This book constitutes a refereed post-workshop selection of papers presented at the 6th International Workshop on Computer-Aided Systems Theory, EUROCAST'97, held in Las Palmas de Gran Canaria, Spain, in February 1997. The 50 revised full papers presented were carefully selected for inclusion in the volume. The book is divided into sections on design environments and tools, theory and methods, engineering systems, intelligent systems, signal processing, and specific methods and applications.
In experience-based decisions people learn to make decisions by sampling the relevant alternatives and getting feedback. The study of experience-based decisions has recently revealed some robust regularities that differ from how people make decisions based on descriptions. For example, people were found to underweight small probability events in experience-based decisions, while overweighting them in decisions based on descriptions (i.e. where the participants have full information about the outcome distributions but no feedback). This is now commonly referred to as the description-experience gap. In parallel to the recent advancement in Decision Science, neuroscientists have for a long while used the experience-based decisions paradigm for analyzing brain-behavior interactions. For example, phenomena such as the feedback-based Error-Related Negativity (fERN) in event-related potentials and the role of non-declarative knowledge in selecting advantageously were discovered using experience-based tasks. The goal of the current Research Topic is to combine two sources of knowledge concerning experience-based decisions: State of the art models in decision science, and neuroscientific and psychophysiological approaches that shed light on the working of the brain in these decisions. Also relevant are process-based analyses of fractions of behavior in these types of decisions. We consider original empirical work and theoretical analyses of existing datasets.
From the team's meager beginning as the Dallas Texans in the fledgling American Football League in the sixties, through the ups and downs of the seventies and eighties, to the rebirth of their winning ways in the nineties, Warpaths: The Illustrated History of the Kansas City Chiefs follows one of the NFL's most popular teams through victories, setbacks, and struggles for respect.
This is the first comprehensive tutorial on game theory and its application to wireless communications. The book starts with a guide to the essential principles of game theory relevant to the communications engineer, giving tools that can be used to develop applications in wireless communications. It explains how game theory models can be applied to distributed resource allocation in a perfect world. Having clarified how the models can be applied in principle, the book then gives practical implementation methods for the real world, showing how the models in the perfect world need to be adapted to real life situations which are far from perfect. The first tutorial style book that gives all the relevant theory, at the right level of rigour, for the wireless communications engineer Bridges the gap between theory and practice by giving examples and case studies showing how game theory can solve real world resource allocation problems Contains algorithms and techniques to implement game theory in wireless terminals.
Mathematical elegance is a constant theme in this treatment of linear programming and matrix games. Condensed tableau, minimal in size and notation, are employed for the simplex algorithm. In the context of these tableau the beautiful termination theorem of R.G. Bland is proven more simply than heretofore, and the important duality theorem becomes almost obvious. Examples and extensive discussions throughout the book provide insight into definitions, theorems, and applications. There is considerable informal discussion on how best to play matrix games. The book is designed for a one-semester undergraduate course. Readers will need a degree of mathematical sophistication and general tools such as sets, functions, and summation notation. No single college course is a prerequisite, but most students will do better with some prior college mathematics. This thorough introduction to linear programming and game theory will impart a deep understanding of the material and also increase the student's mathematical maturity.
What makes the difference between great video game animation and the purely functional, and how does this relatively new medium of non-linear animation creation differ from the more traditional fields of film and television? This book de-mystifies the animation side of game development, explaining every step of the process while providing valuable insights and work philosophies for creating the best game animation for beginners and professionals alike. Taking readers through a complete game production, this book provides a clear understanding of expectations of the game animator at every stage, featuring game animation fundamentals and how they fit within an overall project to offer a holistic approach to the field of game animation. Key Features Accumulated knowledge based on nearly two decades of insightful experience in all areas of video game animation. Establishes the fundamentals of creating great video game animation, and how to achieve them. A step-by-step explanation of every stage of a game production from the animator’s perspective. Readers should come away with an understanding of the expectations of a video game animator.
The Game Design Deep Dive series examines a specific game system or mechanic over the course of the history of the industry. This entry will examine the history and design of the horror genre and elements in video games. The author analyzes early video game examples, including the differences between survival, action-horror, and psychological horror. Thanks to recent hits like Five Night’s at Freddy’s, Bendy and the Ink Machine, and recent Resident Evil titles, the horror genre has seen a strong resurgence. For this book in the Game Design Deep Dive series, Joshua Bycer will go over the evolution of horror in video games and game design, and what it means to create a terrifying and chilling experience. FEATURES • Written for anyone interested in the horror genre, anyone who wants to understand game design, or anyone simply curious from a historical standpoint • Includes real game examples to highlight the discussed topics and mechanics • Explores the philosophy and aspects of horror that can be applied to any medium • Serves as a perfect companion for someone building their first game or as part of a game design classroom Joshua Bycer is a game design critic with more than eight years of experience critically analyzing game design and the industry itself. In that time, through Game-Wisdom, he has interviewed hundreds of game developers and members of the industry about what it means to design video games. He also strives to raise awareness about the importance of studying game design by giving lectures and presentations. His first book was 20 Essential Games to Study. He continues to work on the Game Design Deep Dive series.