Game Skill Measure for Mixed Games

Games can be classified as games of skill, games of chance or otherwise be classified as mixed. This paper deals with the topic of scientifically classifying mixed games as more reliant on elements of chance or elements of skill and ways to scientifically measure the amount of skill involved. This is predominantly useful for classification of games as legal or illegal in deferent jurisdictions based on the local gaming laws. We propose a novel measure of skill to chance ratio called the Game Skill Measure (GSM) and utilize it to calculate the skill component of a popular variant of Poker.

The Design and Analysis of Learning Effects for a Game-based Learning System

The major purpose of this study is to use network and multimedia technologies to build a game-based learning system for junior high school students to apply in learning “World Geography" through the “role-playing" game approaches. This study first investigated the motivation and habits of junior high school students to use the Internet and online games, and then designed a game-based learning system according to situated and game-based learning theories. A teaching experiment was conducted to analyze the learning effectiveness of students on the game-based learning system and the major factors affecting their learning. A questionnaire survey was used to understand the students- attitudes towards game-based learning. The results showed that the game-based learning system can enhance students- learning, but the gender of students and their habits in using the Internet have no significant impact on learning. Game experience has a significant impact on students- learning, and the higher the experience value the better the effectiveness of their learning. The results of questionnaire survey also revealed that the system can increase students- motivation and interest in learning "World Geography".

A Game Design Framework for Vocational Education

Serious games have proven to be a useful instrument to engage learners and increase motivation. Nevertheless, a broadly accepted, practical instructional design approach to serious games does not exist. In this paper, we introduce the use of an instructional design model that has not been applied to serious games yet, and has some advantages compared to other design approaches. We present the case of mechanics mechatronics education to illustrate the close match with timing and role of knowledge and information that the instructional design model prescribes and how this has been translated to a rigidly structured game design. The structured approach answers the learning needs of applicable knowledge within the target group. It combines advantages of simulations with strengths of entertainment games to foster learner-s motivation in the best possible way. A prototype of the game will be evaluated along a well-respected evaluation method within an advanced test setting including test and control group.

Strategy Analysis and Creation by Simulation in the General Game

In this paper the General Game problem is described. In this problem the competition or cooperation dilemma occurs as the two basic types of strategies. The strategy possibilities have been analyzed for finding winning strategy in uncertain situations (no information about the number of players and their strategy types). The winning strategy is missing, but a good solution can be found by simulation by varying the ratio of the two types of strategies. This new method has been used in a real contest with human players, where the created strategies by simulation have reached very good ranks. This construction can be applied in other real social games as well.

Multimedia Games for Elementary/Primary School Education and Entertainment

Computers are increasingly being used as educational tools in elementary/primary schools worldwide. A specific application of such computer use, is that of multimedia games, where the aim is to combine pedagogy and entertainment. This study reports on a case-study whereby an educational multimedia game has been developed for use by elementary school children. The stages of the application-s design, implementation and evaluation are presented. Strengths of the game are identified and discussed, and its weaknesses are identified, allowing for suggestions for future redesigns. The results show that the use of games can engage children in the learning process for longer periods of time with the added benefit of the entertainment factor.

Energy Efficient Resource Allocation in Distributed Computing Systems

The problem of mapping tasks onto a computational grid with the aim to minimize the power consumption and the makespan subject to the constraints of deadlines and architectural requirements is considered in this paper. To solve this problem, we propose a solution from cooperative game theory based on the concept of Nash Bargaining Solution. The proposed game theoretical technique is compared against several traditional techniques. The experimental results show that when the deadline constraints are tight, the proposed technique achieves superior performance and reports competitive performance relative to the optimal solution.

Trust Managementfor Pervasive Computing Environments

Trust is essential for further and wider acceptance of contemporary e-services. It was first addressed almost thirty years ago in Trusted Computer System Evaluation Criteria standard by the US DoD. But this and other proposed approaches of that period were actually solving security. Roughly some ten years ago, methodologies followed that addressed trust phenomenon at its core, and they were based on Bayesian statistics and its derivatives, while some approaches were based on game theory. However, trust is a manifestation of judgment and reasoning processes. It has to be dealt with in accordance with this fact and adequately supported in cyber environment. On the basis of the results in the field of psychology and our own findings, a methodology called qualitative algebra has been developed, which deals with so far overlooked elements of trust phenomenon. It complements existing methodologies and provides a basis for a practical technical solution that supports management of trust in contemporary computing environments. Such solution is also presented at the end of this paper.

Using Serious Games to Improve the Preparation of Pre-Service Teachers in Bulgaria

This paper presents the outcomes of a qualitative study which aims to investigate the pedagogical potentials of serious games in the preparation of future teachers. The authors discuss the existing problems and barriers associated with the organization of teaching practices in Bulgaria as part of the pre-service teacher training, as well as the attitudes and perceptions of the interviewed academics, teachers and trainees concerning the integration of serious games in the teaching practicum. The study outcomes strongly confirm the positive attitudes of the respondents to the introduction of virtual learning environments for the development of professional skills of future teachers as a supplement to the traditional forms of education. Through the inclusion of serious games it is expected to improve the quality of practical training of pre-service teachers as they overcome many of the problems identified in the existing teaching practices. The outcomes of the study will inform the design of the educational simulation software which is part of the project SimAula Tomorrow's Teachers Training.

Asynchronous Parallel Distributed Genetic Algorithm with Elite Migration

In most of the popular implementation of Parallel GAs the whole population is divided into a set of subpopulations, each subpopulation executes GA independently and some individuals are migrated at fixed intervals on a ring topology. In these studies, the migrations usually occur 'synchronously' among subpopulations. Therefore, CPUs are not used efficiently and the communication do not occur efficiently either. A few studies tried asynchronous migration but it is hard to implement and setting proper parameter values is difficult. The aim of our research is to develop a migration method which is easy to implement, which is easy to set parameter values, and which reduces communication traffic. In this paper, we propose a traffic reduction method for the Asynchronous Parallel Distributed GA by migration of elites only. This is a Server-Client model. Every client executes GA on a subpopulation and sends an elite information to the server. The server manages the elite information of each client and the migrations occur according to the evolution of sub-population in a client. This facilitates the reduction in communication traffic. To evaluate our proposed model, we apply it to many function optimization problems. We confirm that our proposed method performs as well as current methods, the communication traffic is less, and setting of the parameters are much easier.

Active Learning Strategies and Academic Achievement among Some Psychology Undergraduates in Barbados

This study investigated the relationships between the active learning strategies (discussion, video clips, game show, role– play, five minute paper, clarification pauses, and small group) and academic achievement among a sample of 158 undergraduate psychology students in The University of the West Indies (UWI), Barbados. Results revealed statistically significant positive correlations between active learning strategies and students’ academic achievement; so also the active learning strategies contributed 22% (Rsq=0.222) to the variance being accounted for in academic achievement and this was found to be statistically significant (F(7,150) = 6.12, p < .05). Additionally, group work emerged as the best active learning strategy and had the highest correlation with the students’ academic achievement. These results were discussed in the light of the importance of the active learning strategies promoting academic achievement among the university students.

Equal Sharing Solutions for Bicooperative Games

In this paper, we discuss the egalitarianism solution (ES) and center-of-gravity of the imputation-set value (CIV) for bicooperative games, which can be seen as the extensions of the solutions for traditional games given by Dutta and Ray [1] and Driessen and Funaki [2]. Furthermore, axiomatic systems for the given values are proposed. Finally, a numerical example is offered to illustrate the player ES and CTV.

Performance of Compound Enhancement Algorithms on Dental Radiograph Images

The purpose of this research is to compare the original intra-oral digital dental radiograph images with images that are enhanced using a combination of image processing algorithms. Intraoral digital dental radiograph images are often noisy, blur edges and low in contrast. A combination of sharpening and enhancement method are used to overcome these problems. Three types of proposed compound algorithms used are Sharp Adaptive Histogram Equalization (SAHE), Sharp Median Adaptive Histogram Equalization (SMAHE) and Sharp Contrast adaptive histogram equalization (SCLAHE). This paper presents an initial study of the perception of six dentists on the details of abnormal pathologies and improvement of image quality in ten intra-oral radiographs. The research focus on the detection of only three types of pathology which is periapical radiolucency, widen periodontal ligament space and loss of lamina dura. The overall result shows that SCLAHE-s slightly improve the appearance of dental abnormalities- over the original image and also outperform the other two proposed compound algorithms.

Analysis on Fun Elements of the SNG in ANIPANG

This study analyzes on the Social Network Game (SNG), ANIPANG, in order to discover its unique fun elements, so that suggest new methodologies for development of SNGs. ANIPANG is the most popular SNG in the South Korea on 2012. Recently, the game industry is paying close attention to mobile-based SNGs due to the rapid prevalence of smart-phones and social network services. However, SNGs are not online games simply. Although the fun of most online games is the victory through competition with other players or the game system, the fun of SNG is the communication through the collaboration with other players. Thus, features of users and environments of game should be considered for the game industry and for the fun of SNG to users.

Critical Analysis of Decision Making Experience with a Machine Learning Approach in Playing Ayo Game

The major goal in defining and examining game scenarios is to find good strategies as solutions to the game. A plausible solution is a recommendation to the players on how to play the game, which is represented as strategies guided by the various choices available to the players. These choices invariably compel the players (decision makers) to execute an action following some conscious tactics. In this paper, we proposed a refinement-based heuristic as a machine learning technique for human-like decision making in playing Ayo game. The result showed that our machine learning technique is more adaptable and more responsive in making decision than human intelligence. The technique has the advantage that a search is astutely conducted in a shallow horizon game tree. Our simulation was tested against Awale shareware and an appealing result was obtained.

Modeling and Stability Analysis of Delayed Game Network

This paper aims to establish a delayed dynamical relationship between payoffs of players in a zero-sum game. By introducing Markovian chain and time delay in the network model, a delayed game network model with sector bounds and slope bounds restriction nonlinear function is first proposed. As a result, a direct dynamical relationship between payoffs of players in a zero-sum game can be illustrated through a delayed singular system. Combined with Finsler-s Lemma and Lyapunov stable theory, a sufficient condition guaranteeing the unique existence and stability of zero-sum game-s Nash equilibrium is derived. One numerical example is presented to illustrate the validity of the main result.

The Core and Shapley Function for Games on Augmenting Systems with a Coalition Structure

In this paper, we first introduce the model of games on augmenting systems with a coalition structure, which can be seen as an extension of games on augmenting systems. The core of games on augmenting systems with a coalition structure is defined, and an equivalent form is discussed. Meantime, the Shapley function for this type of games is given, and two axiomatic systems of the given Shapley function are researched. When the given games are quasi convex, the relationship between the core and the Shapley function is discussed, which does coincide as in classical case. Finally, a numerical example is given.

Probabilities and the Persistence of Memory in a Bingo-like Carnival Game

Seemingly simple probabilities in the m-player game bingo have never been calculated. These probabilities include expected game length and the expected number of winners on a given turn. The difficulty in probabilistic analysis lies in the subtle interdependence among the m-many bingo game cards in play. In this paper, the game i got it!, a bingo variant, is considered. This variation provides enough weakening of the inter-player dependence to allow probabilistic analysis not possible for traditional bingo. The probability of winning in exactly k turns is calculated for a one-player game. Given a game of m-many players, the expected game length and tie probability are calculated. With these calculations, the game-s interesting payout scheme is considered.

Detente and Power - Conceptual Determination, Forms and Means of Education at the Preteen Age

The scientific perspective, the practice area of physical education and sports activities improve power capacity in all its forms of expression, being a generator of the research topics. Today theories that strength training athletes and slow down development progress will affect the strength and flexibility are discredited. On the other hand there are sectors and / or samples whose results are sports of the way higher manifestation of power as a result of the composition of the force and velocity, being based in this respect on the systematic and continuous development of both bio-motric capacities said. Training of force for children was and is controversial. Teama de accidentări sau a stopării premature a procesului de creştere a făcut ca în trecut copiii să fie ţinuţi departe de lucrul cu diferite greutăţi.Fear of injury or premature stop the growth process in the past made the children to be kept away from working with different weights. Recent studies have shown that the risk of accidents is relatively small and the strength training can help prevent them. For example, most accidents occur at the level of athletics ligaments and tendons. From this point of view, it can be said that a progressive intervention of force training, optimal design, will help enhancing their process, such as athlete much better prepared to meet training requests and competitions. Preparation of force provides a solid basis for further phases in the highest performance.

User Acceptance of Educational Games: A Revised Unified Theory of Acceptance and Use of Technology (UTAUT)

Educational games (EG) seem to have lots of potential due to digital games popularity and preferences of our younger generations of learners. However, most studies focus on game design and its effectiveness while little has been known about the factors that can affect users to accept or to reject EG for their learning. User acceptance research try to understand the determinants of information systems (IS) adoption among users by investigating both systems factors and users factors. Upon the lack of knowledge on acceptance factors for educational games, we seek to understand the issue. This study proposed a model of acceptance factors based on Unified Theory of Acceptance and Use of Technology (UTAUT). We use original model (performance expectancy, effort expectancy and social influence) together with two new determinants (learning opportunities and enjoyment). We will also investigate the effect of gender and gaming experience that moderate the proposed factors.

Entrepreneurship Game: Digital 'Catur Bistari'

The role of entrepreneurs in generating the economy is very important. Thus, nurturing entrepreneurship skills among society is very crucial and should start from the early age. One of the methods is to teach through game such as board game. Game provides a fun and interactive platform for players to learn and play. Besides that as today-s world is moving towards Islamic approach in terms of finance, banking and entertainment but Islamic based game is still hard to find in the market especially games on entrepreneurship. Therefore, there is a gap in this segment that can be filled by learning entrepreneurship through game. The objective of this paper is to develop an entrepreneurship digital-based game entitled “Catur Bistari" that is based on Islamic business approach. Knowledge and skill of entrepreneurship and Islamic business approach will be learned through the tasks that are incorporated inside the game.