Sign in to use this feature.

Years

Between: -

Subjects

remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline

Journals

Article Types

Countries / Regions

Search Results (9)

Search Parameters:
Keywords = three-dimensional matrix games

Order results
Result details
Results per page
Select all
Export citation of selected articles as:
32 pages, 22979 KB  
Article
Strategic Interaction Among Government, Enterprises, and Residents in Green Consumption: Equilibrium Analysis and Simulation Based on Evolutionary Game Theory
by Yanyan Jiang and Junmin Wu
Sustainability 2026, 18(17), 8815; https://doi.org/10.3390/su18178815 - 28 Aug 2026
Viewed by 260
Abstract
Green consumption is a crucial pathway for promoting ecological environmental improvement and fostering sustainable economic and social development. Although policies have been continuously implemented and residents’ environmental awareness is gradually increasing, there remains a significant gap in the transformation from cognition to behavior. [...] Read more.
Green consumption is a crucial pathway for promoting ecological environmental improvement and fostering sustainable economic and social development. Although policies have been continuously implemented and residents’ environmental awareness is gradually increasing, there remains a significant gap in the transformation from cognition to behavior. Promoting green consumption is a systematic project that requires deep coordination among three key actors: the government, enterprises, and residents. However, existing studies have mostly focused on interactions between the government and enterprises, paying insufficient attention to the long-term strategic interactions among all three parties when residents are incorporated into the game system. To address this gap, this study develops a tripartite evolutionary game model that includes the government, enterprises, and residents to analyze the intrinsic driving forces behind the development of green consumption, thereby extending the research perspective to multi-agent dynamic strategic interaction. Through mathematical derivation of the replicator dynamic equations and the Jacobian matrix for each party, this study finds that the system has a unique evolutionarily stable equilibrium point, namely a tripartite synergistic state characterized by active government intervention, green production by enterprises, and green consumption by residents. Sensitivity analysis examines the impact of changes in key parameters on the evolutionary trajectory of the system, providing parameter-level evidence for differentiated policy design. Simulation results indicate that efforts should be directed toward building a collaborative governance system based on government guidance, enterprise responsibility, and resident participation, so as to promote the transformation of green consumption governance from single-dimensional management to pluralistic co-governance. Full article
Show Figures

Figure 1

21 pages, 1022 KB  
Article
An Extreme Learning Machine-Based Method for Solving Linear–Quadratic Nonzero-Sum Differential Games
by Changdong Duan and Yuefei Yuan
Games 2026, 17(4), 42; https://doi.org/10.3390/g17040042 - 6 Aug 2026
Viewed by 205
Abstract
Multi-agent interaction in linear–quadratic (LQ) differential games gives rise to open-loop Nash equilibria that rarely admit closed-form expressions, motivating the development of reliable numerical solvers. Classical approaches such as shooting and spectral collocation are sensitive to the initial guess on the unknown boundary [...] Read more.
Multi-agent interaction in linear–quadratic (LQ) differential games gives rise to open-loop Nash equilibria that rarely admit closed-form expressions, motivating the development of reliable numerical solvers. Classical approaches such as shooting and spectral collocation are sensitive to the initial guess on the unknown boundary values and accumulate discretisation error over long horizons, while deep-learning alternatives require iterative gradient-based training with architecture- and convergence-specific overhead. To overcome these limitations, we recast the LQ nonzero-sum game as a linear two-point boundary value problem (TPBVP) via the Pontryagin maximum principle (PMP) and solve it with a single-layer feedforward neural network (SLFN) in which hidden-layer parameters are sampled once and fixed. The state and all player-specific costates are parameterised by random hidden features on a uniform time grid, the boundary conditions are appended as dedicated rows of the linear collocation system, and the output weights follow from a single Moore–Penrose pseudoinverse, entirely bypassing gradient-based iteration. For the scalar LQ optimal-control TPBVP, a residual-to-solution stability theorem converts the continuous equation and boundary residuals into uniform state, costate, control, and cost error bounds. Validation across two-player low- and high-dimensional benchmarks, a heterogeneous three-player game, and paired seed sweeps confirms high accuracy against analytical and matrix-exponential references, while revealing that no single activation function dominates across all problem types: tanh is most accurate in one-dimensional settings, and Gaussian RBF leads in multidimensional cases. Full article
(This article belongs to the Special Issue New Advances in Computational Game Theory and Its Applications)
Show Figures

Figure 1

22 pages, 4367 KB  
Article
Sustainable Governance of Photovoltaic Desert Control from the Perspective of Evolutionary Game Theory: A Case Study in Xinjiang, China
by Xin Zhang, Anming Bao, Siyu Chen and Shaobo Cai
Land 2026, 15(6), 905; https://doi.org/10.3390/land15060905 - 24 May 2026
Viewed by 613
Abstract
Photovoltaic desert control (PVDC), an innovative model integrating clean energy development and desertification control, faces complex coordination challenges among local governments, local communities, and photovoltaic enterprises. This study constructs a tripartite evolutionary game model to identify the conditions that drive PVDC toward coordinated [...] Read more.
Photovoltaic desert control (PVDC), an innovative model integrating clean energy development and desertification control, faces complex coordination challenges among local governments, local communities, and photovoltaic enterprises. This study constructs a tripartite evolutionary game model to identify the conditions that drive PVDC toward coordinated governance. The model defines a three-dimensional strategy space: government regulatory intensity (Strong vs. Lax), community willingness to cooperate (Active Cooperation vs. Passive Resistance), and enterprise ecological integration (Active Ecological Integration vs. Passive Land Occupation). Replicator dynamic equations are derived to characterize nonlinear interactions, and the stability conditions of eight pure-strategy equilibrium points are identified through Jacobian matrix eigenvalue analysis. Numerical simulations are conducted using a baseline parameter set that satisfies the Evolutionary Stable Strategy conditions for the ideal equilibrium E8, namely Strong Regulation, Active Cooperation, and Active Ecological Integration. The results show that the system can converge to E8 when higher-level rewards cover government regulation, subsidy, and community-support costs; when community cooperation benefits exceed livelihood opportunity costs and compensation incentives from resistance; and when enterprises’ effective ecological integration costs are lower than the combined benefits of subsidies, avoided fines, and long-term returns. Sensitivity analysis further indicates that government subsidies, fines, community support, cooperation income, and enterprise long-term benefits are key drivers of system evolution, while excessive regulation costs, high opportunity costs, and high ecological integration costs may hinder coordination. Qualitative evidence from four PVDC-related cases in Xinjiang provides practical illustrations broadly consistent with the model mechanisms. This study offers a dynamic analytical framework for designing incentive-compatible governance mechanisms in PVDC and similar multi-stakeholder ecological restoration projects. Full article
Show Figures

Figure 1

18 pages, 1634 KB  
Article
3D Virtual Reality Performance Metrics as a Future Fatigue Biomarker in Myalgic Encephalomyelitis/Chronic Fatigue Syndrome (ME/CFS)
by Anja-Maria Ladek, Leonie Priebe, Thomas Harrer, Ellen Harrer, Georg Michelson, Thomas S. Knauer, Diogo X. Dias-Nunes, Christian Y. Mardin, Antonio Bergua and Bettina Hohberger
Biomedicines 2026, 14(4), 855; https://doi.org/10.3390/biomedicines14040855 - 9 Apr 2026
Viewed by 1723
Abstract
Background: Myalgic encephalomyelitis/chronic fatigue syndrome (ME/CFS) is a debilitating disorder, characterized by symptoms such as post-exertional malaise (PEM) and cognitive impairments. This study assessed reaction time (RT) metrics in three-dimensional (3D) visual tasks with the aim of objectively quantifying the cognitive impairments in [...] Read more.
Background: Myalgic encephalomyelitis/chronic fatigue syndrome (ME/CFS) is a debilitating disorder, characterized by symptoms such as post-exertional malaise (PEM) and cognitive impairments. This study assessed reaction time (RT) metrics in three-dimensional (3D) visual tasks with the aim of objectively quantifying the cognitive impairments in ME/CFS patients compared to controls. Methods: A total of 120 participants (60 ME/CFS patients and 60 controls) were recruited at the Department of Ophthalmology, Universität of Erlangen-Nürnberg. RT was assessed using a virtual reality–oculomotor test system, presenting 3D stimuli at three disparity levels (275″, 550″, and 1100″) within three gaming repetitions (R1, R2, and R3). Mixed-effects models were used to evaluate group differences, with age and gender as covariates. Pairwise contrasts were calculated to assess changes across repetitions. Fatigue self-assessments were recorded by validated questionnaires, (FACIT Fatigue Scale, Chalder Fatigue Scale, Bell Score and Health Assessment Questionnaire), and their correlation with RT metrics was portrayed using a Spearman correlation matrix. Results: Estimated means (EM-means) for RT were significantly prolonged in ME/CFS patients compared to controls at disparity 275″ (1969 ms vs. 1384 ms; p = 0.0001), 550″ (1409 vs. 1071 ms; p = 0.0012) and 1100″ (1126 ms vs. 891 ms; p = 0.00223). Age was a significant covariate (p < 0.001), while gender showed no effect. Both groups demonstrated improvements in RT over repetitions; however, ME/CFS patients showed a significantly lower improvement compared to controls, reaching significance in R3 (p = 0.0042). RT metrics did not correlate with patients’ self-assessment scores. Conclusions: ME/CFS patients showed consistently slower RTs compared to controls, particularly in later, easier gaming repetitions, potentially reflecting the impact of fatigue. Full article
(This article belongs to the Section Molecular and Translational Medicine)
Show Figures

Figure 1

22 pages, 5199 KB  
Article
Machine Learning-Based Gesture Recognition Glove: Design and Implementation
by Anna Filipowska, Wojciech Filipowski, Paweł Raif, Marcin Pieniążek, Julia Bodak, Piotr Ferst, Kamil Pilarski, Szymon Sieciński, Rafał Jan Doniec, Julia Mieszczanin, Emilia Skwarek, Katarzyna Bryzik, Maciej Henkel and Marcin Grzegorzek
Sensors 2024, 24(18), 6157; https://doi.org/10.3390/s24186157 - 23 Sep 2024
Cited by 40 | Viewed by 14464
Abstract
In the evolving field of human–computer interaction (HCI), gesture recognition has emerged as a critical focus, with smart gloves equipped with sensors playing one of the most important roles. Despite the significance of dynamic gesture recognition, most research on data gloves has concentrated [...] Read more.
In the evolving field of human–computer interaction (HCI), gesture recognition has emerged as a critical focus, with smart gloves equipped with sensors playing one of the most important roles. Despite the significance of dynamic gesture recognition, most research on data gloves has concentrated on static gestures, with only a small percentage addressing dynamic gestures or both. This study explores the development of a low-cost smart glove prototype designed to capture and classify dynamic hand gestures for game control and presents a prototype of data gloves equipped with five flex sensors, five force sensors, and one inertial measurement unit (IMU) sensor. To classify dynamic gestures, we developed a neural network-based classifier, utilizing a convolutional neural network (CNN) with three two-dimensional convolutional layers and rectified linear unit (ReLU) activation where its accuracy was 90%. The developed glove effectively captures dynamic gestures for game control, achieving high classification accuracy, precision, and recall, as evidenced by the confusion matrix and training metrics. Despite limitations in the number of gestures and participants, the solution offers a cost-effective and accurate approach to gesture recognition, with potential applications in VR/AR environments. Full article
(This article belongs to the Special Issue Wearable Sensors for Human Activity Monitoring)
Show Figures

Figure 1

24 pages, 16093 KB  
Article
Inspecting Pond Fabric Using Unmanned Aerial Vehicle-Assisted Modeling, Smartphone Augmented Reality, and a Gaming Engine
by Naai-Jung Shih, Yun-Ting Tasi, Yi-Ting Qiu and Ting-Wei Hsu
Remote Sens. 2024, 16(6), 943; https://doi.org/10.3390/rs16060943 - 7 Mar 2024
Cited by 3 | Viewed by 2206
Abstract
Historical farm ponds have been designed, maintained, and established as heritage sites or cultural landscapes. Has their gradually evolving function resulted in changes to the landscape influenced by their degenerated nature and the new urban fabric? This study aimed to assess the interaction [...] Read more.
Historical farm ponds have been designed, maintained, and established as heritage sites or cultural landscapes. Has their gradually evolving function resulted in changes to the landscape influenced by their degenerated nature and the new urban fabric? This study aimed to assess the interaction between urban fabrics and eight farm ponds in Taoyuan by determining the demolition ratio of ponds subject to the transit-oriented development (TOD) of infrastructure and to evaluate land cover using historical maps, unmanned aerial vehicle (UAV)-assisted 3D modeling, smartphone augmented reality (AR), and a gaming engine to inspect and compare well-developed or reactivated ponds and peripheries. A 46% reduction in pond area around Daxi Interchange was an important indicator of degeneration in the opposite direction to TOD-based instrumentation. Three-dimensional skyline analysis enabled us to create an urban context matrix to be used in the simulations. Nearly 55 paired AR comparisons were made with 100 AR cloud-accessed models from the Augment® platform, and we produced a customized interface to align ponds with landmark construction or other ponds using Unreal Engine®. Smartphone AR is a valuable tool for situated comparisons and was used to conduct analyses across nine categories, from buildings and infrastructure to the intensity and stage of development. The gaming engine handled large point models with high detail and was supported by a customized blueprint. We found that 3D virtual dynamics highlighted the evolving interstitial space and role substitution of the agricultural fabric. This combination of heterogeneous platforms provides a practical method of preserving heritage and enables conflict resolution through policy and TOD instrumentation. Full article
Show Figures

Figure 1

19 pages, 4500 KB  
Article
An Evolutionary Game-Theoretic Approach to Unmanned Aerial Vehicle Network Target Assignment in Three-Dimensional Scenarios
by Yifan Gao, Lei Zhang, Chuanyue Wang, Xiaoyuan Zheng and Qianling Wang
Mathematics 2023, 11(19), 4196; https://doi.org/10.3390/math11194196 - 8 Oct 2023
Cited by 10 | Viewed by 3384
Abstract
Target assignment has been a hot topic of research in the academic and industrial communities for swarms of multiple unmanned aerial vehicle (multi-UAVs). Traditional methods mainly focus on cooperative target assignment in planes, and they ignore three-dimensional scenarios for the multi-UAV network target [...] Read more.
Target assignment has been a hot topic of research in the academic and industrial communities for swarms of multiple unmanned aerial vehicle (multi-UAVs). Traditional methods mainly focus on cooperative target assignment in planes, and they ignore three-dimensional scenarios for the multi-UAV network target assignment problem. This paper proposes a method for target assignment in three-dimensional scenarios based on evolutionary game theory to achieve cooperative targeting for multi-UAVs, significantly improving operational efficiency and achieving maximum utility. Firstly, we construct an evolutionary game model including game participants, a tactical strategy space, a payoff matrix, and a strategy selection probability space. Then, a multi-level information fusion algorithm is designed to evaluate the overall attack effectiveness of multi-UAVs against multiple targets. The replicator equation is leveraged to obtain the evolutionarily stable strategy (ESS) and dynamically update the optimal strategy. Finally, a typical scenario analysis and an effectiveness experiment are carried out on the RflySim platform to analyze the calculation process and verify the effectiveness of the proposed method. The results show that the proposed method can effectively provide a target assignment solution for multi-UAVs. Full article
Show Figures

Figure 1

20 pages, 469 KB  
Article
Axioms of Decision Criteria for 3D Matrix Games and Their Applications
by Murat Özkaya, Burhaneddin İzgi and Matjaž Perc
Mathematics 2022, 10(23), 4524; https://doi.org/10.3390/math10234524 - 30 Nov 2022
Cited by 5 | Viewed by 6456
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 [...] Read more.
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. Full article
(This article belongs to the Topic Game Theory and Applications)
Show Figures

Figure 1

18 pages, 4251 KB  
Article
Evaluating the Alterations Induced by Virtual Reality in Cerebral Small-World Networks Using Graph Theory Analysis with Electroencephalography
by Shan Yang, Hyeon-Sik Hwang, Bao-Hua Zhu, Jian Chen, Ganbold Enkhzaya, Zhi-Ji Wang, Eun-Seong Kim and Nam-Young Kim
Brain Sci. 2022, 12(12), 1630; https://doi.org/10.3390/brainsci12121630 - 28 Nov 2022
Cited by 8 | Viewed by 3123
Abstract
Virtual reality (VR), a rapidly evolving technology that simulates three-dimensional virtual environments for users, has been proven to activate brain functions. However, the continuous alteration pattern of the functional small-world network in response to comprehensive three-dimensional stimulation rather than realistic two-dimensional media stimuli [...] Read more.
Virtual reality (VR), a rapidly evolving technology that simulates three-dimensional virtual environments for users, has been proven to activate brain functions. However, the continuous alteration pattern of the functional small-world network in response to comprehensive three-dimensional stimulation rather than realistic two-dimensional media stimuli requires further exploration. Here, we aimed to validate the effect of VR on the pathways and network parameters of a small-world organization and interpret its mechanism of action. Fourteen healthy volunteers were selected to complete missions in an immersive VR game. The changes in the functional network in six different frequency categories were analyzed using graph theory with electroencephalography data measured during the pre-, VR, and post-VR stages. The mutual information matrix revealed that interactions between the frontal and posterior areas and those within the frontal and occipital lobes were strengthened. Subsequently, the betweenness centrality (BC) analysis indicated more robust and extensive pathways among hubs. Furthermore, a specific lateralized channel (O1 or O2) increment in the BC was observed. Moreover, the network parameters improved simultaneously in local segregation, global segregation, and global integration. The overall topological improvements of small-world organizations were in high-frequency bands and exhibited some degree of sustainability. Full article
Show Figures

Figure 1

Back to TopTop