4) We define the basic ingredients of a quantum game based on a two-player three strategies classical game. This requires the introduction of trits (instead of bits) and quantum trits (instead of quantum bits). It is proved that in this quantum game, there is no classical commensurability in the sense that the classical strategies are not obtained as a special case of the quantum strategies.展开更多
This paper is concerned with anti-disturbance Nash equilibrium seeking for games with partial information.First,reduced-order disturbance observer-based algorithms are proposed to achieve Nash equilibrium seeking for ...This paper is concerned with anti-disturbance Nash equilibrium seeking for games with partial information.First,reduced-order disturbance observer-based algorithms are proposed to achieve Nash equilibrium seeking for games with firstorder and second-order players,respectively.In the developed algorithms,the observed disturbance values are included in control signals to eliminate the influence of disturbances,based on which a gradient-like optimization method is implemented for each player.Second,a signum function based distributed algorithm is proposed to attenuate disturbances for games with secondorder integrator-type players.To be more specific,a signum function is involved in the proposed seeking strategy to dominate disturbances,based on which the feedback of the velocity-like states and the gradients of the functions associated with players achieves stabilization of system dynamics and optimization of players'objective functions.Through Lyapunov stability analysis,it is proven that the players'actions can approach a small region around the Nash equilibrium by utilizing disturbance observerbased strategies with appropriate control gains.Moreover,exponential(asymptotic)convergence can be achieved when the signum function based control strategy(with an adaptive control gain)is employed.The performance of the proposed algorithms is tested by utilizing an integrated simulation platform of virtual robot experimentation platform(V-REP)and MATLAB.展开更多
BACKGROUND:To assess the efficacy of the epidemic prevention measures of the“closed-loop”system adopted by the Beijing 2022 Olympic Winter Games(BOWG).METHODS:We retrospectively collected and analyzed information,in...BACKGROUND:To assess the efficacy of the epidemic prevention measures of the“closed-loop”system adopted by the Beijing 2022 Olympic Winter Games(BOWG).METHODS:We retrospectively collected and analyzed information,including age,sex,nationality,vaccination status,date of diagnosis,and date of entry,from 280 SARS-CoV-2-positive individuals identified during the BOWG.A susceptibility-exposed-infectious-remove model was employed to evaluate the effectiveness of epidemic prevention strategies on controlling the spread of SARS-CoV-2 under different scenarios during the BOWG.RESULTS:Regarding SARS-CoV-2-positive cases,97.9%were imported,and 96.4%were asymptomatic.The median age was 37 years(range:29–47 years),and 73.9%were male,with the majority of cases being broadcasters and European attendees.Regarding vaccination status,93.5%were fully vaccinated,and six cases were considered to have been infected in the closed-loop system during the BOWG.Assuming that the BOWG adopted a semi-closed-loop management system,the cumulative number of confirmed cases would be 1,137 for quick quarantine measures(3 d later)implemented and 5,530 for delayed quarantine measures(9 d later)implemented.This modeling revealed that stringent pandemic prevention measures and closed-loop management effectively controlled the spread of SARS-CoV-2 during the BOWG.CONCLUSION:Imported cases are considered the main risk factor for SARS-CoV-2 transmission during mass gatherings,but a comprehensive closed-loop system could minimize transmission among attendees and general personnel.展开更多
Computational linguistics is an engineering-based scientific discipline.It deals with understanding written and spoken language from a computational viewpoint.Further,the domain also helps construct the artefacts that...Computational linguistics is an engineering-based scientific discipline.It deals with understanding written and spoken language from a computational viewpoint.Further,the domain also helps construct the artefacts that are useful in processing and producing a language either in bulk or in a dialogue setting.Named Entity Recognition(NER)is a fundamental task in the data extraction process.It concentrates on identifying and labelling the atomic components from several texts grouped under different entities,such as organizations,people,places,and times.Further,the NER mechanism identifies and removes more types of entities as per the requirements.The significance of the NER mechanism has been well-established in Natural Language Processing(NLP)tasks,and various research investigations have been conducted to develop novel NER methods.The conventional ways of managing the tasks range from rule-related and hand-crafted feature-related Machine Learning(ML)techniques to Deep Learning(DL)techniques.In this aspect,the current study introduces a novel Dart Games Optimizer with Hybrid Deep Learning-Driven Computational Linguistics(DGOHDL-CL)model for NER.The presented DGOHDL-CL technique aims to determine and label the atomic components from several texts as a collection of the named entities.In the presented DGOHDL-CL technique,the word embed-ding process is executed at the initial stage with the help of the word2vec model.For the NER mechanism,the Convolutional Gated Recurrent Unit(CGRU)model is employed in this work.At last,the DGO technique is used as a hyperparameter tuning strategy for the CGRU algorithm to boost the NER’s outcomes.No earlier studies integrated the DGO mechanism with the CGRU model for NER.To exhibit the superiority of the proposed DGOHDL-CL technique,a widespread simulation analysis was executed on two datasets,CoNLL-2003 and OntoNotes 5.0.The experimental outcomes establish the promising performance of the DGOHDL-CL technique over other models.展开更多
Spatial interactions are considered an important factor influencing a variety of evolutionary processes that take place in structured populations.It still remains an open problem to fully understand evolutionary game ...Spatial interactions are considered an important factor influencing a variety of evolutionary processes that take place in structured populations.It still remains an open problem to fully understand evolutionary game dynamics on networks except for certain limiting scenarios such as weak selection.Here we study the evolutionary dynamics of spatial games under strong selection where strategy evolution of individuals becomes deterministic in a fashion of winners taking all.We show that the long term behavior of the evolutionary process eventually converges to a particular basin of attraction,which is either a periodic cycle or a single fixed state depending on specific initial conditions and model parameters.In particular,we find that symmetric starting configurations can induce an exceedingly long transient phase encompassing a large number of aesthetic spatial patterns including the prominent kaleidoscopic cooperation.Our finding holds for any population structure and a broad class of finite games beyond the Prisoner’s Dilemma.Our work offers insights into understanding evolutionary dynamics of spatially extended systems ubiquitous in biology and ecology.展开更多
Video games have been around for several decades and have had many advancements from the original start of video games. Video games started as virtual games that were advertised towards children, and these virtual gam...Video games have been around for several decades and have had many advancements from the original start of video games. Video games started as virtual games that were advertised towards children, and these virtual games created a virtual reality of a variety of genres. These genres included sports games, such as tennis, football, baseball, war games, fantasy, puzzles, etc. The start of these games was derived from a sports genre and now has a popularity in multiplayer-online-shooting games. The purpose of this paper is to investigate different types of tools available for cheating in virtual world making players have undue advantage over other players in a competition. With the advancement in technology, these video games have become more expanded in the development aspects of gaming. Video game developers have created long lines of codes to create a new look of video games. As video games have progressed, the coding, bugs, bots, and errors of video games have changed throughout the years. The coding of video games has branched out from the original video games, which have given many benefits to this virtual world, while simultaneously creating more problems such as bots. Analysis of tools available for cheating in a game has disadvantaged normal gamer in a fair contest.展开更多
This article aims to examine the effect of the use of didactic games in mathematics teaching on students’achievements and knowledge accumulation in the classroom.The study also assessed the students’perceptions of t...This article aims to examine the effect of the use of didactic games in mathematics teaching on students’achievements and knowledge accumulation in the classroom.The study also assessed the students’perceptions of these learning games.The study was carried out with the experimental pre-test-post-test control group design.The research team of this study is five.The class consists of 64 students.Two groups of fifth grade students were randomly assigned as experimental and control groups.According to the results,it is shown that didactic games increase students’academic achievements and are an effective tool for lecturing.展开更多
The rapid development of Internet literature not only made itself the source of information about animation and the gaming industry,but also boosted the creation of super writers who are now establishing themselves as...The rapid development of Internet literature not only made itself the source of information about animation and the gaming industry,but also boosted the creation of super writers who are now establishing themselves as IP(intellectual property)producers and providers.Rather than creating literary classics,these writers prefer producing commercial novels targeted at a certain group of readers.Meanwhile,the structure of their works tends to cater to the preferences of online games and animation,with the narrative and characters in the novel adjusting accordingly.These changes have enhanced the influence of Internet literature.But an excessive emphasis on IP gradually converts the novels into scripts for games with highly stereotyped content and structure.Fastpaced writing also renders their works with a lack of polish,including such serious problems as mismatched plots and repetitive narratives.Therefore,Internet literature is in urgent need of positive guidance,as its development will be stalled due to the excessive emphasis on IP.展开更多
文摘1.Introduction In August 2024,over 4400 Paralympic athletes will gather in Paris for the Paralympic Summer Games—the pinnacle of every Paralympian’s(Para athletes competing at the Paralympic Games)career to showcase their ability and skills.Their training,preparation,and effort in the years leading up to the Games are unparalleled.To achieve success,Paralympians specifically rely on a medical support team to achieve their goals.So,what is required of the medical support team to prepare Paralympians to get ready,set,and go to Paris 2024?
基金supported by the National Natural Science Foundation of China(Basic Science Center Program)(61988101)the Joint Fund of Ministry of Education for Equipment Pre-research (8091B022234)+3 种基金Shanghai International Science and Technology Cooperation Program (21550712400)Shanghai Pilot Program for Basic Research (22TQ1400100-3)the Fundamental Research Funds for the Central UniversitiesShanghai Artifcial Intelligence Laboratory。
文摘In this paper, the optimal variational generalized Nash equilibrium(v-GNE) seeking problem in merely monotone games with linearly coupled cost functions is investigated, in which the feasible strategy domain of each agent is coupled through an affine constraint. A distributed algorithm based on the hybrid steepest descent method is first proposed to seek the optimal v-GNE. Then, an accelerated algorithm with relaxation is proposed and analyzed, which has the potential to further improve the convergence speed to the optimal v-GNE. Some sufficient conditions in both algorithms are obtained to ensure the global convergence towards the optimal v-GNE. To illustrate the performance of the algorithms, numerical simulation is conducted based on a networked Nash-Cournot game with bounded market capacities.
文摘Given a graph g=( V,A ) , we define a space of subgraphs M with the binary operation of union and the unique decomposition property into blocks. This space allows us to discuss a notion of minimal subgraphs (minimal coalitions) that are of interest for the game. Additionally, a partition of the game is defined in terms of the gain of each block, and subsequently, a solution to the game is defined based on distributing to each player (node and edge) present in each block a payment proportional to their contribution to the coalition.
文摘Since its first launch on August 20th,the game"Black Myth:Wukong"has broken many previous records for domestic single-player games,and also provides a chance for global game players to see Chinese games as among the world's best games.The number of online users on the entire platform exceeded3 million at its most,and more than10 million copies of the games were sold within the first four days after the launch.It has received more than 270thousand reviews in total and 96%positive reviews on the Steam platform,providing a chance for global game players to enjoy the best of Chinese games。
文摘Objective: To study the problematic use of video games among secondary school students in the city of Parakou in 2023. Methods: Descriptive cross-sectional study conducted in the commune of Parakou from December 2022 to July 2023. The study population consisted of students regularly enrolled in public and private secondary schools in the city of Parakou for the 2022-2023 academic year. A two-stage non-proportional stratified sampling technique combined with simple random sampling was adopted. The Problem Video Game Playing (PVP) scale was used to assess problem gambling in the study population, while anxiety and depression were assessed using the Hospital Anxiety and Depression Scale (HADS). Results: A total of 1030 students were included. The mean age of the pupils surveyed was 15.06 ± 2.68 years, with extremes of 10 and 28 years. The [13 - 18] age group was the most represented, with a proportion of 59.6% (614) in the general population. Females predominated, at 52.8% (544), with a sex ratio of 0.89. The prevalence of problematic video game use was 24.9%, measured using the Video Game Playing scale. Associated factors were male gender (p = 0.005), pocket money under 10,000 cfa (p = 0.001) and between 20,000 - 90,000 cfa (p = 0.030), addictive family behavior (p < 0.001), monogamous family (p = 0.023), good relationship with father (p = 0.020), organization of video game competitions (p = 0.001) and definite anxiety (p Conclusion: Substance-free addiction is struggling to attract the attention it deserves, as it did in its infancy everywhere else. This study complements existing data and serves as a reminder of the need to focus on this group of addictions, whose problematic use of video games remains the most frequent due to its accessibility and social tolerance. Preventive action combined with curative measures remains the most effective means of combating the problem at national level.
文摘The triptych (Smartphones, Video games, adolescents) has imposed itself on the collective consciousness in the form of questioning to the point of becoming a social phenomenon. It thus raises concerns about the uses that adolescents make of it and the effects on their academic performance, which we proposed to study among middle school students from the Dakar academy inspection. Where appropriate, we used mixed methods with the collection techniques of questionnaire survey, semi-structured interviews respectively with middle school students, adults (parents, supervisors, teachers, etc.), participant observation and literature review. Concretely, before accessibility to video games, the middle school students were more idle and well-behaved, watched a lot of TV, played with their brothers and sisters or did household chores. The majority of young people had good, very good or excellent conduct and their averages were fair, fairly good or good. With access to a diverse digital environment, middle school students have passionately turned to video games. As a result, their learning time, concentration and submission to parental injunctions have declined significantly. This situation negatively affected their academic performance and encouraged bad behavior.
文摘This study conducted a 16-week comparative experiment with 160 students from Jinan No.5 Middle School in Shandong Province as the experimental subjects.During the implementation of the experiment,the subjects were divided into two groups:an experimental group and a control group.The experimental group was subjected to physical exercise interventions using sports game teaching methods during physical education class,while the control group followed traditional physical education teaching methods.The results showed that the psychological health status of the students in the experimental group was significantly better than that of the control group after the experiment.The application of sports games helps to improve the psychological health of middle school students in the course of physical education,promoting a positive and forward direction in student psychology and is an effective means to enhance the psychological health level of middle school students.
文摘On May 8th,the 6th sportsgames of the Buddhist Academy of Xizang was held in Lhasa.The sports games featured field events,track events,and fun sports events,including 100 metres,standing long jump,shot put,400m relay,two-person running with legs tied up,and sandbag carrying-a traditional Tibetan sport.The teachers and students of the academy actively participated in and enjoyed the sports.Let's share their passion forsports together!
基金supported by the Industry-University-Research Cooperation Fund Project of the Eighth Research Institute of China Aerospace Science and Technology Corporation (USCAST2022-11)Aeronautical Science Foundation of China (20220001057001)。
文摘This paper presents a novel cooperative value iteration(VI)-based adaptive dynamic programming method for multi-player differential game models with a convergence proof.The players are divided into two groups in the learning process and adapt their policies sequentially.Our method removes the dependence of admissible initial policies,which is one of the main drawbacks of the PI-based frameworks.Furthermore,this algorithm enables the players to adapt their control policies without full knowledge of others’ system parameters or control laws.The efficacy of our method is illustrated by three examples.
文摘Self-serving,rational agents sometimes cooperate to their mutual benefit.The two-player iterated prisoner′s dilemma game is a model for including the emergence of cooperation.It is generally believed that there is no simple ultimatum strategy which a player can control the return of the other participants.The zero-determinant strategy in the iterated prisoner′s dilemma dramatically expands our understanding of the classic game by uncovering strategies that provide a unilateral advantage to sentient players pitted against unwitting opponents.However,strategies in the prisoner′s dilemma game are only two strategies.Are there these results for general multi-strategy games?To address this question,the paper develops a theory for zero-determinant strategies for multi-strategy games,with any number of strategies.The analytical results exhibit a similar yet different scenario to the case of two-strategy games.The results are also applied to the Snowdrift game,the Hawk-Dove game and the Chicken game.
文摘In today’s interconnected global society,a crucial aspect that defines the identity of an independent country is its distinctive national heritage and values.Every country has many different cultures,and children’s games exist in every culture.Every culture has unique characteristics and norms that have been agreed upon by the members of the culture(Usman&Yusuf,2022).Mongolians believe that the future of their nation can be discerned through the toys that children play with.These toys reflect Mongolia’s nomadic culture,rich heritage,customs,precious belongings,and unique playthings.Mongolian culture and mentality are nurtured in children through play,and an essential aspect of Mongolian games is their close association with people’s work and way of life.The Mongolian toys stand as a significant intellectual contribution of the Mongolian people to human history.
文摘This work concentrates on simultaneous move non-cooperating quantum games. Part of it is evidently not new, but it is included for the sake self consistence, as it is devoted to introduction of the mathematical and physical grounds of the pertinent topics, and the way in which a simple classical game is modified to become a quantum game (a procedure referred to as a quantization of a classical game). The connection between game theory and information science is briefly stressed, and the role of quantum entanglement (that plays a central role in the theory of quantum games), is exposed. Armed with these tools, we investigate some basic concepts like the existence (or absence) of a pure strategy and mixed strategy Nash equilibrium and its relation with the degree of entanglement. The main results of this work are as follows: 1) Construction of a numerical algorithm based on the method of best response functions, designed to search for pure strategy Nash equilibrium in quantum games. The formalism is based on the discretization of a continuous variable into a mesh of points, and can be applied to quantum games that are built upon two-players two-strategies classical games, based on the method of best response functions. 2) Application of this algorithm to study the question of how the existence of pure strategy Nash equilibrium is related to the degree of entanglement (specified by a continuous parameter γ ). It is shown that when the classical game G<sub>C</sub> has a pure strategy Nash equilibrium that is not Pareto efficient, then the quantum game G<sub>Q</sub> with maximal entanglement (γ = π/2) has no pure strategy Nash equilibrium. By studying a non-symmetric prisoner dilemma game, it is found that there is a critical value 0γ<sub>c</sub> such that for γγ<sub>c</sub> there is a pure strategy Nash equilibrium and for γ≥γ<sub>c </sub>there is no pure strategy Nash equilibrium. The behavior of the two payoffs as function of γ starts at that of the classical ones at (D, D) and approaches the cooperative classical ones at (C, C) (C = confess, D = don’t confess). 3) We then study Bayesian quantum games and show that under certain conditions, there is a pure strategy Nash equilibrium in such games even when entanglement is maximal. 4) We define the basic ingredients of a quantum game based on a two-player three strategies classical game. This requires the introduction of trits (instead of bits) and quantum trits (instead of quantum bits). It is proved that in this quantum game, there is no classical commensurability in the sense that the classical strategies are not obtained as a special case of the quantum strategies.
基金supported by the National Natural Science Foundation of China(NSFC)(62222308,62173181,62073171,62221004)the Natural Science Foundation of Jiangsu Province(BK20200744,BK20220139)+3 种基金Jiangsu Specially-Appointed Professor(RK043STP19001)1311 Talent Plan of Nanjing University of Posts and Telecommunicationsthe Young Elite Scientists SponsorshipProgram by CAST(2021QNRC001)the Fundamental Research Funds for the Central Universities(30920032203)。
文摘This paper is concerned with anti-disturbance Nash equilibrium seeking for games with partial information.First,reduced-order disturbance observer-based algorithms are proposed to achieve Nash equilibrium seeking for games with firstorder and second-order players,respectively.In the developed algorithms,the observed disturbance values are included in control signals to eliminate the influence of disturbances,based on which a gradient-like optimization method is implemented for each player.Second,a signum function based distributed algorithm is proposed to attenuate disturbances for games with secondorder integrator-type players.To be more specific,a signum function is involved in the proposed seeking strategy to dominate disturbances,based on which the feedback of the velocity-like states and the gradients of the functions associated with players achieves stabilization of system dynamics and optimization of players'objective functions.Through Lyapunov stability analysis,it is proven that the players'actions can approach a small region around the Nash equilibrium by utilizing disturbance observerbased strategies with appropriate control gains.Moreover,exponential(asymptotic)convergence can be achieved when the signum function based control strategy(with an adaptive control gain)is employed.The performance of the proposed algorithms is tested by utilizing an integrated simulation platform of virtual robot experimentation platform(V-REP)and MATLAB.
基金National Key R&D Program of China(2022YFC3006201)Beijing Public Health High-level Scholars Development Program(2022-1-001)。
文摘BACKGROUND:To assess the efficacy of the epidemic prevention measures of the“closed-loop”system adopted by the Beijing 2022 Olympic Winter Games(BOWG).METHODS:We retrospectively collected and analyzed information,including age,sex,nationality,vaccination status,date of diagnosis,and date of entry,from 280 SARS-CoV-2-positive individuals identified during the BOWG.A susceptibility-exposed-infectious-remove model was employed to evaluate the effectiveness of epidemic prevention strategies on controlling the spread of SARS-CoV-2 under different scenarios during the BOWG.RESULTS:Regarding SARS-CoV-2-positive cases,97.9%were imported,and 96.4%were asymptomatic.The median age was 37 years(range:29–47 years),and 73.9%were male,with the majority of cases being broadcasters and European attendees.Regarding vaccination status,93.5%were fully vaccinated,and six cases were considered to have been infected in the closed-loop system during the BOWG.Assuming that the BOWG adopted a semi-closed-loop management system,the cumulative number of confirmed cases would be 1,137 for quick quarantine measures(3 d later)implemented and 5,530 for delayed quarantine measures(9 d later)implemented.This modeling revealed that stringent pandemic prevention measures and closed-loop management effectively controlled the spread of SARS-CoV-2 during the BOWG.CONCLUSION:Imported cases are considered the main risk factor for SARS-CoV-2 transmission during mass gatherings,but a comprehensive closed-loop system could minimize transmission among attendees and general personnel.
基金Princess Nourah Bint Abdulrahman University Researchers Supporting Project Number(PNURSP2022R281)Princess Nourah Bint Abdulrahman University,Riyadh,Saudi Arabia.The authors would like to thank the Deanship of Scientific Research at Umm Al-Qura University for supporting this work by Grant Code:(22UQU4331004DSR10).
文摘Computational linguistics is an engineering-based scientific discipline.It deals with understanding written and spoken language from a computational viewpoint.Further,the domain also helps construct the artefacts that are useful in processing and producing a language either in bulk or in a dialogue setting.Named Entity Recognition(NER)is a fundamental task in the data extraction process.It concentrates on identifying and labelling the atomic components from several texts grouped under different entities,such as organizations,people,places,and times.Further,the NER mechanism identifies and removes more types of entities as per the requirements.The significance of the NER mechanism has been well-established in Natural Language Processing(NLP)tasks,and various research investigations have been conducted to develop novel NER methods.The conventional ways of managing the tasks range from rule-related and hand-crafted feature-related Machine Learning(ML)techniques to Deep Learning(DL)techniques.In this aspect,the current study introduces a novel Dart Games Optimizer with Hybrid Deep Learning-Driven Computational Linguistics(DGOHDL-CL)model for NER.The presented DGOHDL-CL technique aims to determine and label the atomic components from several texts as a collection of the named entities.In the presented DGOHDL-CL technique,the word embed-ding process is executed at the initial stage with the help of the word2vec model.For the NER mechanism,the Convolutional Gated Recurrent Unit(CGRU)model is employed in this work.At last,the DGO technique is used as a hyperparameter tuning strategy for the CGRU algorithm to boost the NER’s outcomes.No earlier studies integrated the DGO mechanism with the CGRU model for NER.To exhibit the superiority of the proposed DGOHDL-CL technique,a widespread simulation analysis was executed on two datasets,CoNLL-2003 and OntoNotes 5.0.The experimental outcomes establish the promising performance of the DGOHDL-CL technique over other models.
基金support from NSFC,China(62036002,62273226)is gratefully acknowledgedsupported by the Fundamental Research Funds for Central Universities,Xidian University,China(JB210414).
文摘Spatial interactions are considered an important factor influencing a variety of evolutionary processes that take place in structured populations.It still remains an open problem to fully understand evolutionary game dynamics on networks except for certain limiting scenarios such as weak selection.Here we study the evolutionary dynamics of spatial games under strong selection where strategy evolution of individuals becomes deterministic in a fashion of winners taking all.We show that the long term behavior of the evolutionary process eventually converges to a particular basin of attraction,which is either a periodic cycle or a single fixed state depending on specific initial conditions and model parameters.In particular,we find that symmetric starting configurations can induce an exceedingly long transient phase encompassing a large number of aesthetic spatial patterns including the prominent kaleidoscopic cooperation.Our finding holds for any population structure and a broad class of finite games beyond the Prisoner’s Dilemma.Our work offers insights into understanding evolutionary dynamics of spatially extended systems ubiquitous in biology and ecology.
文摘Video games have been around for several decades and have had many advancements from the original start of video games. Video games started as virtual games that were advertised towards children, and these virtual games created a virtual reality of a variety of genres. These genres included sports games, such as tennis, football, baseball, war games, fantasy, puzzles, etc. The start of these games was derived from a sports genre and now has a popularity in multiplayer-online-shooting games. The purpose of this paper is to investigate different types of tools available for cheating in virtual world making players have undue advantage over other players in a competition. With the advancement in technology, these video games have become more expanded in the development aspects of gaming. Video game developers have created long lines of codes to create a new look of video games. As video games have progressed, the coding, bugs, bots, and errors of video games have changed throughout the years. The coding of video games has branched out from the original video games, which have given many benefits to this virtual world, while simultaneously creating more problems such as bots. Analysis of tools available for cheating in a game has disadvantaged normal gamer in a fair contest.
文摘This article aims to examine the effect of the use of didactic games in mathematics teaching on students’achievements and knowledge accumulation in the classroom.The study also assessed the students’perceptions of these learning games.The study was carried out with the experimental pre-test-post-test control group design.The research team of this study is five.The class consists of 64 students.Two groups of fifth grade students were randomly assigned as experimental and control groups.According to the results,it is shown that didactic games increase students’academic achievements and are an effective tool for lecturing.
基金This article is funded by“Research on the realization of‘Realism-directed Transformation’in fictional Internet literature”of Sichuan Internet Literature Development Center(w222379).
文摘The rapid development of Internet literature not only made itself the source of information about animation and the gaming industry,but also boosted the creation of super writers who are now establishing themselves as IP(intellectual property)producers and providers.Rather than creating literary classics,these writers prefer producing commercial novels targeted at a certain group of readers.Meanwhile,the structure of their works tends to cater to the preferences of online games and animation,with the narrative and characters in the novel adjusting accordingly.These changes have enhanced the influence of Internet literature.But an excessive emphasis on IP gradually converts the novels into scripts for games with highly stereotyped content and structure.Fastpaced writing also renders their works with a lack of polish,including such serious problems as mismatched plots and repetitive narratives.Therefore,Internet literature is in urgent need of positive guidance,as its development will be stalled due to the excessive emphasis on IP.