Game information dynamic models based on fluid mechanics

Game information dynamic models based on fluid mechanics
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基于流体力学的博弈信息动态模型

DOI:
10.1016/j.entcom.2012.04.002
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发表时间:
2012
影响因子:
2.8
通讯作者:
H. Iida
H. Iida
中科院分区:
计算机科学4区
文献类型:
--
作者:
S. Sakamoto;T. Oda;E. Kulla;E. Spaho;L. Barolli;Yoshiteru Ishida;H. Iida

文献摘要

相似文献

本文基于流体力学提出了两种新的信息动力学模型。这些模型是零冲角平板绕流的一系列近似解。使用模型分析了2010年世界职业棒球大赛中的五场棒球比赛。结果发现,第一个模型代表一个游戏组,游戏结果的信息增加非常迅速,增加游戏长度接近尾声,并采取在结束时的全部价值。第二个模型代表了另一个博弈组,在这个博弈组中,信息在最后逐渐接近全部价值。根据五个博弈中的信息模式,识别出三种博弈进展模式,即,平衡、跷跷板和单边游戏。在平衡游戏中,两个队在游戏中没有得分。在跷跷板游戏中,一个队领先得分,然后另一个队领先得分,这可以交替重复。在一方比赛中,只有一方得分,另一方没有得分。有人建议,目前的模型,使人们有可能讨论的信息动态在游戏和/或实际问题,如项目从零信息开始,并以充分的信息结束。
This paper is concerned with the proposal of two different kinds of novel information dynamic models based on fluid mechanics. These models are a series of approximate solutions for the flow past a flat plate at zero incidence. The five Base Ball games in the World Series 2010 have been analyzed using the models. It is found that the first model represents one game group where information of game outcome increases very rapidly with increasing the game length near the end and takes the full value at the end. The second model represents another game group where information gradually approaches to the full value at the end. Three game-progress patterns are identified according to information pattern in the five games, viz., balanced, seesaw and one-sided games. In a balanced game, both of the teams have no score during the game. In a seesaw game, one team leads score(s), then the other team leads score(s) and this may be repeated alternately. In a one-sided game, only one team gets score(s), but the other no score. It is suggested that the present models make it possible to discuss the information dynamics in games and/or practical problems such as projects starting from zero information and ending with full information.