1. Evolutionary games on multilayer networks : a colloquiumZhen Wang, Lin Wang, Attila Szolnoki, Matjaž Perc, 2015, review article Abstract: Networks form the backbone of many complex systems, ranging from the Internet to human societies. Accordingly, not only is the range of our interactions limited and thus best described and modeled by networks, it is also a fact that the networks that are an integral part of such models are often interdependent or even interconnected. Networks of networks or multilayer networks are therefore a more apt description of social systems. This colloquium is devoted to evolutionary games on multilayer networks, and in particular to the evolution of cooperation as one of the main pillars of modern human societies. We first give an overview of the most significant conceptual differences between single-layer and multilayer networks, and we provide basic definitions and a classification of the most commonly used terms. Subsequently, we review fascinating and counterintuitive evolutionary outcomes that emerge due to different types of interdependencies between otherwise independent populations. The focus is on coupling through the utilities of players, through the flow of information, as well as through the popularity of different strategies on different network layers. The colloquium highlights the importance of pattern formation and collective behavior for the promotion of cooperation under adverse conditions, as well as the synergies between network science and evolutionary game theory. Keywords: kooperacija, sociološke mreže, evolucijske igre, kolektivni pojav, samo-organizacija, fazni prehodi, recipročnost, fizika socioloških sistemov, cooperation, social networks, evolutionary games, collective phenomena, self-organization, phase transitions, reciprocity, physics of social systems Published in DKUM: 17.09.2024; Views: 0; Downloads: 1 Link to full text |
2. Axioms of decision criteria for 3D matrix games and their applicationsMurat Özkaya, Burhaneddin İzgi, Matjaž Perc, 2022, original scientific article Abstract: In this paper, we define characteristic axioms for 3D matrix games and extend the definitions of the decision criteria under uncertainty to three dimensions in order to investigate the simultaneous effect of two different states on the decision process. We first redefine the Laplace, Wald, Hurwicz, and Savage criteria in 3D. We present a new definition depending on only the ∞-norm of the 3D payoff matrix for the Laplace criterion in 3D. Then, we demonstrate that the Laplace criterion in 3D explicitly satisfies all the proposed axioms, as well as the other three criteria. Moreover, we illustrate a fundamental example for a three-dimensional matrix with 3D figures and show the usage of each criterion in detail. In the second example, we model a decision process during the COVID-19 pandemic for South Korea to show the applicability of the 3D decision criteria using real data with two different states of nature for individuals’ actions for the quarantine. Additionally, we present an agricultural insurance problem and analyze the effects of the hailstorm and different speeds of wind on the harvest by the 3D criteria. To the best of our knowledge, this is the first study that brings 3D matrices in decision and game theories together. Keywords: game theory, decision criteria, matrix game, common goods, characteristic axioms, multi-state games, three-dimensional matrix games, game against nature, COVID-19, insurance problem Published in DKUM: 27.05.2024; Views: 229; Downloads: 12 Full text (474,80 KB) This document has many files! More... |
3. Action-Based Digital Characterization of a Game PlayerDamijan Novak, Domen Verber, Jani Dugonik, Iztok Fister, 2023, original scientific article Keywords: association rule mining, digital characterization, game agent, game player, real-time strategy games Published in DKUM: 23.05.2024; Views: 131; Downloads: 7 Full text (9,40 MB) This document has many files! More... |
4. Rural olympiads as promoters of old folk sports and gamesNevena Ćurčić, Željko Bjeljac, Jovana Brankov, 2022, independent scientific component part or a chapter in a monograph Abstract: Traditional sports and games represent the folk tradition and culture of certain regions, part of the people’s intangible cultural heritage. Numerous traditional sports and games have been preserved in ex-Yugoslav republics, which are most often affirmed through village Olympiads and competitions in order to keep them from being forgotten. The aim of the study is to determine the content and program of rural Olympiads in ex-Yugoslav republics, the extent to which traditional sports and games are present, and the extent to which some modern sports are included. Also, the study focused on the impact of rural Olympiads on local communities and on the interaction between hosts and guests. The methodology used in the paper refers to field research (interview, observation), and document analysis, as well as the use of different data sources to validate and crosscheck findings. The results of the research indicate the presence of a large number of games of different character in the countries formed in Yugoslavia, as well as a large number of the same or similar games that arose more as a result of certain geographical and social conditions, and less as a feature of individual peoples. Keywords: rural Olympiads, traditional sports and games, preservation of tradition, intangible cultural heritage, ex-Yugoslav republics Published in DKUM: 17.01.2024; Views: 239; Downloads: 13 Full text (19,75 MB) This document has many files! More... |
5. Layered battleship game changer password systemBoštjan Brumen, Darko Crepulja, Leon Bošnjak, 2022, original scientific article Abstract: The paper presents a secure and usable variant of the Game Changer Password System, first proposed by McLennan, Manning, and Tuft. Unlike the initial proposal based on inadequately secure Monopoly and Chess, we propose an improved version based on a layered “Battleship” game resilient against brute force and dictionary attacks. Since the initially proposed scheme did not check for the memorability and usability of a layered version, we conducted an experiment on the usability and memorability aspects. Surprisingly, layered passwords are just as memorable as single ones and, with an 80% recall rate, comparable to other graphical password systems. The claim that memorability is the most vital aspect of game-based password systems cannot be disproved. However, the experiment revealed that the usability decreased to such a low level that users felt less inclined to use such a system daily or recommend it to others.
Our study has once again shown that optimizing the password security–memorability–usability triangle is hard to achieve without compromising one of its cornerstones. However, the layered Game Changer Password System can be used in specific applications where usability is of secondary importance, while security and memorability augmented by its graphical interface are at the forefront. Keywords: security, authentication, passwords, graphical passwords, cryptanalysis, games, memory, memorability, usability Published in DKUM: 22.08.2023; Views: 334; Downloads: 20 Full text (820,86 KB) This document has many files! More... |
6. Quo vadis business simulation games in the 21st century?Mirjana Pejić Bach, Tamara Ćurlin, Ana-Marija Stjepić, Maja Meško, 2023, review article Abstract: Business simulation games have become popular in higher education and business environments. The paper aims to identify the primary research trends and topics of business simulation games research using a systematic and automated literature review with the motivation of research (learning driven and domain driven). Based on these findings, the future development of business simulation games research projected papers that research business simulation games were extracted from Scopus. Second, the research timeline, main publication venues and citation trends have been analysed. Third, the most frequent words, phrases, and topics were extracted using text mining. Results indicate that the research on business simulation games has stagnated, with the most cited papers published in the 2000s. There is a balance between learning-driven and domain driven-research, while technology-driven research is scarce, indicating that the technology used for business simulation games is mature. We project that the research on business simulation games needs to be directed in the area of new technologies that could improve communication with and among the users (virtual reality, augmented reality, simulation games) and technologies that could improve the reasoning and decision-making complexity in business simulation games (artificial intelligence). Keywords: simulation games, digital education, knowledge management, business games Published in DKUM: 02.08.2023; Views: 605; Downloads: 40 Full text (4,43 MB) This document has many files! More... |
7. Digitalized storytelling : the case of NeuromancerBorut Jurišić, 2016, master's thesis Abstract: This paper compars two media capable of transferring the ideas of the author to the audience. First is the traditional media for storytelling - a printed book; and the second is the digital media for which the author presents a case that it is a storytelling media that allows for a new and different was of presenting a story - a computer game. With provided history of computer game development and a direct comparison of Gibson's novel Neuromancer and its conversion into a graphical adventure computer game, the author of the paper presents the different possibilities and limitations of each medium. Keywords: digital storytelling, computer adventure games, interactive story, William Gibson, Neuromancer Published in DKUM: 04.03.2022; Views: 745; Downloads: 29 Full text (1,79 MB) |
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9. Aerobic games and playful exercises in 9-year-old boys : intensity and fitness effectsGunnar E Mathisen, Rein M Jensen, Svein A Pettersen, 2016, original scientific article Abstract: Previous research on exercise for pre-adolescents with the purpose of improving aerobic fitness levels has yielded contradictory results. Sufficient training intensity, frequency and duration are the crucial factors in achieving this goal; the question, however, is whether it is possible to reach sufficient intensity levels using aerobic games and playful exercises. Variety and fun are the important factors in motivating children to participate in physical exercises and sports. Therefore, the aim of the study was to investigate the effect of high intensity exercises in pre-adolescent boys, using programs consisting of fun activities and aerobic games. The findings show that the participants achieved intensity levels above 80 % of HRpeak on average in about 60 % of the total exercise time, resulting in significantly improved aerobic fitness. Keywords: physical fitness, children, exercise, aerobic games Published in DKUM: 19.09.2017; Views: 1673; Downloads: 127 Full text (282,39 KB) This document has many files! More... |
10. Correlation of positive and negative reciprocity fails to confer an evolutionary advantage: phase transitions to elementary strategiesAttila Szolnoki, Matjaž Perc, 2013, original scientific article Abstract: Economic experiments reveal that humans value cooperation and fairness. Punishing unfair behavioris therefore common, and according to the theory of strong reciprocity, it is also directly related to rewarding cooperative behavior. However, empirical data fail to confirm that positive and negative reciprocity are correlated. Inspired by this disagreement, we determine whether the combined application of reward and punishment is evolutionarily advantageous. We study a spatial public goods game, where in addition to the three elementary strategies of defection, rewarding, and punishment, a fourth strategy that combines the latter two competes for space. We find rich dynamical behavior that gives rise to intricate phase diagrams where continuous and discontinuous phase transitions occur in succession. Indirect territorial competition, spontaneous emergence of cyclic dominance, as well as divergent fluctuations of oscillations that terminate in an absorbing phase are observed. Yet, despite the high complexity of solutions, the combined strategy can survive only in very narrow and unrealistic parameter regions. Elementary strategies, either in pure or mixed phases, are much more common and likely to prevail. Our results highlight the importance of patterns and structure in human cooperation, which should be considered in future experiments. Keywords: public goods, punishment, reward, evolutionary games, collective phenomena, phase transitions, physics of social systems Published in DKUM: 03.08.2017; Views: 1276; Downloads: 362 Full text (667,46 KB) This document has many files! More... |