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38 pages, 1997 KiB  
Article
Modeling the Evolutionary Mechanism of Multi-Stakeholder Decision-Making in the Green Renovation of Existing Residential Buildings in China
by Yuan Gao, Jinjian Liu, Jiashu Zhang and Hong Xie
Buildings 2025, 15(15), 2758; https://doi.org/10.3390/buildings15152758 - 5 Aug 2025
Abstract
The green renovation of existing residential buildings is a key way for the construction industry to achieve sustainable development and the dual carbon goals of China, which makes it urgent to make collaborative decisions among multiple stakeholders. However, because of divergent interests and [...] Read more.
The green renovation of existing residential buildings is a key way for the construction industry to achieve sustainable development and the dual carbon goals of China, which makes it urgent to make collaborative decisions among multiple stakeholders. However, because of divergent interests and risk perceptions among governments, energy service companies (ESCOs), and owners, the implementation of green renovation is hindered by numerous obstacles. In this study, we integrated prospect theory and evolutionary game theory by incorporating core prospect-theory parameters such as loss aversion and perceived value sensitivity, and developed a psychologically informed tripartite evolutionary game model. The objective was to provide a theoretical foundation and analytical framework for collaborative governance among stakeholders. Numerical simulations were conducted to validate the model’s effectiveness and explore how government regulation intensity, subsidy policies, market competition, and individual psychological factors influence the system’s evolutionary dynamics. The findings indicate that (1) government regulation and subsidy policies play central guiding roles in the early stages of green renovation, but the effectiveness has clear limitations; (2) ESCOs are most sensitive to policy incentives and market competition, and moderately increasing their risk costs can effectively deter opportunistic behavior associated with low-quality renovation; (3) owners’ willingness to participate is primarily influenced by expected returns and perceived renovation risks, while economic incentives alone have limited impact; and (4) the evolutionary outcomes are highly sensitive to parameters from prospect theory, The system’s evolutionary outcomes are highly sensitive to prospect theory parameters. High levels of loss aversion (λ) and loss sensitivity (β) tend to drive the system into a suboptimal equilibrium characterized by insufficient demand, while high gain sensitivity (α) serves as a key driving force for the system’s evolution toward the ideal equilibrium. This study offers theoretical support for optimizing green renovation policies for existing residential buildings in China and provides practical recommendations for improving market competition mechanisms, thereby promoting the healthy development of the green renovation market. Full article
(This article belongs to the Section Building Energy, Physics, Environment, and Systems)
20 pages, 3027 KiB  
Article
Evolutionary Game Analysis of Multi-Agent Synergistic Incentives Driving Green Energy Market Expansion
by Yanping Yang, Xuan Yu and Bojun Wang
Sustainability 2025, 17(15), 7002; https://doi.org/10.3390/su17157002 - 1 Aug 2025
Viewed by 190
Abstract
Achieving the construction sector’s dual carbon objectives necessitates scaling green energy adoption in new residential buildings. The current literature critically overlooks four unresolved problems: oversimplified penalty mechanisms, ignoring escalating regulatory costs; static subsidies misaligned with market maturity evolution; systematic exclusion of innovation feedback [...] Read more.
Achieving the construction sector’s dual carbon objectives necessitates scaling green energy adoption in new residential buildings. The current literature critically overlooks four unresolved problems: oversimplified penalty mechanisms, ignoring escalating regulatory costs; static subsidies misaligned with market maturity evolution; systematic exclusion of innovation feedback from energy suppliers; and underexplored behavioral evolution of building owners. This study establishes a government–suppliers–owners evolutionary game framework with dynamically calibrated policies, simulated using MATLAB multi-scenario analysis. Novel findings demonstrate: (1) A dual-threshold penalty effect where excessive fines diminish policy returns due to regulatory costs, requiring dynamic calibration distinct from fixed-penalty approaches; (2) Market-maturity-phased subsidies increasing owner adoption probability by 30% through staged progression; (3) Energy suppliers’ cost-reducing innovations as pivotal feedback drivers resolving coordination failures, overlooked in prior tripartite models; (4) Owners’ adoption motivation shifts from short-term economic incentives to environmentally driven decisions under policy guidance. The framework resolves these gaps through integrated dynamic mechanisms, providing policymakers with evidence-based regulatory thresholds, energy suppliers with cost-reduction targets, and academia with replicable modeling tools. Full article
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19 pages, 1555 KiB  
Article
Influence of Playing Position on the Match Running Performance of Elite U19 Soccer Players in a 1-4-3-3 System
by Yiannis Michailidis, Andreas Stafylidis, Lazaros Vardakis, Angelos E. Kyranoudis, Vasilios Mittas, Vasileios Bilis, Athanasios Mandroukas, Ioannis Metaxas and Thomas I. Metaxas
Appl. Sci. 2025, 15(15), 8430; https://doi.org/10.3390/app15158430 - 29 Jul 2025
Viewed by 557
Abstract
The development of Global Positioning System (GPS) technology has contributed in various ways to improving the physical condition of modern football players by enabling the quantification of physical load. Previous studies have reported that the running demands of matches vary depending on playing [...] Read more.
The development of Global Positioning System (GPS) technology has contributed in various ways to improving the physical condition of modern football players by enabling the quantification of physical load. Previous studies have reported that the running demands of matches vary depending on playing position and formation. Over the past decade, despite the widespread use of GPS technology, studies that have investigated the running performance of young football players within the 1-4-3-3 formation are particularly limited. Therefore, the aim of the present study was to create the match running profile of playing positions in the 1-4-3-3 formation among high-level youth football players. An additional objective of the study was to compare the running performance of players between the two halves of a match. This study involved 25 football players (Under-19, U19) from the academy of a professional football club. Data were collected from 18 league matches in which the team used the 1-4-3-3 formation. Positions were categorized as Central Defenders (CDs), Side Defenders (SDs), Central Midfielders (CMs), Side Midfielders (SMs), and Forwards (Fs). The players’ movement patterns were monitored using GPS devices and categorized into six speed zones: Zone 1 (0.1–6 km/h), Zone 2 (6.1–12 km/h), Zone 3 (12.1–18 km/h), Zone 4 (18.1–21 km/h), Zone 5 (21.1–24 km/h), and Zone 6 (above 24.1 km/h). The results showed that midfielders covered the greatest total distance (p = 0.001), while SDs covered the most meters at high and maximal speeds (Zones 5 and 6) (p = 0.001). In contrast, CDs covered the least distance at high speeds (p = 0.001), which is attributed to the specific tactical role of their position. A comparison of the two halves revealed a progressive decrease in the distance covered by the players at high speed: distance in Zone 3 decreased from 1139 m to 944 m (p = 0.001), Zone 4 from 251 m to 193 m (p = 0.001), Zone 5 from 144 m to 110 m (p = 0.001), and maximal sprinting (Zone 6) dropped from 104 m to 78 m (p = 0.01). Despite this reduction, the total distance remained relatively stable (first half: 5237 m; second half: 5046 m, p = 0.16), indicating a consistent overall workload but a reduced number of high-speed efforts in the latter stages. The results clearly show that the tactical role of each playing position in the 1-4-3-3 formation, as well as the area of the pitch in which each position operates, significantly affects the running performance profile. This information should be utilized by fitness coaches to tailor physical loads based on playing position. More specifically, players who cover greater distances at high speeds during matches should be prepared for this scenario within the microcycle by performing similar distances during training. It can also be used for better preparing younger players (U17) before transitioning to the U19 level. Knowing the running profile of the next age category, the fitness coach can prepare the players so that by the end of the season, they are approaching the running performance levels of the next group, with the goal of ensuring a smoother transition. Finally, regarding the two halves of the game, it is evident that fitness coaches should train players during the microcycle to maintain high movement intensities even under fatigue. Full article
(This article belongs to the Section Applied Biosciences and Bioengineering)
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18 pages, 27645 KiB  
Article
Innovative Pedagogies for Industry 4.0: Teaching RFID with Serious Games in a Project-Based Learning Environment
by Pascal Vrignat, Manuel Avila, Florent Duculty, Christophe Bardet, Stéphane Begot and Pascale Marangé
Educ. Sci. 2025, 15(8), 953; https://doi.org/10.3390/educsci15080953 - 24 Jul 2025
Viewed by 286
Abstract
This work was conducted within the framework of French university reforms undertaken since 2022. Regardless of learning level and target audience, project-based learning has proved its effectiveness as a teaching strategy for many years. The novelty of the present contribution lies in the [...] Read more.
This work was conducted within the framework of French university reforms undertaken since 2022. Regardless of learning level and target audience, project-based learning has proved its effectiveness as a teaching strategy for many years. The novelty of the present contribution lies in the gamification of this learning method. A popular game, Trivial Pursuit, was adapted to enable students to acquire knowledge in a playful manner while preparing for upcoming technical challenges. Various technical subjects were chosen to create new cards for the game. A total of 180 questions and their answers were created. The colored tokens were then used to trace manufactured products. This teaching experiment was conducted as part of a project-based learning program with third-year Bachelor students (Electrical Engineering and Industrial Computing Department). The game components associated with the challenge proposed to the students comprised six key elements: objectives, challenges, mechanics, components, rules, and environment. Within the framework of the Industry 4.0 concept, this pedagogical activity focused on the knowledge, understanding, development, and application of an RFID (Radio Frequency Identification) system demonstrating the capabilities of this technology. This contribution outlines the various stages of the work assigned to the students. An industrial partner was also involved in this work. Full article
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31 pages, 7290 KiB  
Article
Freight Rate Decisions in Shipping Logistics Service Supply Chains Considering Blockchain Adoption Risk Preferences
by Yujing Chen, Jiao Mo and Bin Yang
Mathematics 2025, 13(15), 2339; https://doi.org/10.3390/math13152339 - 22 Jul 2025
Viewed by 224
Abstract
This paper explores the strategic implications of technological adoption within shipping logistics service supply chains, with a particular focus on blockchain technology (BCT). When integrating new technologies, supply chain stakeholders evaluate associated risks alongside complexity, profitability, and operational challenges, which influence their strategic [...] Read more.
This paper explores the strategic implications of technological adoption within shipping logistics service supply chains, with a particular focus on blockchain technology (BCT). When integrating new technologies, supply chain stakeholders evaluate associated risks alongside complexity, profitability, and operational challenges, which influence their strategic behaviors. Anchored in the concept of technology trust, this study examines how different risk preferences affect BCT adoption decisions and freight rate strategies. A game-theoretic model is constructed using a mean-variance utility framework to analyze interactions between shipping companies and freight forwarders under three adoption scenarios: no adoption (NN), partial adoption (BN), and full adoption (BB). The results indicate that risk-seeking agents are more likely to adopt BCT early but face greater freight rate volatility in the initial stages. As the technology matures, strategic variability declines and the influence of adaptability on pricing becomes less pronounced. In contrast, risk-neutral and risk-averse participants tend to adopt more conservatively, resulting in slower but more stable pricing dynamics. These findings offer new insights into how technology trust and risk attitudes shape strategic decisions in digitally transforming supply chains. The study also provides practical implications for differentiated pricing strategies, BCT adoption incentives, and collaborative policy design among logistics stakeholders. Full article
(This article belongs to the Special Issue Advances in Mathematical Optimization in Operational Research)
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21 pages, 1620 KiB  
Article
Guiding the Unseen: A Systems Model of Prompt-Driven Agency Dynamics in Generative AI-Enabled VR Serious Game Design
by Chenhan Jiang, Shengyu Huang and Tao Shen
Systems 2025, 13(7), 576; https://doi.org/10.3390/systems13070576 - 12 Jul 2025
Viewed by 443
Abstract
Generative Artificial Intelligence (GenAI)-assisted Virtual Reality (VR) heritage serious game design constitutes a complex adaptive socio-technical system in which natural language prompts act as control levers shaping designers’ cognition and action. However, the systemic effects of prompt type on agency construction, decision boundaries, [...] Read more.
Generative Artificial Intelligence (GenAI)-assisted Virtual Reality (VR) heritage serious game design constitutes a complex adaptive socio-technical system in which natural language prompts act as control levers shaping designers’ cognition and action. However, the systemic effects of prompt type on agency construction, decision boundaries, and process strategy remain unclear. Treating the design setting as adaptive, we captured real-time interactions by collecting think-aloud data from 48 novice designers. Nine prompt categories were extracted and their cognitive effects were systematically analyzed through the Repertory Grid Technique (RGT), principal component analysis (PCA), and Ward clustering. These analyses revealed three perception profiles: tool-based, collaborative, and mentor-like. Strategy coding of 321 prompt-aligned utterances showed cluster-specific differences in path length, first moves, looping, and branching. Tool-based prompts reinforced boundary control through short linear refinements; collaborative prompts sustained moderate iterative enquiry cycles; mentor-like prompts triggered divergent exploration via self-loops and frequent jumps. We therefore propose a stage-adaptive framework that deploys mentor-like prompts for ideation, collaborative prompts for mid-phase iteration, and tool-based prompts for final verification. This approach balances creativity with procedural efficiency and offers a reusable blueprint for integrating prompt-driven agency modelling into GenAI design workflows. Full article
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21 pages, 29238 KiB  
Article
Distributed Impulsive Multi-Spacecraft Approach Trajectory Optimization Based on Cooperative Game Negotiation
by Shuhui Fan, Xiang Zhang and Wenhe Liao
Aerospace 2025, 12(7), 628; https://doi.org/10.3390/aerospace12070628 - 12 Jul 2025
Viewed by 238
Abstract
A cooperative game negotiation strategy considering multiple constraints is proposed for distributed impulsive multi-spacecraft approach missions in the presence of defending spacecraft. It is a dual-stage decision-making method that includes offline trajectory planning and online distributed negotiation. In the trajectory planning stage, a [...] Read more.
A cooperative game negotiation strategy considering multiple constraints is proposed for distributed impulsive multi-spacecraft approach missions in the presence of defending spacecraft. It is a dual-stage decision-making method that includes offline trajectory planning and online distributed negotiation. In the trajectory planning stage, a relative orbital dynamics model is first established based on the Clohessy–Wiltshire (CW) equations, and the state transition equations for impulsive maneuvers are derived. Subsequently, a multi-objective optimization model is formulated based on the NSGA-II algorithm, utilizing a constraint dominance principle (CDP) to address various constraints and generate Pareto front solutions for each spacecraft. In the distributed negotiation stage, the negotiation strategy among spacecraft is modeled as a cooperative game. A potential function is constructed to further analyze the existence and global convergence of Nash equilibrium. Additionally, a simulated annealing negotiation strategy is developed to iteratively select the optimal comprehensive approach strategy from the Pareto fronts. Simulation results demonstrate that the proposed method effectively optimizes approach trajectories for multi-spacecraft under complex constraints. By leveraging inter-satellite iterative negotiation, the method converges to a Nash equilibrium. Additionally, the simulated annealing negotiation strategy enhances global search performance, avoiding entrapment in local optima. Finally, the effectiveness and robustness of the dual-stage decision-making method were further demonstrated through Monte Carlo simulations. Full article
(This article belongs to the Section Astronautics & Space Science)
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32 pages, 3815 KiB  
Article
Temporal Synchrony in Bodily Interaction Enhances the Aha! Experience: Evidence for an Implicit Metacognitive Predictive Processing Mechanism
by Jiajia Su and Haosheng Ye
J. Intell. 2025, 13(7), 83; https://doi.org/10.3390/jintelligence13070083 - 7 Jul 2025
Viewed by 524
Abstract
Grounded in the theory of metacognitive prediction error minimization, this study is the first to propose and empirically validate the mechanism of implicit metacognitive predictive processing by which bodily interaction influences the Aha! experience. Three experimental groups were designed to manipulate the level [...] Read more.
Grounded in the theory of metacognitive prediction error minimization, this study is the first to propose and empirically validate the mechanism of implicit metacognitive predictive processing by which bodily interaction influences the Aha! experience. Three experimental groups were designed to manipulate the level of temporal synchrony in bodily interaction: Immediate Mirror Group, Delayed Mirror Group, and No-Interaction Control Group. A three-stage experimental paradigm—Prediction, Execution, and Feedback—was constructed to decompose the traditional holistic insight task into three sequential components: solution time prediction (prediction phase), riddle solving (execution phase), and self-evaluation of Aha! experience (feedback phase). Behavioral results indicated that bodily interaction significantly influenced the intensity of the Aha! experience, likely mediated by metacognitive predictive processing. Significant or marginally significant differences emerged across key measures among the three groups. Furthermore, fNIRS results revealed that low-frequency amplitude during the “solution time prediction” task was associated with the Somato-Cognitive Action Network (SCAN), suggesting its involvement in the early predictive stage. Functional connectivity analysis also identified Channel 16 within the reward network as potentially critical to the Aha! experience, warranting further investigation. Additionally, the high similarity in functional connectivity patterns between the Mirror Game and the three insight tasks implies that shared neural mechanisms of metacognitive predictive processing are engaged during both bodily interaction and insight. Brain network analyses further indicated that the Reward Network (RN), Dorsal Attention Network (DAN), and Ventral Attention Network (VAN) are key neural substrates supporting this mechanism, while the SCAN network was not consistently involved during the insight formation stage. In sum, this study makes three key contributions: (1) it proposes a novel theoretical mechanism—implicit metacognitive predictive processing; (2) it establishes a quantifiable, three-stage paradigm for insight research; and (3) it outlines a dynamic neural pathway from bodily interaction to insight experience. Most importantly, the findings offer an integrative model that bridges embodied cognition, enactive cognition, and metacognitive predictive processing, providing a unified account of the Aha! experience. Full article
(This article belongs to the Section Studies on Cognitive Processes)
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27 pages, 715 KiB  
Article
Developing Comprehensive e-Game Design Guidelines to Support Children with Language Delay: A Step-by-Step Approach with Initial Validation
by Noha Badkook, Doaa Sinnari and Abeer Almakky
Multimodal Technol. Interact. 2025, 9(7), 68; https://doi.org/10.3390/mti9070068 - 3 Jul 2025
Viewed by 436
Abstract
e-Games have become increasingly important in supporting the development of children with language delays. However, most existing educational games were not designed using usability guidelines tailored to the specific needs of this group. While various general and game-specific guidelines exist, they often have [...] Read more.
e-Games have become increasingly important in supporting the development of children with language delays. However, most existing educational games were not designed using usability guidelines tailored to the specific needs of this group. While various general and game-specific guidelines exist, they often have limitations. Some are too broad, others only address limited features of e-Games, and many fail to consider needs relevant to children with speech and language challenges. Therefore, this paper introduced a new collection of usability guidelines, called eGLD (e-Game for Language Delay), specifically designed for evaluating and improving educational games for children with language delays. The guidelines were created based on Quinones et al.’s methodology, which involves seven stages from the exploratory phase to the refining phase. eGLD consists of 19 guidelines and 131 checklist items that are user-friendly and applicable, addressing diverse features of e-Games for treating language delay in children. To conduct the first validation of eGLD, an experiment was carried out on two popular e-Games, “MITA” and “Speech Blubs”, by comparing the usability issues identified using eGLD with those identified by Nielsen and GUESS (Game User Experience Satisfaction Scale) guidelines. The experiment revealed that eGLD detected a greater number of usability issues, including critical ones, demonstrating its potential effectiveness in assessing and enhancing the usability of e-Games for children with language delay. Based on this validation, the guidelines were refined, and a second round of validation is planned to further ensure their reliability and applicability. Full article
(This article belongs to the Special Issue Video Games: Learning, Emotions, and Motivation)
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31 pages, 4591 KiB  
Article
Modeling Affective Mechanisms in Relaxing Video Games: Sentiment and Topic Analysis of User Reviews
by Yuxin Xing, Wenbao Ma, Qiang You and Jiaxing Li
Systems 2025, 13(7), 540; https://doi.org/10.3390/systems13070540 - 1 Jul 2025
Viewed by 557
Abstract
The accelerating pace of digital life has intensified psychological strain, increasing the demand for accessible and systematized emotional support tools. Relaxing video games—defined as low-pressure, non-competitive games designed to promote calm and emotional relief—offer immersive environments that facilitate affective engagement and sustained user [...] Read more.
The accelerating pace of digital life has intensified psychological strain, increasing the demand for accessible and systematized emotional support tools. Relaxing video games—defined as low-pressure, non-competitive games designed to promote calm and emotional relief—offer immersive environments that facilitate affective engagement and sustained user involvement. This study proposes a computational framework that integrates sentiment analysis and topic modeling to investigate the affective mechanisms and behavioral dynamics associated with relaxing gameplay. We analyzed nearly 60,000 user reviews from the Steam platform in both English and Chinese, employing a hybrid methodology that combines sentiment classification, dual-stage Latent Dirichlet Allocation (LDA), and multi-label mechanism tagging. Emotional relief emerged as the dominant sentiment (62.8%), whereas anxiety was less prevalent (10.4%). Topic modeling revealed key affective dimensions such as pastoral immersion and cozy routine. Regression analysis demonstrated that mechanisms like emotional relief (β = 0.0461, p = 0.001) and escapism (β = 0.1820, p < 0.001) were significant predictors of longer playtime, while Anxiety Expression lost statistical significance (p = 0.124) when contextual controls were added. The findings highlight the potential of relaxing video games as scalable emotional regulation tools and demonstrate how sentiment- and topic-driven modeling can support system-level understanding of affective user behavior. This research contributes to affective computing, digital mental health, and the design of emotionally aware interactive systems. Full article
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23 pages, 1389 KiB  
Article
Strategic Dynamics of Circular Economy Initiatives in Food Systems: A Game Theory Perspective
by Valérie Lacombe and Juste Rajaonson
Sustainability 2025, 17(13), 6025; https://doi.org/10.3390/su17136025 - 30 Jun 2025
Viewed by 411
Abstract
This paper analyses how strategic interactions between actors influence the development of circular economy (CE) initiatives in food systems. Using a case study from Saint-Hyacinthe, a mid-sized and agri-food technopole in Québec (Canada), we investigate how cooperation, competition, and power asymmetries shape CE [...] Read more.
This paper analyses how strategic interactions between actors influence the development of circular economy (CE) initiatives in food systems. Using a case study from Saint-Hyacinthe, a mid-sized and agri-food technopole in Québec (Canada), we investigate how cooperation, competition, and power asymmetries shape CE adoption across the supply chain. Drawing on game theory and a typology of management dynamics, the study identifies four patterns: negotiated management, constrained leadership, hierarchical relationships, and competitive behaviour. Empirical data were collected through two collaborative workshops involving public, private, and community-based actors, resulting in 244 coded entries across 12 boards. These allowed us to assess actors’ interests, attitudes, and capacities in relation to CE strategies at upstream, midstream, and downstream stages. The results show that strategies aligned with dominant interests and existing capacities are more likely to be supported, while those requiring structural change are tolerated or marginalized. Findings highlight the role of incentive mechanisms, institutional flexibility, and coordination in enabling more transformative circular initiatives. By adopting a stage-sensitive perspective, this study also fills a gap in the literature by examining how actor dynamics differ across upstream, midstream, and downstream segments of the food system, contributing to CE research by applying game theory to actor configurations and interaction dynamics in food systems. It calls for further exploration of interdependencies and contextual conditions that either facilitate or hinder the emergence of effective, inclusive, and systemic CE transitions. Full article
(This article belongs to the Special Issue Food, Supply Chains, and Sustainable Development—Second Edition)
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32 pages, 5154 KiB  
Article
A Hierarchical Reinforcement Learning Framework for Multi-Agent Cooperative Maneuver Interception in Dynamic Environments
by Qinlong Huang, Yasong Luo, Zhong Liu, Jiawei Xia, Ming Chang and Jiaqi Li
J. Mar. Sci. Eng. 2025, 13(7), 1271; https://doi.org/10.3390/jmse13071271 - 29 Jun 2025
Viewed by 549
Abstract
To address the challenges of real-time decision-making and resource optimization in multi-agent cooperative interception tasks within dynamic environments, this paper proposes a hierarchical framework for reinforcement learning-based interception algorithm (HFRL-IA). By constructing a hierarchical Markov decision process (MDP) model based on dynamic game [...] Read more.
To address the challenges of real-time decision-making and resource optimization in multi-agent cooperative interception tasks within dynamic environments, this paper proposes a hierarchical framework for reinforcement learning-based interception algorithm (HFRL-IA). By constructing a hierarchical Markov decision process (MDP) model based on dynamic game equilibrium theory, the complex interception task is decomposed into two hierarchically optimized stages: dynamic task allocation and distributed path planning. At the high level, a sequence-to-sequence reinforcement learning approach is employed to achieve dynamic bipartite graph matching, leveraging a graph neural network encoder–decoder architecture to handle dynamically expanding threat targets. At the low level, an improved prioritized experience replay multi-agent deep deterministic policy gradient algorithm (PER-MADDPG) is designed, integrating curriculum learning and prioritized experience replay mechanisms to effectively enhance the interception success rate against complex maneuvering targets. Extensive simulations in diverse scenarios and comparisons with conventional task assignment strategies demonstrate the superiority of the proposed algorithm. Taking a typical scenario of 10 agents intercepting as an example, the HFRL-IA algorithm achieves a 22.51% increase in training rewards compared to the traditional end-to-end MADDPG algorithm, and the interception success rate is improved by 26.37%. This study provides a new methodological framework for distributed cooperative decision-making in dynamic adversarial environments, with significant application potential in areas such as maritime multi-agent security defense and marine environment monitoring. Full article
(This article belongs to the Special Issue Dynamics and Control of Marine Mechatronics)
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34 pages, 4274 KiB  
Article
Gamifying Engagement in Spatial Crowdsourcing: An Exploratory Mixed-Methods Study on Gamification Impact Among University Students
by Felipe Vergara-Borge, Diego López-de-Ipiña, Mikel Emaldi, Cristian Olivares-Rodríguez, Zaheer Khan and Kamran Soomro
Systems 2025, 13(7), 519; https://doi.org/10.3390/systems13070519 - 27 Jun 2025
Viewed by 417
Abstract
Citizen science now relies heavily on digital platforms to engage the public in environmental data collection. Yet, many projects face declining participation over time. This study examines the effect of three elements of gamification—points, daily streaks, and real-time leaderboards—on student engagement, achievement, and [...] Read more.
Citizen science now relies heavily on digital platforms to engage the public in environmental data collection. Yet, many projects face declining participation over time. This study examines the effect of three elements of gamification—points, daily streaks, and real-time leaderboards—on student engagement, achievement, and immersion during a five-day campus-wide intervention utilising the GAME and a spatial crowdsourcing app. Employing a convergent mixed-methods design, we combined behavioural log analysis, validated psychometric scales (GAMEFULQUEST), and post-experiment interviews to triangulate both quantitative and qualitative dimensions of engagement. Results reveal that gamified elements enhanced students’ sense of accomplishment and early-stage motivation, which is reflected in significantly higher average scores for goal-directed engagement and recurring qualitative themes related to competence and recognition. However, deeper immersion and sustained “flow” were less robust with repetitive task design. While the intervention achieved only moderate long-term participation rates, it demonstrates that thoughtfully implemented game mechanics can meaningfully enhance engagement without undermining data quality. These findings provide actionable guidance for designing more adaptive, motivating, and inclusive citizen science solutions, underscoring the importance of mixed-methods evaluation in understanding complex engagement processes. While the sample size limits the statistical generalizability, this study serves as an exploratory field trial offering valuable design insights and methodological guidance for future large-scale, controlled citizen science interventions. Full article
(This article belongs to the Special Issue Digital Solutions for Participatory Governance in Smart Cities)
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36 pages, 3809 KiB  
Article
A Game Theoretic Approach to Electric Vehicle Promotion Policy Selection from the Consumer Side
by Lulu Shao, Jingxi Zhou, Peng Li, Zongxiang Zhang and Lin Chen
Systems 2025, 13(7), 506; https://doi.org/10.3390/systems13070506 - 23 Jun 2025
Viewed by 277
Abstract
With the increasing popularity of electric vehicles (EVs) through purchase subsidy (PS) policies, the personal carbon tax (PCT) policy has been adopted by some countries due to its characteristics of restraining the diffusion of fuel vehicles (FVs) from the consumer side. This paper [...] Read more.
With the increasing popularity of electric vehicles (EVs) through purchase subsidy (PS) policies, the personal carbon tax (PCT) policy has been adopted by some countries due to its characteristics of restraining the diffusion of fuel vehicles (FVs) from the consumer side. This paper constructs a three-stage game model consisting of government, manufacturers, and consumers to investigate the impact of basic utility valuation heterogeneity differences on the optimal decisions and to compare the implementation effects of two policies. The results are as follows. First, conventional wisdom suggests that EV consumer surplus under PS policy will exceed that under PCT policy. Surprisingly, our results show that when the basic utility valuation difference is small, the EV consumer surplus under PCT policy exceeds that under PS policy. Second, for manufacturers, it is interesting to note that the sustained impact of PCT policy on promoting the diffusion of the EV market and the profit of the EV manufacturer is related to the basic utility valuation heterogeneity difference. However, compared with PS policy, the implementation of PCT policy has a better restraining effect on the diffusion of the FV market, effectively reducing the demand for FV and the profit of FV manufacturers. Finally, contrary to the common belief that increasing subsidies or raising carbon taxes can increase overall social welfare, this paper shows that subsidies and carbon taxes have a dual impact on overall social welfare, and only when their positive effects outweigh the negative ones can such policies become effective ways of promoting industrial transformation. Full article
(This article belongs to the Section Systems Practice in Social Science)
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24 pages, 2108 KiB  
Article
Simulation Analysis of the Three-Party Evolutionary Game of Green Housing Market Stakeholders Under Low-Carbon Policies
by Zhenxu Guo, Qing’e Wang, Rumeng Zhang and Yizhuoyan Qi
Sustainability 2025, 17(13), 5686; https://doi.org/10.3390/su17135686 - 20 Jun 2025
Viewed by 348
Abstract
As an important part of green building, green housing (GH) has become a strategic priority in many countries. However, the market share of GH remains limited due to conflicting interests and divergent strategic choices among stakeholders. To address this challenge, various low-carbon policy [...] Read more.
As an important part of green building, green housing (GH) has become a strategic priority in many countries. However, the market share of GH remains limited due to conflicting interests and divergent strategic choices among stakeholders. To address this challenge, various low-carbon policy tools, such as financial subsidies (FS), carbon taxes (CT), and carbon emissions trading (CET), have been introduced. Despite these efforts, the influence of low-carbon policies on stakeholders’ strategies remains inadequately understood. This study aims to bridge this research gap by constructing an evolutionary game model that incorporates the government, developers, and consumers while considering relevant policy factors. The model identifies evolutionary stable strategies (ESS) for each stakeholder. Then, based on MATLAB 2021b, several simulations are carried out for initial, development, mature, and stable stage. The simulation results show the dynamic changes in stakeholder behavior over time. This study also analyzes how key parameters affect the system’s evolution and puts forward suggestions from each stakeholder’s perspective. The results show that (1) consumer subsidies are more effective than those for developers. (2) Subsidies for developers cause more significant financial pressure on governments than subsidies for consumers. (3) The CET policy helps developers adopt GH more quickly. (4) Proper CT promotes developers to make greener choices. (5) Reducing the difference between green and traditional housing supports the stable development of the GHM. This study offers theoretical insights to guide stakeholder decision-making and provides practical recommendations for government aiming to play a role in fostering GHM development. Full article
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