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Full-Text Articles in Engineering

Cooperative Deep $Q$ -Learning Framework For Environments Providing Image Feedback, Krishnan Raghavan, Vignesh Narayanan, Sarangapani Jagannathan Jan 2023

Cooperative Deep $Q$ -Learning Framework For Environments Providing Image Feedback, Krishnan Raghavan, Vignesh Narayanan, Sarangapani Jagannathan

Electrical and Computer Engineering Faculty Research & Creative Works

In This Article, We Address Two Key Challenges in Deep Reinforcement Learning (DRL) Setting, Sample Inefficiency and Slow Learning, with a Dual-Neural Network (NN)-Driven Learning Approach. in the Proposed Approach, We Use Two Deep NNs with Independent Initialization to Robustly Approximate the Action-Value Function in the Presence of Image Inputs. in Particular, We Develop a Temporal Difference (TD) Error-Driven Learning (EDL) Approach, Where We Introduce a Set of Linear Transformations of the TD Error to Directly Update the Parameters of Each Layer in the Deep NN. We Demonstrate Theoretically that the Cost Minimized by the EDL Regime is an Approximation …


Extended Kalman Filter Based Resilient Formation Tracking Control Of Multiple Unmanned Vehicles Via Game-Theoretical Reinforcement Learning, Lei Xue, Bei Ma, Jian Liu, Chaoxu Mu, Donald C. Wunsch Jan 2023

Extended Kalman Filter Based Resilient Formation Tracking Control Of Multiple Unmanned Vehicles Via Game-Theoretical Reinforcement Learning, Lei Xue, Bei Ma, Jian Liu, Chaoxu Mu, Donald C. Wunsch

Electrical and Computer Engineering Faculty Research & Creative Works

In This Paper, We Discuss the Resilient Formation Tracking Control Problem of Multiple Unmanned Vehicles (MUV). a Dynamic Leader-Follower Distributed Control Structure is Utilized to Optimize the Performance of the Formation Tracking. for the Follower of the MUV, the Leader is a Cooperative Unmanned Vehicle, and the Target of Formation Tracking is a Non-Cooperative Unmanned Vehicle with a Nonlinear Trajectory. Therefore, an Extended Kalman Filter (EKF) Observer is Designed to Estimate the State of the Target. Then the Leader of the MUV is Adjusted Dynamically According to the State of the Target. in Order to Describe the Interactions between the …


Cooperative Deep Q -Learning Framework For Environments Providing Image Feedback, Krishnan Raghavan, Vignesh Narayanan, Sarangapani Jagannathan Jan 2023

Cooperative Deep Q -Learning Framework For Environments Providing Image Feedback, Krishnan Raghavan, Vignesh Narayanan, Sarangapani Jagannathan

Publications

In this article, we address two key challenges in deep reinforcement learning (DRL) setting, sample inefficiency, and slow learning, with a dual-neural network (NN)-driven learning approach. In the proposed approach, we use two deep NNs with independent initialization to robustly approximate the action-value function in the presence of image inputs. In particular, we develop a temporal difference (TD) error-driven learning (EDL) approach, where we introduce a set of linear transformations of the TD error to directly update the parameters of each layer in the deep NN. We demonstrate theoretically that the cost minimized by the EDL regime is an approximation …


Humans And The Core Partition: An Agent-Based Modeling Experiment, Andrew J. Collins, Sheida Etemadidavan Jan 2022

Humans And The Core Partition: An Agent-Based Modeling Experiment, Andrew J. Collins, Sheida Etemadidavan

Engineering Management & Systems Engineering Faculty Publications

Although strategic coalition formation is traditionally modeled using cooperative game theory, behavioral game theorists have repeatedly shown that outcomes predicted by game theory are different from those generated by actual human behavior. To further explore these differences, in a cooperative game theory context, we experiment to compare the outcomes resulting from human participants’ behavior to those generated by a cooperative game theory solution mechanism called the core partition. Our experiment uses an interactive simulation of a glove game, a particular type of cooperative game, to collect the participant’s decision choices and their resultant outcomes. Two different glove games are considered, …


Universal Biological Motions For Educational Robot Theatre And Games, Rajesh Venkatachalapathy, Martin Zwick, Adam Slowik, Kai Brooks, Mikhail Mayers, Roman Minko, Tyler Hull, Bliss Brass, Marek Perkowski Jun 2021

Universal Biological Motions For Educational Robot Theatre And Games, Rajesh Venkatachalapathy, Martin Zwick, Adam Slowik, Kai Brooks, Mikhail Mayers, Roman Minko, Tyler Hull, Bliss Brass, Marek Perkowski

Systems Science Faculty Publications and Presentations

Paper presents a concept that is new to robotics education and social robotics. It is based on theatrical games, in motions for social robots and animatronic robots. Presented here motion model is based on Drift Differential Model from biology and Fokker-Planck equations. This model is used in various areas of science to describe many types of motion. The model was successfully verified on various simulated mobile robots and a motion game of three robots called "Mouse and Cheese."


A Game-Theoretic Framework To Regulate Freeriding In Inter-Provider Spectrum Sharing, Mostafizur Rahman, Murat Yuksel, Thomas Quint Jun 2021

A Game-Theoretic Framework To Regulate Freeriding In Inter-Provider Spectrum Sharing, Mostafizur Rahman, Murat Yuksel, Thomas Quint

Electrical and Computer Engineering Faculty Publications and Presentations

Primary-secondary spectrum sharing is limited in terms of design space, and may not be sufficient to meet the ever-increasing demand of connectivity and high signal quality. The next step to increase spectrum sharing efficiency is to design markets where sharing takes place among primary providers rather than leaving it to the limited case where the primary licensee is idle. Attaining contractual spectrum sharing among primary providers, a.k.a. co-primary or inter-provider sharing, involves additional costs for the users, e.g., roaming fee. Co-primary spectrum sharing without additional charge to the users poses two major challenges: a) regulatory approaches must be introduced to …


Optimal Bidding Strategy For Physical Market Participants With Virtual Bidding Capability In Day-Ahead Electricity Markets, Hossein Mehdipourpicha, Rui Bo Jan 2021

Optimal Bidding Strategy For Physical Market Participants With Virtual Bidding Capability In Day-Ahead Electricity Markets, Hossein Mehdipourpicha, Rui Bo

Electrical and Computer Engineering Faculty Research & Creative Works

Virtual bidding provides a mechanism for financial players to participate in wholesale day-ahead (DA) electricity markets. The price difference between DA and real-time (RT) markets creates financial arbitrage opportunities for financial players. Physical market participants (MP), referred to as participants with physical assets, can also take advantage of virtual bidding but in a different way, which is to further amplify the value of their physical assets. Therefore, this work proposes a model for such physical MPs to maximize the profits. This model employs a bi-level optimization approach, where the upper-level subproblem maximizes the total profit from both physical generations and …


Proceedings Of The Cuny Games Conference 6.0, Robert O. Duncan, Joseph Bisz, Christina Boyle, Kathleen Offenholley, Maura A. Smale, Carolyn Stallard, Deborah Sturm Feb 2020

Proceedings Of The Cuny Games Conference 6.0, Robert O. Duncan, Joseph Bisz, Christina Boyle, Kathleen Offenholley, Maura A. Smale, Carolyn Stallard, Deborah Sturm

Publications and Research

The CUNY Games Network is an organization dedicated to encouraging research, scholarship and teaching in the developing field of games-based learning. We connect educators from every campus and discipline at CUNY and beyond who are interested in digital and non-digital games, simulations, and other forms of interactive teaching and inquiry-based learning. These proceedings summarize the CUNY Games Conference 6.0, where scholars shared research findings at a three-day event to promote and discuss game-based pedagogy in higher education. Presenters could share findings in oral presentations, posters, demos, or play testing sessions. The conference also included workshops on how to modify existing …


Hedonic Games And Monte Carlo Simulation, Sheida Etemadidavan, Andrew J. Collins Jan 2020

Hedonic Games And Monte Carlo Simulation, Sheida Etemadidavan, Andrew J. Collins

Engineering Management & Systems Engineering Faculty Publications

Hedonic games have applications in economics and multi-agent systems where the grouping preferences of an individual is important. Hedonic games look at coalition formation, amongst the players, where players have a preference relation over all the coalition. Hedonic games are also known as coalition formation games, and they are a form of a cooperative game with a non-transferrable utility game. Some examples of hedonic games are stable marriage, stable roommate, and hospital/residence problem. The study of hedonic games is driven by understanding what coalition structures will be stable, i.e., given a coalition structure, no players have an incentive to deviate …


Proceedings Of The Cuny Games Conference 5.0, Robert O. Duncan, Joe Bisz, Julie Cassidy, Kathleen Offenholley, Carolyn Stallard, Deborah Sturm, Anders A. Wallace Mar 2019

Proceedings Of The Cuny Games Conference 5.0, Robert O. Duncan, Joe Bisz, Julie Cassidy, Kathleen Offenholley, Carolyn Stallard, Deborah Sturm, Anders A. Wallace

Publications and Research

The CUNY Games Network is an organization dedicated to encouraging research, scholarship and teaching in the developing field of games-based learning. We connect educators from every campus and discipline at CUNY and beyond who are interested in digital and non-digital games, simulations, and other forms of interactive teaching and inquiry-based learning. The CUNY Games Conference distills its best cutting-edge interactive presentations into a two-day event to promote and discuss game-based pedagogies in higher education, focusing particularly on non-digital learning activities that faculty can use in the classroom every day. The conference will include workshops lead by CUNY Games Organizers on …


Quantitative Jeopardy Feud, Jonathan M. Gallimore Aug 2018

Quantitative Jeopardy Feud, Jonathan M. Gallimore

MSF 600 PR - Gallimore - Fall 2018

This activity - Quantitative Jeopardy Feud - is a method for using a game as a final exam.


Forensic Analysis Of Immersive Virtual Reality Social Applications: A Primary Account, Ananya Yarramreddy, Peter Gromkowski, Ibrahim Baggili Aug 2018

Forensic Analysis Of Immersive Virtual Reality Social Applications: A Primary Account, Ananya Yarramreddy, Peter Gromkowski, Ibrahim Baggili

Electrical & Computer Engineering and Computer Science Faculty Publications

Our work presents the primary account for exploring the forensics of immersive Virtual Reality (VR) systems and their social applications. The Social VR applications studied in this work include Bigscreen, Altspace VR, Rec Room and Facebook Spaces. We explored the two most widely adopted consumer VR systems: the HTC Vive and the Oculus Rift. Our tests examined the efficacy of reconstructing evidence from network traffic as well as the systems themselves. The results showed that a significant amount of forensically relevant data such as user names, user profile pictures, events, and system details may be recovered. We anticipate that this …


Collaboration And Co-Location: Making Sense Of Digital Design For Early Childhood Games, Holly Tootell, Mark Freeman, Grant N. Ellmers, Anthony D. Okely Jan 2017

Collaboration And Co-Location: Making Sense Of Digital Design For Early Childhood Games, Holly Tootell, Mark Freeman, Grant N. Ellmers, Anthony D. Okely

Faculty of Engineering and Information Sciences - Papers: Part B

The relationship between physical activity and educational and health outcomes is well known. As the significance of digital devices continues to increase, along with societal reliance on them, the provision of programs that draw technology and physical activity together is increasingly important. The recent Pokemon phenomenon is an example of a digitally-driven physical activity that appealed to both adults and children alike. This paper reports on the proof of concept phase of a development that brings to digital life a physical activity program designed specifically for preschoolers. The aim of the JumpStart project was to find a way to engage …


Preliminary Forensic Analysis Of The Xbox One, Jason Moore, Ibrahim Baggili, Andrew Marrington, Armindo Rodrigues Aug 2014

Preliminary Forensic Analysis Of The Xbox One, Jason Moore, Ibrahim Baggili, Andrew Marrington, Armindo Rodrigues

Electrical & Computer Engineering and Computer Science Faculty Publications

Video game consoles can no longer be viewed as just gaming consoles but rather as full multimedia machines, capable of desktop computer-like performance. The past has shown that game consoles have been used in criminal activities such as extortion, identity theft, and child pornography, but with their ever-increasing capabilities, the likelihood of the expansion of criminal activities conducted on or over the consoles increases. This research aimed to take the initial step of understanding the Xbox One, the most powerful Microsoft console to date. We report the outcome of conducting a forensic examination of the Xbox One, and we provide …


Towards Formalizing A Reputation System For Cheating Detection In Peer-To-Peer-Based Massively Multiplayer Online Games, Willy Susilo, Yang-Wai Chow, Rungrat Wiangsripanawan Jan 2012

Towards Formalizing A Reputation System For Cheating Detection In Peer-To-Peer-Based Massively Multiplayer Online Games, Willy Susilo, Yang-Wai Chow, Rungrat Wiangsripanawan

Faculty of Engineering and Information Sciences - Papers: Part A

The rapidly growing popularity of Massively Multiplayer Online Games (MMOGs) has given rise to an increase in the number of players world wide. MMOGs enable many players interact together through a shared sense of presence created by the game. The Peer-to-Peer (P2P) network topology overcomes communication bottleneck problems associated with centralized client/server sys- tems. Thus, P2P-based MMOGs are seen as the way of the future, and many dierent P2P-based MMOG architectures have been proposed to date. However, many architectures are proposed in an ad hoc manner and enhancing the security of such systems is an elusive research problem. In this …


Agent Based Modeling In Computer Graphics And Games, Brian Macnamee Jan 2009

Agent Based Modeling In Computer Graphics And Games, Brian Macnamee

Books/Book Chapters

As graphics technology has improved in recent years, more and more importance has been placed on the behavior of virtual characters in applications set in virtual worlds in areas such as games, movies and simulations. The behavior of virtual characters should be believable in order to create the illusion that these virtual worlds are populated with living characters. This has led to the application of agent-based modeling to the control of these virtual characters. There are a number of advantages of using agent-based modeling techniques which include the fact that they remove the requirement for hand controlling all agents in …


Embedded Noninteractive Continuous Bot Detection, Roman V. Yampolskiy, Venu Govindaraju Mar 2008

Embedded Noninteractive Continuous Bot Detection, Roman V. Yampolskiy, Venu Govindaraju

Faculty Scholarship

Multiplayer online computer games are quickly growing in popularity, with millions of players logging in every day. While most play in accordance with the rules set up by the game designers, some choose to utilize artificially intelligent assistant programs, a.k.a. bots, to gain an unfair advantage over other players. In this article we demonstrate how an embedded noninteractive test can be used to prevent automatic artificially intelligent players from illegally participating in online game-play. Our solution has numerous advantages over traditional tests, such as its nonobtrusive nature, continuous verification, and simple noninteractive and outsourcing-proof design. © 2008 ACM.


Physics-Based Table-Top Mixed Reality Games, Qingqing Dong, Zhongyi Sun, Brian Mac Namee Jan 2008

Physics-Based Table-Top Mixed Reality Games, Qingqing Dong, Zhongyi Sun, Brian Mac Namee

Conference papers

Mixed reality applications use techniques from computer vision, augmented reality and virtual reality to allow real and virtual objects interact physically together on a user’s computer screen. This paper will describe two mixed reality applications which allow the user to play games that appear to take place on top of their physical desk. The games described are a desktop racing game and a desktop based game of ten pin bowling. In the desktop racing game virtual cars, controlled by the user, interact with both virtual objects (such as trees, walls and lampposts) and real ones (such as ramps and blocks). …


Using The Crytek Game Engine In The Technological University Dublin, Hugh Mcatamney, Brendan O'Shea, Fredrick Mtenzi Jan 2005

Using The Crytek Game Engine In The Technological University Dublin, Hugh Mcatamney, Brendan O'Shea, Fredrick Mtenzi

Conference papers

It is envisaged that within the next 10 years. the Technological University Dublin (DIT), Ireland’s largest third level university, will move to a new campus in Grangegorman, located in the north inner city of Dublin This site is currently being used as a hospital. It has twelve listed buildings and is located in a densely populated urban community. This paper describes how the Crytek 3D Game engine is being used to create a game MOD (modification) of the current hospital site, how it will be used in the construction and public consultation process of the new campus and how students …


Learning Games Programming With Dalek World., Bryan Duggan, Hugh Mcatamney, Fredrick Mtenzi Jan 2005

Learning Games Programming With Dalek World., Bryan Duggan, Hugh Mcatamney, Fredrick Mtenzi

Conference papers

From September 2005 the School of Computing in the DIT will offer an elective in computer games programming to final year computer science students. This paper demonstrates how students will learn games programming by developing a 3D FPS (First Person Shooter) called Dalek World. Dalek World is developed using Microsoft Visual Studio in C++ and was originally developed by the authors to learn games programming techniques themselves. In developing Dalek World, students will learn Euclidian geometry, 3D graphics programming, object orientated game design, level loading, physics, collision detection, the A* algorithm, perception and enemy AI using finite state machines.