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Existence and uniqueness of equilibrium points for concave n-person games
Existence and uniqueness of equilibrium points for concave n-person games - dynamic model for nonequilibrium situations
Differential games and manual control
Variational methods to solve pursuit-evasion differential game
Continuous sequential decision in the presence of a finite number of hypotheses.
Continuous sequential decision for derivation of minimum search time for determining one nonzero mean process in presence of finite number of hypotheses
Differential games and manual control
Variational methods used to solve pursuit-evasion differential game and manual control
The reduction of the solution of a game of pursuit for survival payoff to the solution of a couchy problem for a first order partial differential equation
Reduction of solution of game of pursuit for survival payoff to solution of Cauchy problem for first order partial differential equation
Differential games and manual control.
Simulation of pursuit-evasion differential game using variational method, comparing performance of human pilot to optimal pursuer
Modeling arson - An exercise in qualitative model building
A detailed example is given of the role of von Neumann and Morgenstern's 1944 'expected utility theorem' (in the theory of games and economic behavior) in qualitative model building. Specifically, an arsonist's decision as to the amount of time to allocate to arson and related activities is modeled, and the responsiveness of this time allocation to changes in various policy parameters is examined. Both the activity modeled and the method of presentation are intended to provide an introduction to the scope and power of the expected utility theorem in modeling situations of 'choice under uncertainty'. The robustness of such a model is shown to vary inversely with the number of preference restrictions used in the analysis. The fewer the restrictions, the wider is the class of agents to which the model is applicable, and accordingly more confidence is put in the derived results. A methodological discussion on modeling human behavior is included.
A Web-Based Negotiation Tool for Conflict Resolution in Upper Class E Traffic Management
In Upper Class E airspace 60,000 feet (or Flight level / FL600), vehicles such as High Altitude Long Endurance (HALE) balloons and slow fixed-wing gliders have diverse vehicle characteristics and limited maneuverability. Due to these unique characteristics of high-altitude operations, a new type of strategic negotiation-based conflict resolution method has been proposed to avoid potential conflict between vehicles in Upper Class E airspace, well in advance of the conflict point and with ample time for bilateral negotiation. This paper introduces the first real-time web-based negotiation tool for high-altitude operations. To facilitate negotiation, this tool incorporates a bilateral negotiation model with an algorithm to assess conflict risks and generate new flight trajectories with a given flight path deviation. This tool allows users to make decisions during negotiation manually and automatically while enforcing the needed constraints for negotiation to be successful. Operators can make decisions at every step while they interact with each other on separate devices. To conduct sensitivity analysis, a mechanism that automates human inputs to the user interface is also developed for this web-based negotiation tool, such that fast-time simulations can be constructed and used to explore various scenarios to gain insights into this web-based negotiation model. Using this tool, a study was conducted to evaluate the impact of different negotiation strategies, vehicle types, vehicle crossing angles, and operator response times during the negotiations on metrics such as total negotiation completion time, number of negotiation rounds, and extra flight distance to avoid the conflict due to negotiation, compared to ones without negotiation. The results suggest that operators benefit from using negotiated flight paths with quick response times, across various crossing angles and vehicle types. Various Negotiation Strategies are investigated to simulate the behaviors associated with different types of negotiations. The findings demonstrate that, in comparison to the conventional method where a single operator assumes full responsibility, negotiation-based strategic deconfliction reduces the total extra flight distance by an average of 24% - 27%. On an individual basis, each operator may be able to save an average of 65% of their extra flight distance.
Differential games, dynamic optimization, and generalized control theory
Generalized control theory, discussing criterion function, pareto-optimal set determination, information structure, etc
Stabilizing feedback control for dynamical systems with bounded uncertainty
The theories of differential games and generalized dynamic systems are used to deduce stabilizing controllers for quasi-linear systems. Attention is given to a class of dynamic systems subject to parameter and input uncertainty whose values range in a given compact set. Using a worst case design philosophy, a feedback control is derived that assures uniform asymptotic (Liapunov) stability of the origin under all admissible uncertainties.
Trends in modern system theory
The topics considered are related to linear control system design, adaptive control, failure detection, control under failure, system reliability, and large-scale systems and decentralized control. It is pointed out that the design of a linear feedback control system which regulates a process about a desirable set point or steady-state condition in the presence of disturbances is a very important problem. The linearized dynamics of the process are used for design purposes. The typical linear-quadratic design involving the solution of the optimal control problem of a linear time-invariant system with respect to a quadratic performance criterion is considered along with gain reduction theorems and the multivariable phase margin theorem. The stumbling block in many adaptive design methodologies is associated with the amount of real time computation which is necessary. Attention is also given to the desperate need to develop good theories for large-scale systems, the beginning of a microprocessor revolution, the translation of the Wiener-Hopf theory into the time domain, and advances made in dynamic team theory, dynamic stochastic games, and finite memory stochastic control.
On Finite Dimensional Approximations to a Class of Games
Differential games with open or closed loop strategies, giving theory of sequences of approximation games defined on finite dimensional spaces
Managing Uncertainty Due to a Fundamental Error Source Arising from Scatterer Distribution Complexity in Radar Remote Sensing of Precipitation
The assumption that cloud and rain drops are spatially distributed according to a Poisson distribution within a scattering volume probed by a radar being used to estimate precipitation has represented bedrock theory in establishing 'rules of the game' for pulse averaging--the process needed to beat down noise to an acceptable level in the measurement of radar reflectivity factor. Based on relatively recent observations of 'realistic' spatial distributions of hydrometeor scatterers in a cloudy atmosphere motivates a renewed examination of the consequences of using a too simplified assumption underlying volume scattering--particularly in regards to the standard pulse averaging rule. Our investigation addresses two extremes, simple to complex, insofar as allowed for complexities in an underlying scatterer distribution. It is demonstrated that as the spatial distribution ranges from Poisson (a narrow distribution) to multi-fractal (much broader distribution), uncertainty in a measurement increases if the rule for pulse averaging goes unchanged from its Poisson distribution reference county. [A bounded cascade is used for the multi-fractal distribution, a regularly observed distribution vis-a-vis cloud liquid water content.] The resultant measurement uncertainty leads to a fundamental source of error in the estimation of rain rate from radar measurements, one that has been disregarded since the early 1950s when radar sets first began to be used for rainfall measuring. It is shown how this source of error can be 'managed'--under the assumption that number of data analysis experiments would be carried out, experiments involving pulse-by-pulse measurements obtained from a radar set modified to output individual pulses of reflectivity factor. For practical applications, a new parameter called normalized k-sample intensity invariance is developed to enable defining the required pulse average count according to a preferred degree of uncertainty.
Making Games Not Work: Paradoxes Embedded in Game-Based Training and Concepts for Overcoming Them
An interest in game-based training solutions is natural. All one has to do is watch someone fully engaged in a modern game to see the potential of harnessing that attention for training. However, the reality of game-based training has not fully satisfied these expectations. This paper explains two paradoxes that must be overcome for games to support training. These paradoxes are a result of the realities of the basic human condition clashing with the requirements of learning theory. 80th paradoxes arise from the concept of "engagement" that is central to games. The first comes from a more robust definition of engagement, which is the condition of Flow or Optimal Experience. Flow is the state game developers want to see in users. One aspect of Flow is loss of sense of self as the individual becomes immersed in the experience. The paradox arises because this loss of self directly contradicts the learning requirement of self-reflection. The second paradox comes from theories of play, which state in part that play requires a level of individual freedom. The contradiction arises when game-based play must be harnessed to an organizational training program or regimen. The paper will discuss these paradoxes in the context of an effort to design a game-based training modality to train combat medics and will close with a review of compensating strategies identified by the designers. The paper will provide information important to anyone interested in conceptualizing and designing game-based training.
Defining and Leveraging Game Qualities for Serious Games
Serious games can and should leverage the unique qualities of video games to effectively deliver educational experiences for the learners. However, leveraging these qualities is incumbent upon understanding what these unique 'game' qualities are , and how they can facilitate the learning process. This paper presents an examination of the meaning of the term 'game' . as it applies to both serious games and digital entertainment games. Through the examination of counter examples, we derive three game characteristics; games are self contained, provide a variety of meaningful choices, and are intrinsically compelling. We also discuss the theoretical educational foundations which support the application of these 'game qualities' to educational endeavors. This paper concludes with a presentation of results achieved through the application of these qualities and the applicable educational theories to teach learners about the periodic table of elements via a serious game developed by the authors.
H(sub infinity)-type filter for spacecraft attitude estimation
A nonlinear filtering theory from a deterministic point of view is presented and an application to attitude determination is considered. The approach that is taken in this paper is motivated largely by the H(sun infinity) control and estimation theory for linear systems which has been evolved within the last decade. Rather than formulating the estimation problem as a game played by two adversaries, as has been done in the linear case, we employ in this work some notions from the theory of dissipative systems as a vehicle for arriving at certain Hamilton-Jacobi inequality, which in turn, provides a solution to the filtering problem, whenever it is satisfied. Application of this method to a linear estimation problem and to the problem of estimating a spacecraft attitude quaternion and gyro drift bias vector are presented. In limiting cases, these give the Kalman filter and the extended Kalman filter, respectively. The main advantages of this approach over its probabilistic counterpart are that this approach does not require a prior knowledge of any statistics, and that in general it is more amenable to a quantitative assessment regarding approximations such as linearization, and that in certain cases this approach yields an exact solution to the nonlinear filtering.
Methods Used in Game Development to Foster FLOW
Games designed for entertainment have a rich history of providing compelling experiences. From consoles to PCs, games have managed to present intuitive and effective interfaces for a wide range of game styles to successfully allow users to "walk-up-and-play". Once a user is hooked, successful games artfully present challenging experiences just within reach of a user's ability, weaving each task and achievement into a compelling and engaging experience. In this paper, engagement is discussed in terms of the psychological theory of Flow. I argue that engagement should be one of the primary goals when developing a serious game and I discuss the best practices and techniques that have emerged from traditional video game development which help foster the creation of engaging, high Flow experiences.