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Problematic Use of Video Games in Schools in Northern Benin (2023)
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作者 Ireti Nethania Elie Ataigba David Sinet Koivogui +6 位作者 Damega Wenkourama Marcos Tohou Eurydice Elvire Djossou Anselme Djidonou Francis Tognon Tchegnonsi Prosper Gandaho Josiane Ezin Houngbe 《Open Journal of Psychiatry》 2024年第2期120-141,共22页
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
关键词 Gaming Problem Video games BENIN 2023
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The Impact of Sports Games on the Psychological Health of Middle School Students
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作者 Zhuozhuo Xin Seong Pek Lim Haojun Zhao 《Journal of Contemporary Educational Research》 2024年第3期95-100,共6页
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
关键词 Sports games Physical education Middle school students Psychological health
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Value Iteration-Based Cooperative Adaptive Optimal Control for Multi-Player Differential Games With Incomplete Information
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作者 Yun Zhang Lulu Zhang Yunze Cai 《IEEE/CAA Journal of Automatica Sinica》 SCIE EI CSCD 2024年第3期690-697,共8页
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
关键词 Adaptive dynamic programming incomplete information multi-player differential game value iteration
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On Topics in Quantum Games
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作者 Yshai Avishai 《Journal of Quantum Information Science》 2023年第3期79-130,共52页
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
关键词 Two-Players Two Strategies Quantum Game and SU(2) Strategies Relevance of Entanglement and Bell States Nash Equilibrium and Its Relation to Entanglement in Pure and Mixed Strategy Quantum games Nash Equilibrium and Partial Entanglement Nash Equilibrium Despite Maximal Entanglement Two Players Three Strategies Quantum games: Qutrits and SU(3) Strategies
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Distributed Nash Equilibrium Seeking for General Networked Games With Bounded Disturbances 被引量:2
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作者 Maojiao Ye Danhu Li +1 位作者 Qing-Long Han Lei Ding 《IEEE/CAA Journal of Automatica Sinica》 SCIE EI CSCD 2023年第2期376-387,共12页
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
关键词 Distributed networks disturbance rejection Nash equilibrium networked games
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Effects of a closed-loop system against SARS-CoV-2 at the Beijing 2022 Olympic Winter Games:a descriptive and modeling study
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作者 Rong Xiong Jieping Zhou +8 位作者 Wenning Li Jie Liu Jing Lou Sijia Tian Huixin Lian Shengmei Niu Luxi Zhang Wenhang Li Jinjun Zhang 《World Journal of Emergency Medicine》 SCIE CAS CSCD 2023年第6期471-476,共6页
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
关键词 Olympic Winter games Emergency medical service SARS-CoV-2 COVID-19 Infectious disease TRANSMISSION
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Dart Games Optimizer with Deep Learning-Based Computational Linguistics Named Entity Recognition
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作者 Mesfer Al Duhayyim Hala J.Alshahrani +5 位作者 Khaled Tarmissi Heyam H.Al-Baity Abdullah Mohamed Ishfaq Yaseen Amgad Atta Abdelmageed Mohamed IEldesouki 《Intelligent Automation & Soft Computing》 SCIE 2023年第9期2549-2566,共18页
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
关键词 Named entity recognition deep learning natural language processing computational linguistics dart games optimizer
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Evolutionary games and spatial periodicity
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作者 Te Wu Feng Fu Long Wang 《Journal of Automation and Intelligence》 2023年第2期79-86,共8页
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
关键词 Spatial games Evolutionary dynamics Periodic cycles Kaleidoscopic cooperation Spatial reciprocity
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The Confidentiality of Coding Video Games with Cheat Code and Bots for Cheating in a Virtual World
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作者 Samantha Gorton Olatunde Abiona 《International Journal of Communications, Network and System Sciences》 2023年第6期105-114,共10页
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
关键词 Video games CONFIDENTIALITY Virtual World Cheat Code Bots PROGRAMMING
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Using Didactic Games in Teaching Mathematic
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作者 Assiye Zhelal Serkan Kaymak 《Management Studies》 2023年第1期22-30,共9页
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
关键词 didactic games MATHEMATICS EDUCATION controlgroup experimental group
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Sustainable Development of Internet Literature in the Era of Games and Animation:Challenges and Opportunities
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作者 Fan Rong Qu Wei 《Contemporary Social Sciences》 2023年第1期89-101,共13页
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
关键词 Internet literature literary and artistic creation ANIMATION online games
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Analysis of Differences Between Popular Mobile Games in China and Japan From a Cross-Cultural Perspective: A Case Study of Genshin Impact and Uma Musume: Pretty Derby
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作者 XIE Zhaozhe 《Sino-US English Teaching》 2023年第5期181-186,共6页
Genshin Impact and Uma Musume:Pretty Derby are two of the hottest mobile games in China and Japan,respectively,in the past two years,both of which have gained enormous popularity and revenue in their home countries.Th... Genshin Impact and Uma Musume:Pretty Derby are two of the hottest mobile games in China and Japan,respectively,in the past two years,both of which have gained enormous popularity and revenue in their home countries.This paper focuses on the cross-cultural perspective,and analyzes the differences between the two games and their reasons for their popularity from three aspects:character design,cultural background,and game genre. 展开更多
关键词 popular mobile games cross-cultural perspective Genshin Impact Uma Musume:Pretty Derby
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Analysis of Students’ Preferences and Engagement with Mobile Games: A Study of Game Assets and Colour Impact
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作者 Venance Saho Zoh Tiémoman Koné Yao Konan 《Open Journal of Applied Sciences》 2023年第12期2211-2222,共12页
Mobile games are gaining in popularity among students, although the factors driving engagement remain poorly understood. This study, conducted among 378 students studying for a Bachelor’s degree in Computer and Digit... Mobile games are gaining in popularity among students, although the factors driving engagement remain poorly understood. This study, conducted among 378 students studying for a Bachelor’s degree in Computer and Digital Sciences at the Université Virtuelle de Côte d’Ivoire, explores the influence of game assets and colours on player engagement. Using an online questionnaire, the study identified students’ gaming preferences and their perception of colours. The results show that the key elements most favoured by students are graphics, sound design, the game system, narrative, interactivity and accessibility. What’s more, colour plays a decisive role in their preferences and commitment to educational mobile games. 展开更多
关键词 ENGAGEMENT Game Assets COLOUR Mobile games
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PLAYING GAMES
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作者 Ruth Devlin 《空中英语教室(初级版.大家说英语)》 2023年第9期14-16,51,共4页
Many people enjoy playing games on their computers or smartphones.There are new games every year,but many old favorites still have fans.There are many different kinds of games.In some games players must match things.I... Many people enjoy playing games on their computers or smartphones.There are new games every year,but many old favorites still have fans.There are many different kinds of games.In some games players must match things.In others,characters have to run,jump and collect coins or jewels to pass levels.In some games,players build villages and raise armies. 展开更多
关键词 FAVORITE SMART games
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美国Games-to-Teach项目概述及启示 被引量:14
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作者 马红亮 马颖峰 +1 位作者 郑志高 贺宝勋 《开放教育研究》 CSSCI 2008年第5期102-107,共6页
随着电子游戏产业的不断发展,人们开始关注将这一新的媒体技术引入教育领域,开发具有独特教育目的、教育内容或教育方法的教育电子游戏。而在教育电子游戏研究领域中,麻省理工学院和微软研究院合作开展的Games-to-Teach项目无疑具有里... 随着电子游戏产业的不断发展,人们开始关注将这一新的媒体技术引入教育领域,开发具有独特教育目的、教育内容或教育方法的教育电子游戏。而在教育电子游戏研究领域中,麻省理工学院和微软研究院合作开展的Games-to-Teach项目无疑具有里程碑意义;该项目集聚了多个学科的学科专家、教育技术专家、游戏设计人员和学习者,是一项旨在开发下一代交互式娱教产品概念模型的研究。本文在介绍了Games-to-Teach项目的研究目标、主要实践性成果(15个概念模型及设计)以及主要研究结论的基础上,提出该项目对我国设计开发教育电子游戏的四点启示:①教育电子游戏具有广阔的教学前景;②教育电子游戏与课程内容的融合可以通过多种方式和途径来实现;③教育电子游戏的设计需要密切结合教与学的理论;④教育电子游戏的设计最好有教学针对性。 展开更多
关键词 games—to—Teach 教育电子游戏 概念模型 设计 启示
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教育网络游戏中NPC与学习者置入感的关系研究——由Games-to-Teach项目想到的 被引量:6
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作者 马颖峰 隋志华 《电化教育研究》 CSSCI 北大核心 2009年第6期109-112,共4页
教育网络游戏中NPC功能的设计对学习者能否对游戏产生持续的关注至关重要,即与学习者的置入感关系密切。本文通过对NPC在教育网络游戏中所能发挥的作用的分析与研究,探讨了如何设计NPC才能使其功能得以发挥进而增强学习者的置入感的问题。
关键词 NPC 置入感 games—to-Teach项目
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Economic Model of Microtransactions in Video Games
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作者 Nenad Zoran Tomic 《Journal of Economic Science Research》 2018年第1期17-23,共7页
Microtransactions denote a payment made for purchase of mobile phone application or additional content in video games.The basic revenue principle for publisher was to sell the entire content at once,with the buyer hav... Microtransactions denote a payment made for purchase of mobile phone application or additional content in video games.The basic revenue principle for publisher was to sell the entire content at once,with the buyer having to pay the game as a whole.Trends from mobile applications and mobile games market have slowly transferred to PC games and console video games.About one half of total revenue of big video games publishers comes from microtransactions.The topics of this paper are the economic effects of microtransactions on video game industry business model.The scope of microtransactions and different implementing procedures will be discused in paper.The goal is to determine the change of the position of all stakeholders involved in the process of creating and publishing video games. 展开更多
关键词 Microtransactions Freemium games Pay-to-win Mobile games Video games
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校园足球教学与训练方法--基于国外足球Small-Sided Games的解读 被引量:16
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作者 李虎 《广州体育学院学报》 北大核心 2020年第2期124-128,共5页
教学与训练方法的落后已经成为我国校园足球高质量发展和高效率普及的瓶颈。基于丰富我国足球教学与训练方法,提高校园足球普及质量与效率的现实需要,对国外足球小场训练赛(SSGs)的概念、特点、理论基础、训练效果影响因素及实践操作过... 教学与训练方法的落后已经成为我国校园足球高质量发展和高效率普及的瓶颈。基于丰富我国足球教学与训练方法,提高校园足球普及质量与效率的现实需要,对国外足球小场训练赛(SSGs)的概念、特点、理论基础、训练效果影响因素及实践操作过程等进行解读。以期增进广大中小学足球专项教师和教练对该方法的理解和掌握,同时,引导和提高他们对该方法的科学使用。 展开更多
关键词 校园足球 教学与训练 Small--Sided games(SSGs) 解读
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Air combat decision-making of multiple UCAVs based on constraint strategy games 被引量:7
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作者 Shou-yi Li Mou Chen +1 位作者 Yu-hui Wang Qing-xian Wu 《Defence Technology(防务技术)》 SCIE EI CAS CSCD 2022年第3期368-383,共16页
Game theory can be applied to the air combat decision-making problem of multiple unmanned combat air vehicles(UCAVs).However,it is difficult to have satisfactory decision-making results completely relying on air comba... Game theory can be applied to the air combat decision-making problem of multiple unmanned combat air vehicles(UCAVs).However,it is difficult to have satisfactory decision-making results completely relying on air combat situation information,because there is a lot of time-sensitive information in a complex air combat environment.In this paper,a constraint strategy game approach is developed to generate intelligent decision-making for multiple UCAVs in complex air combat environment with air combat situation information and time-sensitive information.Initially,a constraint strategy game is employed to model attack-defense decision-making problem in complex air combat environment.Then,an algorithm is proposed for solving the constraint strategy game based on linear programming and linear inequality(CSG-LL).Finally,an example is given to illustrate the effectiveness of the proposed approach. 展开更多
关键词 Game theory Time-sensitive information Constraint strategy games Polytope strategy games Multiple UCAVs Air combat decision-making
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Health, Physical Activity and the Rio de Janeiro 2016 Olympic Games: Legacy or Fallacy? 被引量:3
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作者 Vagner Rosa Bizarro Tatiane Andreazza Lucchese +7 位作者 Amanda Maia Breis Karine Rucker Minelli Salles Alves Fernandes Mikele Torino Paletti Ana Luísa Conceição de Jesus Raphael Calafange Marques Pereira Denise Rosso Tenório Wanderley Rocha Alberto Krayyem Arbex 《Health》 CAS 2016年第1期9-17,共9页
It is generally expected that the Rio de Janeiro 2016 Olympic and Paralympic Games will bring health and social benefits to their host city and to Brazil. This assumption comes from “common sense”, as a logical conc... It is generally expected that the Rio de Janeiro 2016 Olympic and Paralympic Games will bring health and social benefits to their host city and to Brazil. This assumption comes from “common sense”, as a logical conclusion arising from the fact that host cities “inspire” and stimulate lifestyle changes. Benefits are also expected on tourism, self-image, architecture and the economy of the country as a whole. But are these expectations real and evidence-based? What parts of these “facts” are concrete and which ones are not? This paper suggests available ways of quantifying positive effects of hosting an Olympic Game, and puts the focus of this approach on the Rio de Janeiro 2016 Olympic Games and their true legacy, seeking scientific certainties. 展开更多
关键词 Physical Activity Olympic games Paralympic games Olympic Legacy Rio de Janeiro Rio 2016
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