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At least 127 records · Page 7

Lead Contamination Differences in the Muscle of Wild Turkeys Harvested with Lead and Copper-Plated Lead Shot

Abstract Despite the known deleterious effects lead exposure can have on humans, lead remains the most common type of ammunition used to harvest big game and upland game birds. We sampled wild turkey Meleagris gallopavo breast muscle shot with standard lead and copper-plated lead pellets to quantify lead residue concentrations within the wound channel, and we sampled multiple adjacent locations to measure the extent lead contamination spreads through tissue of harvested turkeys. We found that samples taken from the wound channel contained more lead (mean = 3.76 μg/g dry weight) than both samples taken adjacent to the wound channel (mean = 0.20 μg/g dry weight) and samples taken from >5 cm away (mean = 0.15 μg/g dry weight). Additionally, we found that birds harvested with standard lead ammunition did not differ in lead concentrations from those shot with copper-plated lead, suggesting that copper plating does not aid in reducing lead exposure. Our findings suggest that wild turkeys harvested with either lead or copper-plated lead shot have the potential to expose consumers, especially children due to their lower tolerance, to low levels of lead that could exceed daily consumption limits set by the Food and Drug Administration and Centers for Disease Control. However, elevated lead levels were confined to the wound channel, and thus proper preparation of game to remove tissue surrounding wound channels may eliminate or substantially reduce lead exposure from harvested game birds.

Biodiversity & Conservation↗

Quantum Computational Advantage with String Order Parameters of One-Dimensional Symmetry-Protected Topological Order

Nonlocal games with advantageous quantum strategies give arguably the most fundamental demonstration of the power of quantum resources over their classical counterparts. Recently, certain multiplayer generalizations of nonlocal games have been used to prove unconditional separations between limited computational complexity classes of shallow-depth circuits. Here, we show advantageous strategies for these nonlocal games for generic ground states of one-dimensional symmetry-protected topological orders (SPTOs), when a discrete invariant of a SPTO known as a twist phase is nontrivial and -1. Finally, our construction demonstrates that sufficiently large string order parameters of such SPTOs are indicative of globally constrained correlations useful for the unconditional computational separation.

71 CLASSICAL AND QUANTUM MECHANICS, GENERAL PHYSIC↗

Timeseries Unlabeled and Labeled Photos, Modeled Stream Elevation, and (Meta)Data of Variably Inundated Streams Across The Yakima River Basin, Washington, United States (v2)

This dataset is associated with the “River Monitoring Photos” (RMP) study and subsequent manuscript (Bao et al. 2025. Monitoring river flow status using low-cost wildlife camera and image segmentation artificial intelligence doi: 10.1016/j.envsoft.2025.106715). Game camera timeseries photos were collected to evaluate stream variable inundation via changes in width. A subset of photos was labeled for training the YOLOv8 and Mask2Former models and used to segment water surface fractions from all the game camera photos.This data package was originally published in March 2024. It was updated in October 2025 (v2) to add additional photos and files associated with the manuscript (i.e., processed data, labeled photos, and trained models). For details on how to navigate data packages generated by this project, see https://data.ess-dive.lbl.gov/portals/PNNLRiverCorridorSFA/About.In addition to a readme, this data package also includes two file-level metadata (FLMD) files that describes each file and two data dictionaries (DD) that describe all column/row headers and variable definitions. This dataset is comprised of (1) file-level metadata; (2) data dictionary; (3) readme; (4) field metadata; and (5) folders containing game camera photos and manuscript-associated files. Each Yakima River Basin site has a folder that contains subfolders for each month photos were collected. There is also a folder for files associated with the manuscript which has subfolders for labeled data, trained models, Yakima River Basin site water surface fractions, and USGS site water surface fractions. All files are .csv, .json, .txt, .yaml, .pth, .pt, or .pdf. We thank the Confederated Tribes and Bands of the Yakama Nation Tribal Council and Yakama Nation Fisheries for working with us to facilitate sample collection and optimization of data usage according to their values and worldview.

54 ENVIRONMENTAL SCIENCES↗

Post-fire time series photos from five sites across the Oak Creek watershed, Washington

This dataset supports a broader study examining wildfire impacts on hydrologic connectivity across 5 sites within the Oak Creek watershed and the resulting biogeochemical impacts. Sites were selected using the Advanced Terrestrial Simulator (ATS) hydrologic model to identify locations with varying groundwater contributions and hydrologic responses across different burn severity scenarios. The Retreat Fire burned from July 23 to August 2, 2024, affecting all five sites. This dataset provides time series game camera photos, while the broader study includes continuous water quality monitoring, biogeochemical sampling of water and soils, precipitation data, and organic matter analysis. The other data types and additional metadata (include site environmental information) can be found at https://data.ess-dive.lbl.gov/datasets/doi:10.15485/3018020. Because this study is ongoing, this data package will be updated regularly to include newly collected photos. For details on how to navigate data packages generated by this project, see https://data.ess-dive.lbl.gov/portals/PNNLRiverCorridorSFA/About. In addition to a readme, this data package also includes a file-level metadata (FLMD) file that describes each file and a data dictionary (DD) that describes all column/row headers and variable definitions. This dataset is comprised of (1) file-level metadata; (2) data dictionary; (3) field metadata; (4) readme; (5) field protocol; and (6) folders of game camera photos. The game camera photos are organized by site with subfolders by month of collection. The field metadata contains a subset of the information collected that is most relevant to photo-processing. The full set of field metadata can be found at https://data.ess-dive.lbl.gov/datasets/doi:10.15485/3018020. All files are .csv, .pdf, or .jpg.

Burn severity↗

Energize: An Interactive Evaluation Tool for Engaging the General Public with Energy Decision Making - Final Report

The public has an ever-increasing interest in the economic, environmental, and social impacts of global energy production. To support informed decision making, the scientific community has a responsibility to communicate reliable and straight-forward information to the general public, in an engaging way, regarding energy systems and how choices made at different stages of an energy technology life cycle can impact the cost, amount of materials used, and waste produced. Our objective is to enhance public engagement via an interactive electrical energy game (Energ!ze) through which players interact with one another in their quest to develop an electrical energy portfolio that optimizes economic (e.g., company profit), environmental (e.g., reduced CO 2 emissions), and social (e.g., public opinion) impacts. The design and development of Energ!ze was an iterative process involving an interdisciplinary team of engineers, discipline-based scientists, computer scientists, and education experts. The development objectives were two-fold: (1) Accurate and quantifiable modeling of electrical energy systems and (2) Engaging and interactive user interface within the construct of the game narrative. The major game mechanics in the current playable Energ!ze version focus on economic metrics, and the database is scaffolded to add environmental and social metrics for future versions. This report details the outcome of the funding period (Section 2 and 3) and describes the development process, along with recommendations for future development (Section 4).

29 ENERGY PLANNING, POLICY, AND ECONOMY↗

Hierarchical Model-Free Transactive Control of Building Loads to Support Grid Services

Residential buildings consume 4.4 quads of electricity annually, approximately 37% of the total electricity consumption in the United States. This represents a vast resource that can be used for demand management and other ancillary services. This project aims to develop a robust, scalable hierarchical transactional control mechanism incorporating elements of model-free control (MFC) and game theory to harness buildings to provide ancillary services to the grid. This approach is being taken to address the challenges of incorporating traditional transactional control schemes into existing buildings. The challenges include small individual building sizes requiring aggregation of many buildings, unpredictable energy usage that makes model identification difficult, and satisfying the sensitive occupant comfort constraints. In the proposed approach, by separating the control mechanism into two layers above and below the load aggregator, MFC can be used below the aggregator to modulate flexible building loads in response to pricing signals with guaranteed performance. This allows the burden of identifying an accurate model of the system to be shifted to the above-aggregator layer, where fluctuations in individual building usage have less impact on predicted building system behavior. Game theory concepts can then be used to determine pricing curves and control signals among regional aggregators. Managing this control in a game-theoretic approach will allow us to build in financial incentives that increase customer engagement. Additionally, the usage of MFC necessitates less burdensome computational and communication requirements, thus, it is easily deployable on small, embedded devices. In a broader sense, developing a strategy capable of effectively incorporating residential and small commercial buildings will allow greater throughput of existing and emerging grid services in addition to future transactive energy grid management methods. Using MFC within a hierarchical control architecture will allow the shifting of existing forecasting challenges to an aggregate level, where dynamics are slower and more predictable. This will enable a smooth interface between the grid services requests of utilities and the reliable control required by participating buildings. MFC, which supports distributed control architecture, permits a scalable solution that can be deployed to neighborhood-size systems as well as individual buildings. This project focuses on three objectives: (1) developing the mathematical framework, algorithm toolkit, and software toolset of the two-layer transactive control testbed; (2) developing a scalable solution for application over many residential and small-size commercial buildings with sparse distributed communication; and (3) field testing and implementation on hardware of the control strategies developed in the previous two objectives. The research and development activities are focused and designed to be impactful within the relevant 2025 targets timeframe. An open-source control framework for exploiting variability and dispatchability of building loads will be delivered as the outcome of the project. This capability enables greater participation of loads in electricity markets and ancillary services that are both useful for the utility and financially beneficial for building owners.

29 ENERGY PLANNING, POLICY, AND ECONOMY↗

Mutual Detectability: A Targeted SETI Strategy That Avoids the SETI Paradox

As our ability to undertake searches for extraterrestrial intelligence (SETI) grows, so does interest in the controversial endeavor of messaging extraterrestrial intelligence (METI). METI proponents point to the SETI Paradox—if all civilizations refrain from METI then SETI is futile. I introduce mutual detectability as a game-theoretic strategy to increase the success potential of targeted SETI. Mutual detectability comprises four laws that establish how SETI participants can engage each other based on mutual evidence of mutual existence. I argue that the party whom both SETI participants can judge to have better quality evidence, or common denominator information (CDI), has an onus to transmit to avoid the SETI Paradox. Transiting exoplanets within the Earth Transit Zone form a target subset that satisfies mutual detectability requirements. I identify the intrinsic time-integrated transit signal strength, which for Earth is 10{sup 3} L{sub ⊙} ppm hours yr{sup −1}, as suitable CDI. Civilizations on habitable-zone planets of radius R{sub p}/R{sub ⊕}≲(L{sub ∗}/L{sub ⊙}){sup −1/7} have superior CDI on us, and so under the mutual detectability framework have game-theory incentive (onus) to transmit. While the onus to transmit falls on us for habitable planets around L{sub *} > L{sub ⊙} stars, considerations of relative stellar frequency, main-sequence lifetime and planet occurrence rates mean that such systems are likely to be in a small minority. Surveys of the Earth Transit Zone for Earth-analog transiting planets around subsolar luminosity hosts would facilitate targeted SETI programs for civilizations who have game-theory incentive to transmit signals to us. A choice to remain silent, by not engaging in METI toward such systems, does not in this case fuel concerns of a SETI Paradox.

79 ASTRONOMY AND ASTROPHYSICS↗

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↗