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At least 55 records · Page 3

Method and Apparatus for Encouraging Physiological Self-Regulation Through Modulation of an Operator's Control Input to a Video Game or Training Simulator

Apparatus and methods for modulating the control authority (i.e., control function) of a computer simulation or game input device (e.g., joystick, button control) using physiological information so as to affect the user's ability to impact or control the simulation or game with the input device. One aspect is to use the present invention, along with a computer simulation or game, to affect physiological state or physiological self-regulation according to some programmed criterion (e.g., increase, decrease, or maintain) in order to perform better at the game task. When the affected physiological state or physiological self-regulation is the target of self-regulation or biofeedback training, the simulation or game play reinforces therapeutic changes in the physiological signal(s).

Olafur S Palsson↗

A Chess-Like Game for Teaching Engineering Students to Solve Large System of Simultaneous Linear Equations

Solving large (and sparse) system of simultaneous linear equations has been (and continues to be) a major challenging problem for many real-world engineering/science applications [1-2]. For many practical/large-scale problems, the sparse, Symmetrical and Positive Definite (SPD) system of linear equations can be conveniently represented in matrix notation as [A] {x} = {b} , where the square coefficient matrix [A] and the Right-Hand-Side (RHS) vector {b} are known. The unknown solution vector {x} can be efficiently solved by the following step-by-step procedures [1-2]: Reordering phase, Matrix Factorization phase, Forward solution phase, and Backward solution phase. In this research work, a Game-Based Learning (GBL) approach has been developed to help engineering students to understand crucial details about matrix reordering and factorization phases. A "chess-like" game has been developed and can be played by either a single player, or two players. Through this "chess-like" open-ended game, the players/learners will not only understand the key concepts involved in reordering algorithms (based on existing algorithms), but also have the opportunities to "discover new algorithms" which are better than existing algorithms. Implementing the proposed "chess-like" game for matrix reordering and factorization phases can be enhanced by FLASH [3] computer environments, where computer simulation with animated human voice, sound effects, visual/graphical/colorful displays of matrix tables, score (or monetary) awards for the best game players, etc. can all be exploited. Preliminary demonstrations of the developed GBL approach can be viewed by anyone who has access to the internet web-site [4]!

Nguyen, Duc T.↗

Using Game Development to Engage Students in Science and Technology

Game design workshops, camps and activities engage K-12 students In STEM disciplines that use game engine and development tools. Game development will have students create games and simulations that Will inspire them to love technology while learning math, physics, and,logic. By using tools such as Gamemaker, Alice, Unity, Gamesalad and others, students will get a sense of confidence and accomplishment creating games and simulations.

Wiacek, John↗

A Non-Cooperative Game-Based Distributed Beam Scheduling Framework for 5G Millimeter-Wave Cellular Networks

Here, this paper studies the problem of distributed beam scheduling for 5G millimeter-Wave (mm-Wave) cellular networks where base stations (BSs) belonging to different operators share the same spectrum without centralized coordination among them. Our goal is to design efficient distributed scheduling algorithms to maximize the network utility, which is a function of the achieved throughput by the user equipment (UEs), subject to the average and instantaneous power consumption constraints of the BSs. We propose a Media Access Control (MAC) and a power allocation/adaptation mechanism utilizing the Lyapunov stochastic optimization framework and non-cooperative games. In particular, we first decompose the original utility maximization problem into two sub-optimization problems for each time frame, which are a convex optimization problem and a non-convex optimization problem, respectively. By formulating the distributed scheduling problem as a non-cooperative game where each BS is a player attempting to optimize its own utility, we provide a distributed solution to the non-convex sub-optimization problem via finding the Nash Equilibrium (NE) of the game whose weights are determined optimally by the Lyapunov optimization framework. Finally, we conduct simulation under various network settings to show the effectiveness of the proposed game-based beam scheduling algorithm in comparison to that of several reference schemes.

42 ENGINEERING↗

Multi-Game Modeling for Counter-Smuggling

International trade provides an avenue for terrorists to smuggle illicit materials into a target country. Policymakers need models and decision support tools that are both reliable and germane to inform their responses to this. Game theoretic approaches have been used in the analysis of counterterrorism strategies, but the models involved have often been small and abstracted. To address this need, we have developed a multi-game model to account for both security-related and economic aspects of counter-smuggling interdiction efforts. Additionally, we use different games to represent different types of interactions, and these games are then coupled to each other to form an integrated model. In this paper, we demonstrate the model's capabilities on a representative system of ports (both foreign and domestic), trade routes, and commodities. We specifically investigate the impacts of changes in screening policies at domestic ports, detection device capabilities, shipping subsidies, and worldwide corruption levels. In these studies, we find that economic factors play a large role in the interdiction task and provide correspondingly important tools for deterrence.

98 NUCLEAR DISARMAMENT, SAFEGUARDS, AND PHYSICAL P↗

Dynamic probabilistic risk assessment and game theory for cyber security risk analysis in nuclear power plants

Nuclear Power Plants and energy systems have become more prone to cyber-attacks with their digitalization and the increased use of smart equipment. Hence, it is important to quantify the risk associated with cyber-attacks in such systems. Dynamic Probabilistic Risk Assessment which involves studying the evolution of a system due to random events and operator and attacker actions during a cyber-attack by employing a physics-based model of the system is a suitable framework to quantify cybersecurity risk in nuclear power plants. In addition to the plant dynamics, it is also important to model the strategies of the attackers and plant operators for an effective cybersecurity risk assessment. Game theory provides a set of necessary tools to model such strategic interactions. In this research, a framework that integrates dynamic probabilistic risk assessment with game theory for cybersecurity risk analysis in nuclear power plants is presented. The mathematical formulation is derived based on the theory of continuous event trees. We propose a game theory based action model, that utilizes physics-based rewards to define the strategies of attackers and operators at every decision epoch. As a case study, the risk associated with cyber-attacks on the digital components in the secondary side of a pressurized water reactor is studied using a reduced order model. A set of attacker actions and a set of operator actions are defined for the system. The operator and attacker interactions were modelled using simultaneous game, their action policies were computed using the concept of mixed strategy Nash equilibrium and the evolution of the system was studied.

97 MATHEMATICS AND COMPUTING↗

Quantum blackjack: Advantages offered by quantum strategies in communication-limited games

Here, we examine the advantages that quantum strategies afford in communication-limited games. Inspired by the card game blackjack, we focus on cooperative, two-party sequential games in which a single classical bit of communication is allowed from the player who moves first to the player who moves second. Within this setting, we explore the usage of quantum entanglement between the players and find analytic and numerical conditions for quantum advantage over classical strategies. Furthermore, using these conditions, we study a family of blackjack-type games with varying numbers of card types, and find a range of parameters where quantum advantage is achieved.

71 CLASSICAL AND QUANTUM MECHANICS, GENERAL PHYSIC↗

A web-based decision support system for collaborative mitigation of multiple water-related hazards using serious gaming

The paper presents a web-based application developed as a medium for executing a serious game to enhance multi-jurisdictional collaborative planning and decision making for mitigation of multiple hazards related to water (i.e., floods, soil erosions, water quality). The gaming application is integrated into the Iowa Watershed Decision Support System (IoWaDSS) designed to serve as a comprehensive multi-sectoral data repository along with the simulation results of process modeling to educate and inform communities on the status of their watersheds during extreme conditions. The interactive serious gaming application was devised to encourage public engagement, facilitate communication and positive relationship between watershed communities, and make the decision process more attractive and transparent for the stakeholders. The web environment offers easily-accessible, user-friendly interfaces that match the skills and knowledge level of a non-technical user. Developed with adaptive design and flexible architecture, the gaming application is generalizable and extendable to support hazard mitigation in other watersheds.

54 ENVIRONMENTAL SCIENCES↗

Playing Nonlocal Games across a Topological Phase Transition on a Quantum Computer

Many-body quantum games provide a natural perspective on phases of matter in quantum hardware, crisply relating the quantum correlations inherent in phases of matter to the securing of quantum advantage at a device-oriented task. In this Letter, we introduce a family of multiplayer quantum games for which topologically ordered phases of matter are a resource yielding quantum advantage. Unlike previous examples, quantum advantage persists away from the exactly solvable point and is robust to arbitrary local perturbations, irrespective of system size. We demonstrate this robustness experimentally on Quantinuum’s H1-1 quantum computer by playing the game with a continuous family of randomly deformed toric code states that can be created with constant-depth circuits leveraging midcircuit measurements and unitary feedback. We are thus able to tune through a topological phase transition—witnessed by the loss of robust quantum advantage—on currently available quantum hardware. This behavior is contrasted with an analogous family of deformed Greenberger-Horne-Zeilinger states, for which arbitrarily weak local perturbations destroy quantum advantage in the thermodynamic limit. Lastly, we discuss a topological interpretation of the game, which leads to a natural generalization involving an arbitrary number of players.

97 MATHEMATICS AND COMPUTING↗

Collaborative Decision Approach for Electricity Pricing-demand Response Stackelberg Game

Demand response programs are considered as a valuable resource in smart grids that provide several advantages of load shifting, peak load reduction, mediating intermittency of renewable energy integration, etc. Flexible price-based incentives have been recognized as a critical strategy in motivating and compensating consumers' load adjustment actions for successful implementation of demand response. Game theoretical approaches, especially Stackelberg games are popularly adopted to model the relationship between electricity price and customers' demand response and solved by the classical centralized backward induction (BI) method. However, the BI method generally requires convexity of the follower's model for necessary optimality conditions, and the computational time of any centralized approach increases sharply with larger problem instances. In this paper, the Stackelberg game of electricity pricing-demand response between a distribution system operator (DSO) and load aggregators (LAs) is decomposed based on a collaborative optimization (CO) framework, where each LA is treated as a discipline with its own domain constraints (e.g. building temperature control), while the DSO at the system level tries to reduce the solution discrepancy and guide the searching towards optimality. Several groups of comparison experiments have demonstrated the effectiveness of the proposed collaborative decision approach in solving the demand response game.

Chen, Yang↗

AlphaZero Reimplementation with Zoning Game and Associated Materials [SWR-26-016]

Here, we present a de novo, extensible, modular, research-oriented, single-player reimplementation of the "AlphaZero" class of algorithms originally described in [1]. We also present a novel task called the Zoning Game, designed as a toy problem to test the applicability of various AlphaZero-based paradigms to infrastructure planning problems, along with several other games. We implement specializations of AlphaZero to play several games. We also include code that serves as a starting point to explore language generation with AlphaZero, as well as documentation and other related materials. [1] Silver, D., Schrittwieser, J., Simonyan, K., Antonoglou, I., Huang, A., Guez, A., Hubert, T., Baker, L., Lai, M., Bolton, A., Chen, Y., Lillicrap, T., Hui, F., Sifre, L., van den Driessche, G., Graepel, T., & Hassabis, D. (2017). Mastering the game of Go without human knowledge. Nature, 550(7676), 354–359. https://doi.org/10.1038/nature24270

Konar-Steenberg, Gabriel [National Laboratory of t↗

Large Game Distribution Camera Study at Los Alamos National Laboratory [Poster]

The unique habitats at the Laboratory support a diverse community of wildlife. The habitat types that include Pinon Juniper, Ponderosa Pine, and Mixed-conifer forests each provide different resources important for a variety of species. Wildlife monitoring for large game animals can be challenging because they avoid interactions with humans, and prefer undeveloped areas. This study was conducted to analyze the distribution of predators and other game animals seasonally across the Laboratory. The data gathered will be used to make recommendations regarding wildlife management for conservation and protection. Utilizing game cameras to remotely monitor wildlife was determined to be the most effective, noninvasive method to gather the necessary data. As camera technology has advanced, game cameras have become adequate for documenting individuals, and are commonly used in wildlife studies on predation, abundance, occupancy, diversity, and endangered species detection. Twenty cameras were placed across the LANL landscape using a modified systematic sampling design. They were deployed in February 2018 and retrieved in January 2019, thus each camera sampled for one full year. All images were reviewed and the species, number, age, and sex of all animals in the photo were recorded. Here we present data for the most abundant species encountered: deer, elk, coyote, bear, bobcat, mountain lion, and fox respectively. The data were summarized by species and season. Future work will include occupancy modelling for each species. This will allow the development of heat maps showing species distributions across the Laboratory.

54 ENVIRONMENTAL SCIENCES↗

Large Game Distribution Camera Study at Los Alamos National Laboratory

The unique habitats at the Laboratory support a diverse community of wildlife. The habitat types that include Pinon Juniper, Ponderosa Pine, and Mixed-conifer forests each provide different resources important for a variety of species. Wildlife monitoring for large game animals can be challenging because they avoid interactions with humans, and prefer undeveloped areas. This study was conducted to analyze the distribution of predators and other game animals seasonally across the Laboratory. This research informs decisions regarding wildlife management recommendations for conservation and protection. This study utilized game cameras to remotely monitor wildlife. As camera technology has advanced, game cameras have become adequate for documenting individuals, and are commonly used in wildlife studies on predation, abundance, occupancy, diversity, and endangered species detection. Twenty cameras were placed across the LANL landscape using a modified systematic sampling design. They were deployed in February 2018 and retrieved in January 2019, thus each camera sampled for one full year. All images were reviewed and the species, number, age, and sex of all animals in the photo were recorded. Here we present data for the most abundant species encountered: deer, elk, coyote, bear, bobcat, mountain lion, and fox respectively. The data were summarized by species and season. Future work will include occupancy modelling for each species. This will allow the development of heat maps showing species distributions across the Laboratory.

59 BASIC BIOLOGICAL SCIENCES↗

Differential games.

General discussion of the theory of differential games with two players and zero sum. Games starting at a fixed initial state and ending at a fixed final time are analyzed. Strategies for the games are defined. The existence of saddle values and saddle points is considered. A stochastic version of a differential game is used to examine the synthesis problem.

Varaiya, P. P.↗

Urban simulation and gaming: Preliminary experience and perspectives, appendix F

A three-month summer study of gaming, as applied to urban problems, was conducted. The results of the study are presented along with a series of recommendations aimed at guiding the warranted efforts of others to further explore the application of scientific gaming to the solution of some of America's urban problems. Three main topics are considered and are discussed in depth. These include: (1) gaming and urbanology, (2) methodology and lessons, and (3) reforms in the Cities Game.

Shostak, A. B.↗

Analysis of a combat problem - The turret game

The turret game is defined and solved to illustrate the nature of games of combat. This game represents a highly simplified version of air combat, yet it is sufficiently complex so as to exhibit a rich variety of combat phenomena. A review of the formulation of delta-combat games is included.

Ardema, M.↗

A two-dimensional air-to-air combat game - Toward an air-combat advisory system

Air-to-air combat is modeled as a discrete differential game, and by constraining the game to searching for the best guidance laws from the sets of those considered for each opponent, feedback and outcome charts are obtained which can be used to turn one of the automatic opponents into an intelligent opponent against a human pilot. A one-on-one two-dimensional fully automatic, or manned versus automatic, air-to-air combat game has been designed which includes both attack and evasion alternatives for both aircraft. Guidance law selection occurs by flooding the initial-condition space with four simulated fights for each initial condition, depicting the various attack/evasion strategies for the two opponents, and recording the outcomes. For each initial condition, the minimax method from differential games is employed to determine the best choice from the available strategies.

Neuman, Frank↗

Two-target game model of an air combat with fire-and-forget all-aspect missiles

An air combat duel between similar aggressive fighter aircraft, both equipped with the same type of guided missiles, is formulated as a two-target differential game using the dynamic model of the game of two identical cars. Each of the identical target sets represents the effective firing envelope of an all-aspect fire-and-forget air-to-air missile. The firing range limits depend on the target aspect angle and are approximated by analytical functions. The maximum range, computed by taking into account the optimal missile avoidance maneuver of the target, determines the no-escape firing envelope. The solution consists of the decomposition of the game space into four regions: the respective winning zones of the two opponents, the draw zone, and the region where the game terminates by a mutual kill. The solution provides a new insight for future air combat analysis.

Davidovitz, A.↗