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At least 433 records · Page 24

The Application of Modeling and Simulation to the Behavioral Deficit of Autism

This abstract describes a research effort to apply technological advances in virtual reality simulation and computer-based games to create behavioral modification programs for individuals with Autism Spectrum Disorder (ASD). The research investigates virtual social skills training within a 3D game environment to diminish the impact of ASD social impairments and to increase learning capacity for optimal intellectual capability. Individuals with autism will encounter prototypical social contexts via computer interface and will interact with 3D avatars with predefined roles within a game-like environment. Incremental learning objectives will combine to form a collaborative social environment. A secondary goal of the effort is to begin the research and development of virtual reality exercises aimed at triggering the release of neurotransmitters to promote critical aspects of synaptic maturation at an early age to change the course of the disease.

Anton, John J.↗

Zero-Fidelity Simulation: Engaging Team Coordination without Physical, Functional, or Psychological Re-Creation

Team coordination is essential across domains, enabling efficiency and safety. As technology improves, our temptation is to simulate with ever-higher fidelity, by making simulators re-create reality through their physical interfaces, functionality, and by making participants believe they are undertaking the simulated task. However, high-fidelity simulations often miss salient human-human work practices. We introduce the concept of zero-fidelity simulation (ZFS), a move away from literal high-fidelity mimesis of the concrete environment. ZFS alternatively models cooperation and communication as the basis of simulation. The ZFS Team Coordination Game (TeC) is developed from observation of fire emergency response work practice. We identify ways in which team members are mutually dependent on one another for information, and use these as the basis for the ZFS game design. The design creates a need for cooperation by restricting individual activity and requiring communication. The present research analyzes the design of interdependence in the validated ZFS TeC game. We successfully simulate interdependence between roles in emergency response without simulating the concrete environment.

Toups, Zachary O.↗

Life Cycle Analysis of Dedicated Nano-Launch Technologies

Recent technology advancements have enabled the development of small cheap satellites that can perform useful functions in the space environment. Currently, the only low cost option for getting these payloads into orbit is through ride share programs - small satellites awaiting the launch of a larger satellite, and then riding along on the same launcher. As a result, these small satellite customers await primary payload launches and a backlog exists. An alternative option would be dedicated nano-launch systems built and operated to provide more flexible launch services, higher availability, and affordable prices. The potential customer base that would drive requirements or support a business case includes commercial, academia, civil government and defense. Further, NASA technology investments could enable these alternative game changing options. With this context, in 2013 the Game Changing Development (GCD) program funded a NASA team to investigate the feasibility of dedicated nano-satellite launch systems with a recurring cost of less than $2 million per launch for a 5 kg payload to low Earth orbit. The team products would include potential concepts, technologies and factors for enabling the ambitious cost goal, exploring the nature of the goal itself, and informing the GCD program technology investment decision making process. This paper provides an overview of the life cycle analysis effort that was conducted in 2013 by an inter-center NASA team. This effort included the development of reference nano-launch system concepts, developing analysis processes and models, establishing a basis for cost estimates (development, manufacturing and launch) suitable to the scale of the systems, and especially, understanding the relationship of potential game changing technologies to life cycle costs, as well as other factors, such as flights per year.

nanolaunch↗

Life Cycle Analysis of Dedicated Nano-Launch Technologies

Recent technology advancements have enabled the development of small cheap satellites that can perform useful functions in the space environment. Currently, the only low cost option for getting these payloads into orbit is through ride share programs. As a result, these launch opportunities await primary payload launches and a backlog exists. An alternative option would be dedicated nano-launch systems built and operated to provide more flexible launch services, higher availability, and affordable prices. The potential customer base that would drive requirements or support a business case includes commercial, academia, civil government and defense. Further, NASA technology investments could enable these alternative game changing options.With this context, in 2013 the Game Changing Development (GCD) program funded a NASA team to investigate the feasibility of dedicated nano-satellite launch systems with a recurring cost of less than $2 million per launch for a 5 kg payload to low Earth orbit. The team products would include potential concepts, technologies and factors for enabling the ambitious cost goal, exploring the nature of the goal itself, and informing the GCD program technology investment decision making process. This paper provides an overview of the life cycle analysis effort that was conducted in 2013 by an inter-center NASA team. This effort included the development of reference nano-launch system concepts, developing analysis processes and models, establishing a basis for cost estimates (development, manufacturing and launch) suitable to the scale of the systems, and especially, understanding the relationship of potential game changing technologies to life cycle costs, as well as other factors, such as flights per year.

modeling↗

Interactive Mars: A Direct-Experience Mission

As NASA prepares to explore Mars, we describe an innovative architecture that could be based on public-private partnerships to offset the costs of such a mission, while demonstrating many of the key technologies—propulsion, communications, autonomy, and landing systems—that will be needed for future human exploration. We propose that NASA could use this capability to deliver dozens of small rovers to several sites on Mars to enable the creation of interactive games that would be operated commercially and sponsored privately. NASA would get a reduced cost to demonstrate a portion of the infrastructure needed for human exploration, and the private sector would get access to a new market and sponsorship opportunities for a broadly popular activity. In addition, our proposed architecture could enable a new, intuitive means for scientists to interpret data and conduct ground operations. This proposal is to broadly develop the overall concept, while focusing on the design of the novel communications system, developing requirements for the software architecture needed to control the rovers and implement gaming, and developing gaming concepts.

Carolyn R. Mercer↗

Constrained Turret Defense with Fixed Final Time

In this paper, we extend existing turret defense differential game formulations involving a turn-constrained turret and mobile agent to include specified final time and a constraint. For the purposes of this analysis, the specified final time may represent some exogenous input, perhaps representing the time at which some other event will take place. As for the constraint, it represents a no-fly zone for the mobile agent. The scenario is formulated as a two-player, zero-sum differential game and solved via the method of characteristics (i.e., back-propagation of equilibrium trajectories). Three different trajectory types make up the solution: trajectories that end with the turret aligned with the mobile agent, trajectories that end with the mobile agent on the constraint boundary, and regular trajectories.

differential game, game theory↗

Approximating Nash Equilibrium in Day-ahead Electricity Market Bidding with Multi-agent Deep Reinforcement Learning

In this paper, a day-ahead electricity market bidding problem with multiple strategic generation company (GEN-CO) bidders is studied. The problem is formulated as a Markov game model, where GENCO bidders interact with each other todevelop their optimal day-ahead bidding strategies. Considering unobservable information in the problem, a model-free and data-driven approach, known as multi-agent deep deterministic policy gradient (MADDPG), is applied for approximating the Nash equilibrium (NE) in the above Markov game. The MADDPG algorithm has the advantage of generalization due to the automatic feature extraction ability of the deep neural networks. The algorithm is tested on an IEEE 30-bus system with three competitive GENCO bidders in both an uncongested caseand a congested case. Comparisons with a truthful bidding strategy and state-of-the-art deep reinforcement learning methods including deep Q network and deep deterministic policy gradient (DDPG) demonstrate that the applied MADDPG algorithm can find a superior bidding strategy for all the market participants with increased profit gains. In addition, the comparison with a conventional model-based method shows that the MADDPG algorithm has higher computational efficiency, which is feasible for real-world applications.

24 POWER TRANSMISSION AND DISTRIBUTION↗

An Analysis of Post Attack Impacts and Effects of Learning Parameters on Vulnerability Assessment of Power Grid

Due to the increasing number of heterogeneous devices connected to electric power grid, the attack surface increases the threat actors. Game theory and machine learning are being used to study the power system failures caused by external manipulation. Most of existing works in the literature focus on one-shot process of attacks and fail to show the dynamic evolution of the defense strategy. In this paper, we focus on an adversarial multistage sequential game between the adversaries of the smart electric power transmission and distribution system. We study the impact of exploration rate and convergence of the attack strategies (sequences of action that creates large scale blackout based on the system capacity) based on the reinforcement learning approach. We also illustrate how the learned attack actions disrupt the normal operation of the grid by creating transmission line outages, bus voltage violations, and generation loss. This simulation studies are conducted on IEEE 9 and 39 bus systems. The results show the improvement of the defense strategy through the learning process. The results also prove the feasibility of the learned attack actions by replicating the disturbances created in simulated power system.

attack impacts↗

Hypergames and Cyber-Physical Security for Control Systems

The identification of the Stuxnet worm in 2010 provided a highly publicized example of a cyber attack that physically damaged an industrial control system. This raised public awareness about the possibility of similar attacks against other industrial targets—including critical infrastructure. Here, we use hypergames to analyze how strategic perturbations of sensor readings and calibrated parameters can be used to manipulate a system that employs optimal control. Hypergames form an extension of game theory that enables us to model strategic interactions where the players may have significantly different perceptions of the game(s) they are playing. Past work with hypergames has focused on relatively simple interactions consisting of a small set of discrete choices for each player. Here, we apply single-stage hypergames to larger systems with continuous variables. We find that manipulating constraints can be a more effective attacker strategy than manipulating objective function parameters. Moreover, the attacker need not change the underlying system to carry out a successful attack—it may be sufficient to deceive the defender controlling the system. It is possible to scale our approach up to even larger systems, but this will depend on the characteristics of the system in question, and we identify several characteristics that will make those systems amenable to hypergame analysis.

97 MATHEMATICS AND COMPUTING↗

Optimizing Transportation Networks for E-Waste Reverse Logistics: A Multi-Modal Cost Allocation and Pricing Strategy

The exponential growth of electronic waste (e-waste) poses critical challenges for sustainable reverse logistics and transportation network optimization. This study develops a dual-channel transportation framework for e-waste logistics that integrates dynamic freight pricing, cost allocation mechanisms, and game-theoretic coordination. The model captures interactions between centralized hubs and distributed processing networks, accounting for freight rate elasticity, volume allocation, and capacity constraints. Using Stackelberg game theory and cost-sharing strategies, the framework optimizes transportation efficiency and profit distribution across logistics channels. Numerical simulations show that the dual-channel structure increases centralized hub profit by 226.8% compared to baseline single-channel operations, while boosting total transported volume by 1.2% and nearly doubling freight collector profit under cost-sharing. Scenario analyses across regional infrastructures reveal that network density, policy incentives, and logistics costs shape routing efficiency and profit allocation. These findings suggest that coordinated strategies combining dynamic pricing, targeted infrastructure investment, and strategic cost allocation are needed to design efficient, resilient, and regionally adaptable e-waste transportation systems.

29 ENERGY PLANNING, POLICY, AND ECONOMY↗

Integrating Mercury Concentrations in American Alligators ( Alligator mississippiensis ) with Hunter Consumption Surveys to Estimate Exposure Risk

Mercury is a naturally occurring element but is also considered a widespread contaminant due to global anthropogenic activity. Even in moderate amounts, mercury (Hg) is an established neurotoxin and is associated with a range of adverse outcomes both in humans and wildlife. Humans in the United States are most commonly exposed to Hg through contaminated food or drinking water, and the consumption of game species, particularly those occupying higher trophic levels, has the potential to expose hunters to high concentrations of Hg. In the present study, we determined Hg concentrations in tail muscle and blood from American alligators (Alligator mississippiensis) inhabiting a region (Savannah River Site, SC, USA) with known Hg contamination. We then integrated these data with alligator harvest records and previously published surveys of alligator meat consumption patterns to estimate potential exposure risk. We found that the average Hg concentrations in tail muscle (1.34 mg/kg, wet wt) from sampled alligators exceeded the recommended threshold for Hg exposure based on the World Health Organization's guidelines (0.5mg/kg, wet wt). In addition, based on regional consumption patterns reported for both adults and children, we estimated Hg exposures (x¯ Adult = 0.419 μg/kg/day, x¯ Child = 2.24 μg/kg/day) occurring well above the US Environmental Protection Agency methylmercury reference dose of 0.1 μg/kg/day. Although the two reservoirs sampled in the present study are not currently open to alligator hunting, they are connected to waters that are publicly accessible, and the extent of alligator mobility across these sites is not known. Together, the findings reported in the present study further demonstrate the need for active monitoring of Hg concentrations in game species, which can convey substantial exposure risks to the public.

37 INORGANIC, ORGANIC, PHYSICAL, AND ANALYTICAL CH↗

Techno-economic analysis of the impact of dynamic electricity prices on solar penetration in a smart grid environment with distributed energy storage

This study investigates the technical and economic feasibility of using high levels of solar energy penetration up to 400 MW into a smart grid system of 60,000 smart houses. A novel non-cooperative Stackelberg game is introduced that incorporates the profitability of the supply-side and helps in solving problems related to overgeneration and photovoltaic curtailment. The non-cooperative game is intended to find the optimal dynamic prices that would leverage distributed storage through the demand-side to stabilize the power grid operation. Ten cases are studied with five photovoltaic plant sizes and two battery designs. Here, a novel quantitative analysis of high levels of solar penetration as a percentage of the total electricity demand is introduced to evaluate the technical feasibility of the studied cases. To evaluate the economic viability of the proposed smart grid system, four metrics were used: the levelized cost of energy, the levelized cost of storage, the payback period, and the net present value. Two out of ten studied cases were concluded to be the most promising cases, one with a solar photovoltaic plant size of 200 MW and the other with 300 MW. The case with 300 MW solar plant is preferred as it paves the way for more solar energy deployment with a solar penetration percentage up to 67.78%. This case had a payback period of 10.72 years and a net present value of $\$51.44$ M for the solar plant and a payback period of 12.06 years and a net present value of $\$40.75$ M for the demand-side.

14 SOLAR ENERGY↗

Economic analysis of precious metal recovery from electronic waste through gas-assisted microflow extraction

The recycling of end-of-life (EoL) electronic products is motivated by the enormous investment of resources in their creation and the environmental concerns associated with electronic waste (e-waste). Hydrometallurgical methods that utilize conventional leaching and solvent extraction are often applied to extract target materials from e-waste; however, these techniques have significant technical and economic limitations when extracting high-value, low concentration metals from complex waste streams. This study proposes and evaluates a novel process based on gas-assisted microflow extraction (GAME) that efficiently recovers precious metals from waste printed circuit boards (WPCBs). Further, an economic analysis is conducted to verify the economic feasibility of the GAME-based process at an industrial scale. The economic outputs are further investigated to identify the most cost-effective production strategies, particularly with respect to the plant feedstock rate. It is envisioned that this study may establish a paradigm for making economically-informed decisions for sustainable technologies.

42 ENGINEERING↗

Reinforcement learning in discrete action space applied to inverse defect design

Abstract Reinforcement learning (RL) algorithms that include Monte Carlo Tree Search (MCTS) have found tremendous success in computer games such as Go, Shiga and Chess. Such learning algorithms have demonstrated super-human capabilities in navigating through an exhaustive discrete action search space. Motivated by their success in computer games, we demonstrate that RL can be applied to inverse materials design problems. We deploy RL for a representative case of the optimal atomic scale inverse design of extended defects via rearrangement of chalcogen (e.g. S) vacancies in 2D transition metal dichalcogenides (e.g. MoS 2 ). These defect rearrangements and their dynamics are important from the perspective of tunable phase transition in 2D materials i.e. 2H (semi-conducting) to 1T (metallic) in MoS 2 . We demonstrate the ability of MCTS interfaced with a reactive molecular dynamics simulator to efficiently sample the defect phase space and perform inverse design—starting from randomly distributed S vacancies, the optimal defect rearrangement of defects corresponds a line defect of S vacancies. We compare MCTS performance with evolutionary optimization i.e. genetic algorithms and show that MCTS converges to a better optimal solution (lower objective) and in fewer evaluations compared to GA. We also comprehensively evaluate and discuss the effect of MCTS hyperparameters on the convergence to solution. Overall, our study demonstrates the effectives of using RL approaches that operate in discrete action space for inverse defect design problems.

42 ENGINEERING↗

A Q-Learning-Based Approach for Distributed Beam Scheduling in mmWave Networks

We consider the problem of distributed downlink beam scheduling and power allocation for millimeter-Wave (mmWave) cellular networks where multiple base stations (BSs) belonging to different service operators share the same unlicensed spectrum with no centralized control or explicit coordination among them. Our goal is to design efficient distributed beam scheduling and power allocation schemes such that the network-level payoff, defined as the weighted sum of the total throughput and a power penalization term, can be maximized. To this end, we propose a distributed scheduling approach to power allocation and adaptation for efficient interference management over the shared spectrum by modeling each BS as an independent Q-learning agent. As a baseline, we compare the proposed approach to the state-of-the-art non-cooperative game-based approach which was previously developed for the same problem. We conduct extensive experiments under various scenarios to verify the effect of multiple factors on the performance of both approaches. Experiment results show that the proposed approach adapts well to different interference conditions by learning from experience and thus can achieve higher payoff than the game-based approach. The proposed approach can also be integrated into our previously developed Lyapunov stochastic optimization framework for the purpose of network utility maximization with optimality guarantee. As a result, the weights in the payoff function can be automatically and optimally determined by the virtual queue values from the sub-problems derived from the Lyapunov optimization framework.

99 GENERAL AND MISCELLANEOUS↗

Proposed Application for an Entity Component System in an Energy Services Interface

An Entity Component System is a data-oriented architecture originally developed to streamline video game performance. Despite being quite new, Entity Component Systems are relatively well established within the video game industry due to the cutting edge nature of research into performance, especially around graphics. However, Entity Component Systems have not been widely examined or adopted outside of that industry. We propose adopting an Entity Component Systems framework to serve the needs of an Energy Service Interfaces. We examine the needs of an Energy Service Interface, give an overview of open-source Entity Component Systems (ECSs) libraries, examine some preliminary performance results for ECSs, and explore the traditional approach to fulfilling the needs of an Energy Service Interface (ESI) with database architectures.

32 ENERGY CONSERVATION, CONSUMPTION, AND UTILIZATI↗

Improved Particle Swarm Algorithm Using Rubik’s Cube Topology for Bilevel Building Energy Transaction

Following the rapid growth of distributed energy resources (e.g., renewables, battery), localized peer-to-peer energy transactions are receiving more attention for multiple benefits, such as reducing power loss and stabilizing the main power grid. To promote distributed renewables locally, the local trading price is usually set to be within the external energy purchasing and selling price range. Consequently, building prosumers are motivated to trade energy through a local transaction center. This local energy transaction is modeled in bilevel optimization game. A selfish upper level agent is assumed with the privilege to set the internal energy transaction price with an objective of maximizing its arbitrage profit. Meanwhile, the building prosumers at the lower level will response to this transaction price and make decisions on electricity transaction amount. Therefore, this non-cooperative leader-follower trading game is seeking for equilibrium solutions on the energy transaction amount and prices. Additionally, a uniform local transaction price structure (purchase price equals selling price) is considered here. Aiming at reducing the computational burden from classical Karush–Kuhn–Tucker (KKT) transformation and protecting the private information of each stakeholder (e.g., building), swarm intelligence-based solution approach is employed for upper level agent to generate trading price and coordinate the transactive operations. On one hand, to decrease the chance of premature convergence in global-best topology, Rubik’s Cube topology is proposed in this study based on further improvement of a two-dimensional square lattice model (i.e., one local-best topology-Von Neumann topology). Rotating operation of the cube is introduced to dynamically changing the neighborhood and enhancing information flow at the later searching state. Several groups of experiments are designed to evaluate the performance of proposed Rubik’s Cube topology-based particle swarm algorithm. The results have validated the effectiveness of proposed topology and operators comparing with global-best version PSO and Von Neumann topology-based PSO and its scalability on larger scale applications.

32 ENERGY CONSERVATION, CONSUMPTION, AND UTILIZATI↗

Use of a controlled experiment and computational models to measure the impact of sequential peer exposures on decision making

It is widely believed that one’s peers influence product adoption behaviors. This relationship has been linked to the number of signals a decision-maker receives in a social network. But it is unclear if these same principles hold when the “pattern” by which it receives these signals vary and when peer influence is directed towards choices which are not optimal. To investigate that, we manipulate social signal exposure in an online controlled experiment using a game with human participants. Each participant in the game decides among choices with differing utilities. We observe the following: (1) even in the presence of monetary risks and previously acquired knowledge of the choices, decision-makers tend to deviate from the obvious optimal decision when their peers make a similar decision which we call the influence decision, (2) when the quantity of social signals vary over time, the forwarding probability of the influence decision and therefore being responsive to social influence does not necessarily correlate proportionally to the absolute quantity of signals. To better understand how these rules of peer influence could be used in modeling applications of real world diffusion and in networked environments, we use our behavioral findings to simulate spreading dynamics in real world case studies. We specifically try to see how cumulative influence plays out in the presence of user uncertainty and measure its outcome on rumor diffusion, which we model as an example of sub-optimal choice diffusion. Together, our simulation results indicate that sequential peer effects from the influence decision overcomes individual uncertainty to guide faster rumor diffusion over time. However, when the rate of diffusion is slow in the beginning, user uncertainty can have a substantial role compared to peer influence in deciding the adoption trajectory of a piece of questionable information.

97 MATHEMATICS AND COMPUTING↗