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11.
无线传感器网络易遭到各种内部攻击,入侵检测系统需要消耗大量能量进行攻击检测以保障网络安全。针对无线传感器网络入侵检测问题,建立恶意节点(malicious node,MN)与簇头节点(cluster head node,CHN)的攻防博弈模型,并提出一种基于强化学习的簇头入侵检测算法——带有近似策略预测的策略加权学习算法(weighted policy learner with approximate policy prediction,WPL-APP)。实验表明,簇头节点采用该算法对恶意节点进行动态检测防御,使得博弈双方快速达到演化均衡,避免了网络出现大量检测能量消耗和网络安全性能的波动。  相似文献   
12.
This study focused on an examination of how type, quality and children's awareness of design features in digital math games, along with an awareness of the mathematics goals of the game, were related to learning outcomes. We conducted a parallel conversion mixed methods study with 45 students in Grades 3 and 4 (ages 9–10). Students participated in clinical interviews using three digital math games. The results suggest a moderated mediation relationship in which the quality of the design features moderated the mediating impact of children's awareness of the game's design features, specifically when the child was aware of the mathematics content learning goal (MCLG) of the game. These findings show how important it is that design features are of high quality in a digital math game, and how this is intertwined with children's awareness of the features and the MCLG. When these variables intertwined in just the right way, the interactions between the children and the digital math game afforded mathematical learning growth.  相似文献   
13.
Practical Issues in Temporal Difference Learning   总被引:18,自引:10,他引:8  
This paper examines whether temporal difference methods for training connectionist networks, such as Sutton's TD() algorithm, can be successfully applied to complex real-world problems. A number of important practical issues are identified and discussed from a general theoretical perspective. These practical issues are then examined in the context of a case study in which TD() is applied to learning the game of backgammon from the outcome of self-play. This is apparently the first application of this algorithm to a complex non-trivial task. It is found that, with zero knowledge built in, the network is able to learn from scratch to play the entire game at a fairly strong intermediate level of performance, which is clearly better than conventional commercial programs, and which in fact surpasses comparable networks trained on a massive human expert data set. This indicates that TD learning may work better in practice than one would expect based on current theory, and it suggests that further analysis of TD methods, as well as applications in other complex domains, may be worth investigating.  相似文献   
14.
Nowadays, multiagent systems have become a widely used technology in everyday life, and many authors have adopted the view of communication or interaction between agents as a joint activity regulated by means of dialogue games. Dialogue games are a set of communication rules that agents can combine in their complex interactions. In these games, uncertainty is an important problem that each agent faces when making decisions, especially in the absence of enough information. This paper focuses on the uncertainty in a particular type of dialogue games, namely argumentation-based negotiation. There exist several proposals on this type of dialogue games in the literature, and most of them are concerned with proposing protocols to show how agents can communicate with each other, and how arguments and offers can be generated, evaluated and exchanged. Nevertheless, none of them is directly targeting the agents’ uncertainty about the exchanged arguments and how this uncertainty could be measured at each dialogue step to assist those agents make better decisions. The aim of this paper is to tackle this problem by defining a new set of uncertainty measures in negotiation dialogue games from an external agent’s point of view. In particular, we introduce two types of uncertainty: Type I and Type II. Type I is about the uncertainty index of playing the right move. For this, we use Shannon entropy to measure: (i) the uncertainty index of the agent that he is selecting the right move at each dialogue step; and (ii) the uncertainty index of participating agents in the negotiation about the whole dialogue. This is done in two different ways; the first is by taking the average of the uncertainty index of all moves, and the second is by determining all possible dialogues and applying the general formula of Shannon entropy. Type II is about the uncertainty degree of the agent that the move will be accepted by the addressee. In this context, we introduce a new classification for the arguments based on their certainty to be accepted by the addressee.  相似文献   
15.
The purpose of this single‐case study was to explore the lived experiences of a grade 6 teacher and students who used tablets as part of their classroom instruction. Malone and Lepper's taxonomy of intrinsic motivations for learning is used as a framework for examining whether and how this particular theory of motivation applies equally well for mobile learning. This study reports on the grade 6 teacher's and students' perceptions regarding the motivational affordances of using these mobile devices for learning. The findings are consistent with those of Malone and Lepper that motivation can be enhanced through challenge, curiosity, control, recognition, competition and cooperation. This model is helpful in informing our understanding of the motivating features of using mobile devices for learning and how mobile technologies can be used to enhance learners' motivation.  相似文献   
16.
This paper introduces a certain graphical coalitional game where the internal topology of the coalition depends on a prescribed communication graph structure among the agents. The game Value Function is required to satisfy four Axioms of Value. These axioms make it possible to provide a refined study of coalition structures on graphs by defining a formal graphical game and by assigning a Positional Advantage, based on the Shapley value, to each agent in a coalition based on its connectivity properties within the graph. Using the Axioms of Value the graphical coalitional game can be shown to satisfy properties such as convexity, fairness, cohesiveness, and full cooperativeness. Three measures of the contributions of agents to a coalition are introduced: marginal contribution, competitive contribution, and altruistic contribution. The mathematical framework given here is used to establish results regarding the dependence of these three types of contributions on the graph topology, and changes in these contributions due to changes in graph topology. Based on these different contributions, three online sequential decision games are defined on top of the graphical coalitional game, and the stable graphs under each of these sequential decision games are studied. It is shown that the stable graphs under the objective of maximizing the marginal contribution are any connected graph. The stable graphs under the objective of maximizing the competitive contribution are the complete graph. The stable graphs under the objective of maximizing the altruistic contribution are any tree.  相似文献   
17.
We compare the use of price-based policies or taxes, and quantity-based policies or quotas, for controlling emissions in a dynamic setup when the regulator faces two sources of uncertainty: (i) market-related uncertainty; and (ii) ecological uncertainty. We assume that the regulator is a rational Bayesian learner and the regulator and firms have asymmetric information. In our model the structure of Bayesian learning is general. Our results suggest that the expected level of emissions is the same under taxes and quotas. However, the comparison of the total benefits related to these policies suggests that taxes dominate quotas, that is, they provide a higher social welfare. Even though taxes have some benefits over quotas, neither learning nor ecological uncertainty affect the choice of policy, i.e., the only factor having such an impact is uncertainty in the instantaneous net emissions benefits (market-related uncertainty). Besides, the more volatile is this uncertainty, the more benefits of taxes over quotas. Ecological uncertainty leads to a difference between the emissions rule under the informed and the rational learning assumptions. However, the direction of this difference depends on the beliefs bias with regard to ecological uncertainty. We also find that a change in the regulator’s beliefs toward more optimistic views will increase the emissions.  相似文献   
18.
风能等间歇式能源并网将是未来电网发展趋势,其输出功率的波动将加剧一二次调频之间的冲突反调问题.本文将反馈微分博弈应用于电力系统频率控制中,建立起一二次调频的协同控制模型,并考虑调速器死区、控制动作幅值限制、机组爬坡速率约束等工程实际因素,用协同进化算法求得该模型的反馈纳什均衡解.用仿真验证了该方法在满足各种工程因素下有效解决一二次调频的冲突反调问题,充分挖掘了系统蕴藏的调频能力.  相似文献   
19.
Recovery is a necessary factor in avoiding work-related strain and in feeling prepared for the next day of work. In order for recovery to be successful, an individual must experience psychological detachment from work, relaxation, mastery experiences and a sense of control, all of which have been argued to be assisted by digital game use. However, it is unclear whether these associations will be greater for certain digital game genres, or whether this would extend to other recovery-related outcomes, for instance work home interference (WHI), where the stress from work interferes with home-life. These factors may be vital in determining whether interventions aimed at improving recovery using digital games would be effective, and what form these should take. The present research surveyed 491 participants and found that the total number of hours spent playing digital games per week was positively correlated with overall recovery. Correlations varied with genre, highlighting the importance of game characteristics in this relationship: first person shooters and action games were most highly correlated with recovery. Moreover, digital game use was not related to a reduction in work–home interference. When restricting the analysis to gamers who report to have developed online relationships, online social support mediated the relationship between digital game use and recovery. Results are discussed in terms of how digital games may be utilised to improve recovery and reduce work-related stress.  相似文献   
20.
As research on virtual worlds gains increasing attention in educational, commercial, and military domains, a consideration of how player populations are ‘reassembled’ through social scientific data is a timely matter for communication scholars. This paper describes a large‐scale study of virtual worlds in which participants were recruited at public gaming events, as opposed to through online means, and explores the dynamic relationships between players and contexts of play that this approach makes visible. Challenging conventional approaches to quantitatively driven virtual worlds research, which categorizes players based on their involvement in an online game at a particular point in time, this account demonstrates how players' networked gaming activities are contingent on who they are playing with, where, and when.  相似文献   
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