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1.
编排运动会秩序册的最直接想法是:使用随机函数对每一个运动员进行随机排位,从而得到秩序册.但是这样处理并不能完全保证"同队运动员不同竞赛组"等要求.使用"类斜线法"编排,能较好地依照体育竞赛编排规则实现秩序册自动编排及生成,使用Web方式输出编排结果,实现运动会编排工作简单化、自动化、网络化易于管理.  相似文献   

2.
随着信息技术的不断发展,在大型校园运动会报名及编排中也开始逐渐实现信息化设计.其中在Android平台上的大型校园运动会报名及编排系统,有助于显著提升学生报名及编排的便利性及快捷性,从而显著提升校园运动会管理质量.在B/S架构及Android平台上,提出大型校园运动会报名及编排系统的优化设计策略,实现学生报名、编排、文件下载等功能,显著提高运动会管理质量.  相似文献   

3.
从运动会编排管理系统的功能、类结构、性能和各种用表等方面,详细分析了系统的用户需求,研究了数据仓库和数据挖掘的分类算法及其处理流程.在此基础上,设计并实现了基于数据挖掘技术的运动会编排管理系统,特别是运用数据挖掘的相关技术解决了运动会编排系统中的赛程表问题和分组分道的实现.  相似文献   

4.
分析高校田径运动会的特点,提出运动会日程编排的自动化解决方法并用C++语言在计算机上成功实现。实验证明,该方法较好地解决运动员兼项问题,优化了运动会的观赏性,体现人性化编排理念。  相似文献   

5.
讨论了人工编排田径运动会秩序册的缺点,介绍了田径运动会秩序册微机编排系统的设计、实现方法及主要特点。  相似文献   

6.
根据当前高校学生运动会的开展组织情况,结合运动会的组织原则和相关规定,运用现代计算机技术,以全新的模式设计开发了适合全国各类高校开展田径运动会的运动会管理信息系统.该系统实现了运动会中各环节的组织和编排工作,使大量繁琐的人工编排任务,通过简单方便的操作便可以实现.  相似文献   

7.
通过对田径运动会管理中涉及的各种信息进行深入研究,采用面向对象分析(OOA)方法建立了运动会管理信息系统的面向对象分析模型。随后讨论了系统的设计和实现方案,并对其中的一些关键问题进行了详尽的阐述。  相似文献   

8.
随着体育强国战略目标的实施,体育运动逐渐在人们的生活中普及,参加运动会的人员逐渐增多,运动会规模越来越大。传统运动会一般以人工组织为主,从报名、赛事安排、比赛场地安排、赛事的正式启动、成绩记录等操作均由人工执行,然而,随着运动会参加人数逐渐增多,运动会规模不断变大,其管理工作变得越来越复杂,容易出错。因此,以智慧校园运动会为研究对象,利用ASP.NET技术基于SQL Server服务器搭建了智慧校园运动会管理系统。该系统有利于提高校园运动会的组织效率和质量,以及运行会的综合效益。该系统在一定程度上能够帮助运动会组织者更加有效地对运动会的各项业务进行管理,更好地帮助各项活动的顺利实施,系统操作简便、方便使用,可以在校园运动会中进行推广和应用。  相似文献   

9.
通过对电大期末考试考场编排中存在的问题进行分析,提出了解决这些问题的思路找出了具体办法,实现了应用数据库软件对考试数据的统一管理,并对"留考"考生考场编排有所思考,提出了相应的设想。  相似文献   

10.
通过对电大期末考试考场编排中的难点进行分析,提出了解决思路。应用数据库软件编制程序,改变原来留考的编排方式,对每一时段留考考生的所有考试科目都进行留考标识、编排,从而实现具体考室编排和考试实施的简易化。  相似文献   

11.
基于J2ME及J2EE的移动网络游戏关键技术研究   总被引:4,自引:3,他引:1  
3G网络的高带宽为手机网络游戏的实现提供了通信带宽保证.探讨了如何将负责用户管理的平台与负责游戏交互的平台分离,形成一对多的关系,使用户只需一个账号和密码便可尝试不同游戏并将游戏信息保存,从而实现在同一个平台下运行不同游戏的手机移动网络游戏平台.该技术的研究为基于3G手机的网络游戏应用提供极好的参考价值.  相似文献   

12.
It is known that quantum game is characterized by the payoff matrix as well as initial states of the quantum objects used as carriers of information in a game. Further, the initial conditions of the quantum states influence the strategies adopted by the quantum players. In this paper, we identify the necessary condition on the initial states of quantum objects for converting symmetric games into potential games, in which the players acquire the same payoff matrix. The necessary condition to preserve the symmetric type and potential type of the game is found to be the same. The present work emphasizes the influence of the initial states in the quantization of games.  相似文献   

13.
The aim of this paper is to study the implementation of online games to encourage public participation in urban planning. Its theoretical foundations are based on previous work in public participatory geographical information systems (PP GISs), play and games, with a special focus on serious games. Serious games aim to support learning processes in a new, more playful way. We developed the concept of playful public participation in urban planning, including playful elements such as storytelling, walking and moving, sketching, drawing, and games. A group of students designed an online serious public participatory game entitled NextCampus. The case study used in NextCampus was taken from the real-world question of a possible move of a university campus to a new location in the city of Hamburg, Germany. The development of the serious public participatory game NextCampus resulted in a physical prototype, user interface design, and a computational model of the game. The NextCampus game was tested with the help of two groups of urban planning students and presented to three external experts who provided valuable recommendations for further development. The critical comments questioned the level of complexity involved in such games. The positive comments included recognition of the potential for joy and the playfulness a game like NextCampus could evoke.  相似文献   

14.
Both Stackelberg games and Nash games play extremely important roles in such fields as economics, management, politics and behavioral sciences. Stackelberg game can be modelled as a bilevel optimization problem. Static multi-leader-follower optimization problems are initially proposed by Pang and Fukushima. In this article, a discrete time dynamic version of multi-leader-follower games with feedback information is given and analyzed. There are two major contributions in this article. On one hand, based on the multi-leader-follower games, discrete time dynamic multi-leader-follower games are proposed. On the other hand, dynamic programming algorithms are presented to attack discrete time dynamic multi-leader-follower games with multi-players under feedback information structure for dependent followers.  相似文献   

15.
From visual simulation to virtual reality to games   总被引:3,自引:0,他引:3  
Zyda  M. 《Computer》2005,38(9):25-32
During the past decades, the virtual reality community has based its development on a synthesis of earlier work in interactive 3D graphics, user interfaces, and visual simulation. Currently, the VR field is transitioning into work influenced by video games. Because much of the research and development being conducted in the games community parallels the VR community's efforts, it has the potential to affect a greater audience. Given these trends, VR researchers who want their work to remain relevant must realign to focus on game research and development. Leveraging technology from the visual simulation and virtual reality communities, serious games provide a delivery system for organizational video game instruction and training.  相似文献   

16.
Yang  Jie  Xu  Zeshui  Dai  Yongwu 《Applied Intelligence》2021,51(10):6685-6697

The matrix game and bi-matrix game are typical non-cooperative games. Nowadays, interactive game decisions on social management are mainly concerned, especially when players are faced with uncertain payoffs. The aim of this paper is to develop simple and effective parameterized linear programming methods for solving two types of matrix games with payoffs expressed by intuitionistic fuzzy (IF) information. In these methods, the expected values of players are regarded as monotonic functions with their risk preferences. Hereby we construct two models of auxiliary bilinear programming, and the corresponding optimal strategies can be easily obtained by explicit computation. The models and methods proposed in this paper are applied in two ecological management problems, and the validity and applicability are verified.

  相似文献   

17.
计算机博弈是人工智能的果蝇和通用测试基准.近年来,序贯不完美信息博弈求解一直是计算机博弈研究领域的前沿课题.围绕计算机博弈中不完美信息博弈求解问题展开综述分析.首先,梳理计算机博弈领域标志性突破的里程碑事件,简要介绍4类新评估基准,归纳3种研究范式,提出序贯不完美信息博弈求解研究框架;然后,着重对序贯不完美信息博弈的博弈模型和解概念进行调研,从博弈构建、子博弈和元博弈、解概念以及评估3方面进行简要介绍;接着,围绕离线策略求解,系统梳理算法博弈论、优化理论和博弈学习3大类方法,围绕在线策略求解,系统梳理对手近似式学习、对手判别式适变和对手生成式搜索3大类方法;最后,从环境、智能体(对手)和策略求解3个角度分析面临的挑战,从博弈动力学和策略空间理论、多模态对抗博弈和序贯建模、通用策略学习和离线预训练、对手建模(剥削)和反剥削、临机组队和零样本协调5方面展望未来研究前沿课题.对于当前不完美信息博弈求解问题进行全面概述,期望能够为人工智能和博弈论领域相关研究带来启发.  相似文献   

18.
The debate about the influence of violent game on aggressive behaviors has been going on for decades. The current study aimed to investigate the influence of several variables, such as game use, genre of game, and age ratings of game, on aggression. 1038 students (aged 12–13) completed questionnaire included information on game and Internet use, aggressive thoughts, feelings, and behavior. Participants were grouped with information on game use for comparisons. Compared to those who did not play games, participants who used games showed a slight increase in aggressive behavior and thoughts. A similar pattern was found for game age ratings. There was no significant difference among the average scores of aggression-related variables in terms of game genre. Although the degree of the increase is not large, this study found that playing video games, especially violent video games, has increased aggressive beliefs.  相似文献   

19.
The increasing body of evidence supporting the use of videogames in educational settings (usually referred to as serious games) is pushing their deployment across different areas of the educational system. However, this increased adoption also raises serious ethical issues: videogames are one of the least accessible forms of multimedia, and if education is to embrace serious games, there is an imperative need for universal accessibility in serious games to prevent a digital divide. However, producing accessible games is expensive and effort consuming, and serious games development already fare with limited budgets. In this work we explore the potential impact of the (semi-) automatic adaptation of game interfaces as a way to facilitate accessible game development (and thus trim the cost down). We propose a game interface model optimized for point-and-click adventure games, a popular genre among serious games that we have used to perform different semi-automatic adaptations in a game. We have tested the resulting adapted game with end users with specific disability profiles. Our tests discovered that the automatic adaptations produced usable games that retained part of their attractive, although different usability issues had a negative impact on the user experience. We also discuss the origins of such limitations and propose possible remediation actions, as well as a refined interface model.  相似文献   

20.
针对机器人比赛时局势的动态变化给机器人对抗决策博弈局面带来的不完全性问题,提出了豪尔绍尼转换和贝叶斯均衡相融合的不完全信息博弈算法,该算法克服了博弈局势中对未知信息的盲目"猜测".以机器人足球比赛时的数据为背景建立不完全信息博弈模型,研究机器人的决策对抗系统.仿真结果表明,不完全信息博弈算法可以使得机器人进行较优策略的选择,从而进一步提高机器人在比赛中的自主性和智能性.  相似文献   

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