Repeated games are a simple category of dynamic games where a static game is played multiple times, either finitely or infinitely. In repeated games, actions and payoffs stay the same over time. This allows players' strategies to depend on the history of past actions and outcomes. A player's payoff in a repeated game is the discounted sum of their stream of payoffs from each round, where future payoffs are reduced by a discount factor reflecting time preference. For example, in a repeated Prisoner's Dilemma game, players may be able to sustain cooperative outcomes through conditional strategies.
Online gaming has now become an extremely com- petitive business. As there are so many game titles released every month, gamers have become more difficult to please and fickle in affection. Therefore, it would be beneficial if we can forecast how addictive a game is before publishing it on the market. The capability of game addictiveness forecasting will enable developers to continuously adjust the game design and enable publishers to assess the potential market value in a game’s early development stages.
In this paper, we propose to forecast a game’s addictiveness based on players’ emotion when they are exploring the game. Based on the account activity traces of 11 commercial online games, we develop a forecasting model that takes electromyo- graphic measures of players as the input and outputs the addic- tiveness index of a game. We hope that with our methodology, the game industry could save hopeless investment and target more accurately to provide more entertaining experience.
Demo Video www.larry-lai.com/trp.html
Tennis Real Play (TRP) is an interactive tennis game system constructed with models extracted from videos of real matches. The key techniques proposed for TRP include player modeling and video-based player/court rendering. For player model creation, we propose a database normalization process and a behavioral transition model of tennis players, which might be a good alternative for motion capture in the conventional video games. For player/court rendering, we propose a framework for rendering vivid game characters and providing the real-time ability. We can say that image-based rendering leads to a more interactive and realistic rendering. Experiments show that video games with vivid viewing effects and characteristic players can be generated from match videos without much user intervention. Because the player model can adequately record the ability and condition of a player in the real world, it can then be used to roughly predict the results of real tennis matches in the next days. The results of a user study reveal that subjects like the increased interaction, immersive experience, and enjoyment from playing TRP.
Online gaming has now become an extremely com- petitive business. As there are so many game titles released every month, gamers have become more difficult to please and fickle in affection. Therefore, it would be beneficial if we can forecast how addictive a game is before publishing it on the market. The capability of game addictiveness forecasting will enable developers to continuously adjust the game design and enable publishers to assess the potential market value in a game’s early development stages.
In this paper, we propose to forecast a game’s addictiveness based on players’ emotion when they are exploring the game. Based on the account activity traces of 11 commercial online games, we develop a forecasting model that takes electromyo- graphic measures of players as the input and outputs the addic- tiveness index of a game. We hope that with our methodology, the game industry could save hopeless investment and target more accurately to provide more entertaining experience.
Demo Video www.larry-lai.com/trp.html
Tennis Real Play (TRP) is an interactive tennis game system constructed with models extracted from videos of real matches. The key techniques proposed for TRP include player modeling and video-based player/court rendering. For player model creation, we propose a database normalization process and a behavioral transition model of tennis players, which might be a good alternative for motion capture in the conventional video games. For player/court rendering, we propose a framework for rendering vivid game characters and providing the real-time ability. We can say that image-based rendering leads to a more interactive and realistic rendering. Experiments show that video games with vivid viewing effects and characteristic players can be generated from match videos without much user intervention. Because the player model can adequately record the ability and condition of a player in the real world, it can then be used to roughly predict the results of real tennis matches in the next days. The results of a user study reveal that subjects like the increased interaction, immersive experience, and enjoyment from playing TRP.
The technologies and people we are designing experiences for are constantly changing, in most cases they are changing at a rate that is difficult keep up with. When we think about how our teams are structured and the design processes we use in light of this challenge, a new design problem (or problem space) emerges, one that requires us to focus inward. How do we structure our teams and processes to be resilient? What would happen if we looked at our teams and design process as IA’s, Designers, Researchers? What strategies would we put in place to help them be successful? This talk will look at challenges we face leading, supporting, or simply being a part of design teams creating experiences for user groups with changing technological needs.
UX, ethnography and possibilities: for Libraries, Museums and ArchivesNed Potter
These slides are adapted from a talk I gave at the Welsh Government's Marketing Awards for the LAM sector, in 2017.
It offers a primer on UX - User Experience - and how ethnography and design might be used in the library, archive and museum worlds to better understand our users. All good marketing starts with audience insight.
The presentation covers the following:
1) An introduction to UX
2) Ethnography, with definitions and examples of 7 ethnographic techniques
3) User-centred design and Design Thinking
4) Examples of UX-led changes made at institutions in the UK and Scandinavia
5) Next Steps - if you'd like to try out UX at your own organisation
Study: The Future of VR, AR and Self-Driving CarsLinkedIn
We asked LinkedIn members worldwide about their levels of interest in the latest wave of technology: whether they’re using wearables, and whether they intend to buy self-driving cars and VR headsets as they become available. We asked them too about their attitudes to technology and to the growing role of Artificial Intelligence (AI) in the devices that they use. The answers were fascinating – and in many cases, surprising.
This SlideShare explores the full results of this study, including detailed market-by-market breakdowns of intention levels for each technology – and how attitudes change with age, location and seniority level. If you’re marketing a tech brand – or planning to use VR and wearables to reach a professional audience – then these are insights you won’t want to miss.
An immersive workshop at General Assembly, SF. I typically teach this workshop at General Assembly, San Francisco. To see a list of my upcoming classes, visit https://generalassemb.ly/instructors/seth-familian/4813
I also teach this workshop as a private lunch-and-learn or half-day immersive session for corporate clients. To learn more about pricing and availability, please contact me at http://familian1.com
3 Things Every Sales Team Needs to Be Thinking About in 2017Drift
Thinking about your sales team's goals for 2017? Drift's VP of Sales shares 3 things you can do to improve conversion rates and drive more revenue.
Read the full story on the Drift blog here: http://blog.drift.com/sales-team-tips
How to Become a Thought Leader in Your NicheLeslie Samuel
Are bloggers thought leaders? Here are some tips on how you can become one. Provide great value, put awesome content out there on a regular basis, and help others.
Game theory is the study of mathematical models of strategic interaction between rational decision-makers.The mathematical theory of games was invented by John von Neumann and Oskar Morgenstern (1944). For reasons to be discussed later, limitations in their mathematical framework initially made the theory applicable only under special and limited conditions.Increasingly, companies are utilizing the science of Game Theory to help them make high risk/high reward strategic decisions in highly competitive markets and situations. ... Said another way, each decision maker is a player in the game of business.
The technologies and people we are designing experiences for are constantly changing, in most cases they are changing at a rate that is difficult keep up with. When we think about how our teams are structured and the design processes we use in light of this challenge, a new design problem (or problem space) emerges, one that requires us to focus inward. How do we structure our teams and processes to be resilient? What would happen if we looked at our teams and design process as IA’s, Designers, Researchers? What strategies would we put in place to help them be successful? This talk will look at challenges we face leading, supporting, or simply being a part of design teams creating experiences for user groups with changing technological needs.
UX, ethnography and possibilities: for Libraries, Museums and ArchivesNed Potter
These slides are adapted from a talk I gave at the Welsh Government's Marketing Awards for the LAM sector, in 2017.
It offers a primer on UX - User Experience - and how ethnography and design might be used in the library, archive and museum worlds to better understand our users. All good marketing starts with audience insight.
The presentation covers the following:
1) An introduction to UX
2) Ethnography, with definitions and examples of 7 ethnographic techniques
3) User-centred design and Design Thinking
4) Examples of UX-led changes made at institutions in the UK and Scandinavia
5) Next Steps - if you'd like to try out UX at your own organisation
Study: The Future of VR, AR and Self-Driving CarsLinkedIn
We asked LinkedIn members worldwide about their levels of interest in the latest wave of technology: whether they’re using wearables, and whether they intend to buy self-driving cars and VR headsets as they become available. We asked them too about their attitudes to technology and to the growing role of Artificial Intelligence (AI) in the devices that they use. The answers were fascinating – and in many cases, surprising.
This SlideShare explores the full results of this study, including detailed market-by-market breakdowns of intention levels for each technology – and how attitudes change with age, location and seniority level. If you’re marketing a tech brand – or planning to use VR and wearables to reach a professional audience – then these are insights you won’t want to miss.
An immersive workshop at General Assembly, SF. I typically teach this workshop at General Assembly, San Francisco. To see a list of my upcoming classes, visit https://generalassemb.ly/instructors/seth-familian/4813
I also teach this workshop as a private lunch-and-learn or half-day immersive session for corporate clients. To learn more about pricing and availability, please contact me at http://familian1.com
3 Things Every Sales Team Needs to Be Thinking About in 2017Drift
Thinking about your sales team's goals for 2017? Drift's VP of Sales shares 3 things you can do to improve conversion rates and drive more revenue.
Read the full story on the Drift blog here: http://blog.drift.com/sales-team-tips
How to Become a Thought Leader in Your NicheLeslie Samuel
Are bloggers thought leaders? Here are some tips on how you can become one. Provide great value, put awesome content out there on a regular basis, and help others.
Game theory is the study of mathematical models of strategic interaction between rational decision-makers.The mathematical theory of games was invented by John von Neumann and Oskar Morgenstern (1944). For reasons to be discussed later, limitations in their mathematical framework initially made the theory applicable only under special and limited conditions.Increasingly, companies are utilizing the science of Game Theory to help them make high risk/high reward strategic decisions in highly competitive markets and situations. ... Said another way, each decision maker is a player in the game of business.
Game Balance 3: Player Equality and FairnessMarc Miquel
In this presentation we introduce the game balance type "player equality and fairness". It is essential so the players do not feel the game is unworthy of playing. All the players must feel they are given the chances to win.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
2. Repeated games are an important and simple category of dynamic games. As the name suggests, repeated games are dynamic games generated by the repetition of some static game a certain number of times, either finite or infinite. Game Theory Repeated Games www.HelpWithAssignment.com
3. On the other hand, repeated games are a simple class of dynamic games because the actions and payoffs to players stay the same over time. At the same time, this feature makes repeated games interesting. Game Theory Repeated Games www.HelpWithAssignment.com
4. Any differences between the equilibrium outcomes of the static game must be coming from the fact that there are multiple periods in the interaction. Game Theory Repeated Games www.HelpWithAssignment.com
5. Starting with static game G, called the “stage game” one can construct a new game which is the repetition of G game with T rounds, where T can be either finite or infinite. In each round, all players simultaneously choose actions from their sets of possible actions inherited from game G. The General Setup of the Game www.HelpWithAssignment.com
6. A player observes the outcome of the stage game before the next round of play. Players can thus observe all of the past outcomes of the stage game when they choose their action in any particular round. All of the past outcomes are referred to as ‘history of the game’. The General Setup of the Game www.HelpWithAssignment.com
7. Players can choose different actions in the stage game depending on the history of play up to that point in the repeated game. A strategy for a player is therefore a plan which specifies a particular action of the stage game for each possible history of play. The General Setup of the Game www.HelpWithAssignment.com
8. Taking account of all players’ strategies determines a sequence of outcomes associated with a payoff for each player. Suppose it is period k ≤ T. The strategies chosen by all players lead to a sequence of payoffs for a given player. The General Setup of the Game www.HelpWithAssignment.com
9. The General Setup of the Game The player’s payoff in the repeated game in period k = Uk + EUk+1 + E2Uk+2 +…+ ET-k UT www.HelpWithAssignment.com
10. In other words, a player’s payoff is discounted sum of the stream of payoffs from the stage game, with payoffs that are received in the future reduced by a factor of E<1. There are two equivalent ways to think of E, as a representation of impatience. The General Setup of the Game www.HelpWithAssignment.com
11. Typically, if one is willing to pay some money to get some benefit in the future, one would be willing to pay more for that benefit today. Conversely, a monetary payoff today can be invested at the risk free interest rate until next year. The General Setup of the Game www.HelpWithAssignment.com
12. The General Setup of the Game Therefore, the same amount of money received next year is worth less than today than the same amount of money received today. www.HelpWithAssignment.com
13. Consider the example of Prisoners’ Dilemma once more, this time with a repetition of the game. In this game C is a dominant strategy for both players and this game has a unique Nash Equilibrium (C,C) worse for either player than (S,S). Prisoners’ Dilemma Replayed www.HelpWithAssignment.com
14. Let’s consider a new game: the repetition of this game two times. A strategy for each player specifies and action in the first period and an action in the second period for each of the four possible outcomes in the first period. Prisoners’ Dilemma Replayed www.HelpWithAssignment.com
15. A sample strategy for player 1 is Period 1: Play S Period 2: Plays S if (S,S) otherwise C If both players adopt this strategy, in period one the outcome will be (S, S) leading to a payoff of (-1, -1) for period one. Prisoners’ Dilemma Replayed www.HelpWithAssignment.com
16. Prisoners’ Dilemma Replayed In period 2, the strategy dictates that each player will play S again, leading to a payoff of (-1, -1). The period one payoff to each player is just the payoff in period one, plus N times the anticipated payoff in period 2. -1 + (-1)N. www.HelpWithAssignment.com
17. www.HelpWithAssignment.com For more details you can visit our website at http://www.helpwithassignment.com/economics-assignment-help and http://www.helpwiththesis.com Thank You www.HelpWithAssignment.com