Página 1 dos resultados de 32 itens digitais encontrados em 0.028 segundos

Engajamento de gestores públicos e cidadãos através de uma métrica baseada em elementos da gamificação

Zotti, Angela Iara
Fonte: Universidade Federal de Santa Catarina Publicador: Universidade Federal de Santa Catarina
Tipo: Dissertação de Mestrado Formato: 130 p.| ils., grafs., tabs.
Português
Relevância na Pesquisa
27.539731%
Dissertação (mestrado) - Universidade Federal de Santa Catarina, Centro Tecnológico, Programa de Pós-graduação em Engenharia e Gestão do Conhecimento, Florianópolis, 2014; As oportunidades oferecidas pelo desenvolvimento digital dos últimos anos, seja através de serviços on-line, big data, mídias sociais, aplicativos móveis, ou computação em nuvem, estão expandindo a nossa forma de olhar para o governo eletrônico, através de abordagens mais holísticas e com múltiplos envolvidos. Através da inovação em governo eletrônico, as administrações públicas em todo o mundo podem ser mais eficientes, oferecer melhores serviços e responder às exigências de uma sociedade conectada às novas tecnologias digitais. Para que isso aconteça, é preciso que todos os envolvidos, em especial, os agentes públicos, estejam preparados e dispostos a responder às demandas desses novos cidadãos. Para isso, eles precisam ser constantemente motivados e engajados através de novos modelos de processos. Nesse contexto, a gamificação, aplicação de mecanismos e dinâmicas de jogos em contextos de não jogo, vem sendo utilizada como uma forma de motivação aos profissionais que atuam no setor privado. A gamificação é apresentada nesta pesquisa como uma oportunidade de transformar tarefas maçantes e repetitivas dos processos burocráticos e hierárquicos do setor público em tarefas mais divertidas...

Exploration, design and analysis of social spaces for social simulation models

Nunes, Davide Delgado, 1990-
Fonte: Universidade de Lisboa Publicador: Universidade de Lisboa
Tipo: Dissertação de Mestrado
Publicado em //2012 Português
Relevância na Pesquisa
37.660762%
Tese de mestrado em Engenharia Informática, apresentada à Universidade de Lisboa, através da Faculdade de Ciências, 2012; Em simulação social, a estrutura das relações sociais é não só fundamental para a concepção de cenários de simulação plausíveis, mas também para a compreensão de processos de interação guiados por tais estruturas. Cada ator interage em múltiplos contextos integrados em múltiplas relações que constituem o seu espaço social. Nesta tese, tomando como base o trabalho prévio acerca de modelos de trocas de contextos sociais, é estudada a noção de segregação social e seu impacto na disseminação dos fenómenos através da sociedade. Os agentes não só trocam entre contextos sociais, levando com eles a sua identidade social única, mas também escolhem os contextos de acordo com razões pessoais. A noção de segregação entre contextos é aplicada a um jogo de consensos simples. Neste jogo, os agentes tentam coletivamente alcançar um consenso sobre uma opinião ou escolha binária que devem fazer. Este trabalho compreende o desenho e análise de um conjunto de experiências destinadas à observação da influência de mecanismos de segregação na velocidade de convergência para um consenso global numa sociedade de agentes. É criado um modelo onde existe uma abstração de escolha estratégica de vizinhanças (os contextos sociais). Neste modelo...

Essays in applied microeconomics and finance

IANCU, Emanuela Maria
Fonte: Instituto Universitário Europeu Publicador: Instituto Universitário Europeu
Tipo: Tese de Doutorado
Português
Relevância na Pesquisa
37.188508%
The topics covered in this paper cover a broad range of subjects, from a reputation system in a discrete and infinite time model over to a three period game on a network and concluding with the optimal default decision in continuous time framework. The first paper, entitled Firms’ Strategic Competition and The Dynamics of Reputation: The Case of an Online Market”, a joint work with Clodomiro Ferreira, analyzes, both theoretically and quantitatively, how sellers strategic competition for high valuation buyers in a context resembling on-line markets shapes reputation building incentives, and how it determines the dynamics of prices and reputation itself. The second paper, joint work with Agnese Leonello, investigates interbank market freeze and contagion that arises through asset sales in a financial network in which mark-to-market is the accounting standard in place. The paper develops a simple three-period theoretical model in which banks can borrow liquidity on the interbank market or sell assets at fire sale prices to meet their liquidity needs. Interbank market freeze and contagion arise in equilibrium as consequence of uncertainty of the counterparty risk and miscoordination in the sell of assets. Finally, the third paper written together with Mariana Khapko analyzes the issue of debt overhang in a Leland(1994) type of model and shows how the presence of a credit rating agency can mitigate this problem to some extent. Our results point out to the fact that a firm with performance sensitive debt in place might find it worthwhile to invest earlier in better projects whenever the investment reduces the coupon payments. The effect of the credit rating agency’s policy in the underinvestment issue is nevertheless non-monotonic.; Examining Board: Professor Mike Burkart...

Updating Business Models: Innovation through Online Games

DE PRATO GIUDITTA; SIMON Jean Paul
Fonte: University of Tampere Publicador: University of Tampere
Tipo: Articles in books Formato: Online
Português
Relevância na Pesquisa
37.72934%
In less than 40 years, software games developed from scratch into an industry producing billions of profits and today, its revenues and investments give the video games industry a relevant position among other mainstream media industries. The growth of the video games software market is expected to be primarily driven by online and wireless game software, while hardware would proportionally decline in terms of revenues, changing hence the rules of the game. It is forecasted that especially the online space will substitute on the long run the currently available boxed product. The present paper is based on a comprehensive survey of the video games software industry with a focus on the EU competitiveness, and concentrates on one aspect of this research. The investigated research question is how and to what extent on line games transformed the structure of the video games industry with connectivity becoming permanent, products converting into (online) services, and the progressive integration of media services and technologies. By the same token looks at how online games themselves pave the way for experimenting and exploring innovative business models.; JRC.J.3-Information Society

Updating Business Models: Innovation through Online Games

DE PRATO GIUDITTA; SIMON JEAN-PAUL
Fonte: TRIM Research Report 7 Publicador: TRIM Research Report 7
Tipo: Contributions to Conferences Formato: Online
Português
Relevância na Pesquisa
38.246826%
—: In less than 40 years, software games developed from scratch into an industry producing billions of profits and today, its revenues and investments give the video games industry a relevant position among other mainstream media industries. In the period 2004 to 2013, the global video game market is expected to grow from less than 30 billion to over US$ 70 billion (PWC 2009). The growth of the video games software market is expected to be primarily driven by online and wireless game software, while hardware would proportionally decline in terms of revenues, changing hence the rules of the game. It is forecasted that especially the online space will substitute on the long run the currently available boxed product. The present paper is based on a comprehensive survey of the video games software industry with a focus on the EU competitiveness, and concentrates on one aspect of this research. The investigated research question is how and to what extent on line games transformed the structure of the video games industry with connectivity becoming permanent, products converting into (on-line) services, and the progressive integration of media services and technologies. By the same token looks at how on-line games themselves pave the way for innovative business models.; JRC.J.3-Information Society

Essays on strategic location choices and pricing strategies in oligopolistic markets

Erdmann, Anett
Fonte: Universidade Carlos III de Madrid Publicador: Universidade Carlos III de Madrid
Tipo: Tese de Doutorado
Português
Relevância na Pesquisa
27.48186%
The three chapters of this dissertation contribute to the understanding of strategic firm behavior in oligopolistic markets. In particular, I link spatial market features to standard competition analysis, which enables new perspectives to explain market outcomes in geographically defined markets and provide applications to the grocery retail industry. Chapter 1 studies the importance of returns to product differentiation and distribution economies for a firm’s optimal location choice. Inspired by the empirical work of Holmes (2011), I introduce endogenous distribution costs in the model of Hotelling (1929). The proposed model shows an interesting trade-o between demand and cost considerations when a firm plays a hybrid location strategy. Given the location of local distribution centers and agents’ displacement cost parameters, it is shown that, under certain conditions, the optimal locations of the firms are in the interior of the Hotelling line rather than at the edges of the line. The supply-cost effect which drives this result diminishes with the distance of the distribution center from the market so that the scale of the distribution area also becomes determinant for an optimal location strategy. Chapter 2 investigates empirically the effect of anticipated price competition and distribution costs in firms’ location choices within an oligopolistic market. I set up a static location-price game of incomplete information in which retailers choose their locations based on (firm-)location-specific characteristics...

Pervasive brain monitoring and data sharing based on multi-tier distributed computing and linked data technology

Zao, John K.; Gan, Tchin-Tze; You, Chun-Kai; Chung, Cheng-En; Wang, Yu-Te; Rodríguez Méndez, Sergio José; Mullen, Tim; Yu, Chieh; Kothe, Christian; Hsiao, Ching-Teng; Chu, San-Liang; Shieh, Ce-Kuen; Jung, Tzyy-Ping
Fonte: Frontiers Media S.A. Publicador: Frontiers Media S.A.
Tipo: Artigo de Revista Científica
Publicado em 03/06/2014 Português
Relevância na Pesquisa
37.402866%
EEG-based Brain-computer interfaces (BCI) are facing basic challenges in real-world applications. The technical difficulties in developing truly wearable BCI systems that are capable of making reliable real-time prediction of users' cognitive states in dynamic real-life situations may seem almost insurmountable at times. Fortunately, recent advances in miniature sensors, wireless communication and distributed computing technologies offered promising ways to bridge these chasms. In this paper, we report an attempt to develop a pervasive on-line EEG-BCI system using state-of-art technologies including multi-tier Fog and Cloud Computing, semantic Linked Data search, and adaptive prediction/classification models. To verify our approach, we implement a pilot system by employing wireless dry-electrode EEG headsets and MEMS motion sensors as the front-end devices, Android mobile phones as the personal user interfaces, compact personal computers as the near-end Fog Servers and the computer clusters hosted by the Taiwan National Center for High-performance Computing (NCHC) as the far-end Cloud Servers. We succeeded in conducting synchronous multi-modal global data streaming in March and then running a multi-player on-line EEG-BCI game in September...

Dynamic Models of Reputation and Competition in Job-Market Matching

Kleinberg, Jon; Oren, Sigal
Fonte: Universidade Cornell Publicador: Universidade Cornell
Tipo: Artigo de Revista Científica
Publicado em 05/12/2014 Português
Relevância na Pesquisa
37.3986%
A fundamental decision faced by a firm hiring employees - and a familiar one to anyone who has dealt with the academic job market, for example - is deciding what caliber of candidates to pursue. Should the firm try to increase its reputation by making offers to higher-quality candidates, despite the risk that the candidates might reject the offers and leave the firm empty-handed? Or should it concentrate on weaker candidates who are more likely to accept the offer? The question acquires an added level of complexity once we take into account the effect one hiring cycle has on the next: hiring better employees in the current cycle increases the firm's reputation, which in turn increases its attractiveness for higher-quality candidates in the next hiring cycle. These considerations introduce an interesting temporal dynamic aspect to the rich line of research on matching models for job markets, in which long-range planning and evolving reputational effects enter into the strategic decisions made by competing firms. We develop a model based on two competing firms to try capturing as cleanly as possible the elements that we believe constitute the strategic tension at the core of the problem: the trade-off between short-term recruiting success and long-range reputation-building; the inefficiency that results from underemployment of people who are not ranked highest; and the influence of earlier accidental outcomes on long-term reputations. Our model exhibits all these phenomena in a stylized setting...

List Colouring Big Graphs On-Line

Derka, Martin; López-Ortiz, Alejandro; Maftuleac, Daniela
Fonte: Universidade Cornell Publicador: Universidade Cornell
Tipo: Artigo de Revista Científica
Publicado em 09/02/2015 Português
Relevância na Pesquisa
57.618604%
In this paper, we investigate the problem of graph list colouring in the on-line setting. We provide several results on paintability of graphs in the model introduced by Schauz [13] and Zhu [20]. We prove that the on-line version of Ohba's conjecture is true in the class of planar graphs. We also consider several alternate on-line list colouring models.

Quantized Poker

Bleiler, Steven A.
Fonte: Universidade Cornell Publicador: Universidade Cornell
Tipo: Artigo de Revista Científica
Publicado em 12/02/2009 Português
Relevância na Pesquisa
27.906848%
Poker has become a popular pastime all over the world. At any given moment one can find tens, if not hundreds, of thousands of players playing poker via their computers on the major on-line gaming sites. Indeed, according to the Vancouver, B.C. based pokerpulse.com estimates, more than 190 million US dollars daily is bet in on-line poker rooms. But communication and computation are changing as the relentless application of Moore's Law brings computation and information into the quantum realm. The quantum theory of games concerns the behavior of classical games when played in the coming quantum computing environment or when played with quantum information. In almost all cases, the "quantized" versions of these games afford many new strategic options to the players. The study of so-called quantum games is quite new, arising from a seminal paper of D. Meyer \cite{Meyer} published in Physics Review Letters in 1999. The ensuing near decade has seen an explosion of contributions and controversy over what exactly a quantized game really is and if there is indeed anything new for game theory. With the settling of some of these controversies \cite{Bleiler}, it is now possible to fully analyze some of the basic endgame models from the game theory of Poker and predict with confidence just how the optimal play of Poker will change when played in the coming quantum computation environment. The analysis here shows that for certain players...

Symbolic Models for Nonlinear Control Systems: Alternating Approximate Bisimulations

Pola, Giordano; Tabuada, Paulo
Fonte: Universidade Cornell Publicador: Universidade Cornell
Tipo: Artigo de Revista Científica
Publicado em 27/07/2007 Português
Relevância na Pesquisa
27.503145%
Symbolic models are abstract descriptions of continuous systems in which symbols represent aggregates of continuous states. In the last few years there has been a growing interest in the use of symbolic models as a tool for mitigating complexity in control design. In fact, symbolic models enable the use of well known algorithms in the context of supervisory control and algorithmic game theory, for controller synthesis. Since the 1990's many researchers faced the problem of identifying classes of dynamical and control systems that admit symbolic models. In this paper we make a further progress along this research line by focusing on control systems affected by disturbances. Our main contribution is to show that incrementally globally asymptotically stable nonlinear control systems with disturbances admit symbolic models. When specializing these results to linear systems, we show that these symbolic models can be easily constructed.

Wi-Fi Offload: Tragedy of the Commons or Land of Milk and Honey?

Zwickl, Patrick; Fuxjaeger, Paul; Gojmerac, Ivan; Reichl, Peter
Fonte: Universidade Cornell Publicador: Universidade Cornell
Tipo: Artigo de Revista Científica
Publicado em 29/07/2013 Português
Relevância na Pesquisa
27.48596%
Fueled by its recent success in provisioning on-site wireless Internet access, Wi-Fi is currently perceived as the best positioned technology for pervasive mobile macro network offloading. However, the broad transitions of multiple collocated operators towards this new paradigm may result in fierce competition for the common unlicensed spectrum at hand. In this light, our paper game-theoretically dissects market convergence scenarios by assessing the competition between providers in terms of network performance, capacity constraints, cost reductions, and revenue prospects. We will closely compare the prospects and strategic positioning of fixed line operators offering Wi-Fi services with respect to competing mobile network operators utilizing unlicensed spectrum. Our results highlight important dependencies upon inter-operator collaboration models, and more importantly, upon the ratio between backhaul and Wi-Fi access bit-rates. Furthermore, our investigation of medium- to long-term convergence scenarios indicates that a rethinking of control measures targeting the large-scale monetization of unlicensed spectrum may be required, as otherwise the used free bands may become subject to tragedy-of-commons type of problems.; Comment: Workshop on Spectrum Sharing Strategies for Wireless Broadband Services...

Cellular Games

Levine, Lenore
Fonte: Universidade Cornell Publicador: Universidade Cornell
Tipo: Artigo de Revista Científica
Publicado em 07/04/1994 Português
Relevância na Pesquisa
28.041821%
A cellular game is a dynamical system in which cells, placed in some discrete structure, are regarded as playing a game with their immediate neighbors. Individual strategies may be either deterministic or stochastic. Strategy success is measured according to some universal and unchanging criterion. Successful strategies persist and spread; unsuccessful ones disappear. In this thesis, two cellular game models are formally defined, and are compared to cellular automata. Computer simulations of these models are presented. Conditions providing maximal average cell success, on one and two-dimensional lattices, are examined. It is shown that these conditions are not necessarily stable; and an example of such instability is analyzed. It is also shown that Nash equilibrium strategies are not necessarily stable. Finally, a particular kind of zero-depth, two-strategy cellular game is discussed; such a game is called a simple cellular game. It is shown that if a simple cellular game is left/right symmetric, and if there are initially only finitely many cells using one strategy, the zone in which this strategy occurs has probability 0 of expanding arbitrarily far in one direction only. With probability 1, it will either expand in both directions or disappear. Computer simulations of such games are presented.; Comment: The "psfig" program is used to include PostScript figures in the LaTeX code. If you do not have this program...

Stationary states of a spherical Minority Game with ergodicity breaking

Galla, Tobias; Sherrington, David
Fonte: Universidade Cornell Publicador: Universidade Cornell
Tipo: Artigo de Revista Científica
Português
Relevância na Pesquisa
37.519248%
Using generating functional and replica techniques, respectively, we study the dynamics and statics of a spherical Minority Game (MG), which in contrast with a spherical MG previously presented in J.Phys A: Math. Gen. 36 11159 (2003) displays a phase with broken ergodicity and dependence of the macroscopic stationary state on initial conditions. The model thus bears more similarity with the original MG. Still, all order parameters including the volatility can computed in the ergodic phases without making any approximations. We also study the effects of market impact correction on the phase diagram. Finally we discuss a continuous-time version of the model as well as the differences between on-line and batch update rules. Our analytical results are confirmed convincingly by comparison with numerical simulations. In an appendix we extend the analysis of the earlier spherical MG to a model with general time-step, and compare the dynamics and statics of the two spherical models.; Comment: 26 pages, 8 figures; typo corrected

The on-line shortest path problem under partial monitoring

Gyorgy, Andras; Linder, Tamas; Lugosi, Gabor; Ottucsak, Gyorgy
Fonte: Universidade Cornell Publicador: Universidade Cornell
Tipo: Artigo de Revista Científica
Publicado em 08/04/2007 Português
Relevância na Pesquisa
47.53563%
The on-line shortest path problem is considered under various models of partial monitoring. Given a weighted directed acyclic graph whose edge weights can change in an arbitrary (adversarial) way, a decision maker has to choose in each round of a game a path between two distinguished vertices such that the loss of the chosen path (defined as the sum of the weights of its composing edges) be as small as possible. In a setting generalizing the multi-armed bandit problem, after choosing a path, the decision maker learns only the weights of those edges that belong to the chosen path. For this problem, an algorithm is given whose average cumulative loss in n rounds exceeds that of the best path, matched off-line to the entire sequence of the edge weights, by a quantity that is proportional to 1/\sqrt{n} and depends only polynomially on the number of edges of the graph. The algorithm can be implemented with linear complexity in the number of rounds n and in the number of edges. An extension to the so-called label efficient setting is also given, in which the decision maker is informed about the weights of the edges corresponding to the chosen path at a total of m << n time instances. Another extension is shown where the decision maker competes against a time-varying path...

Learning-Based Procedural Content Generation

Roberts, Jonathan; Chen, Ke
Fonte: Universidade Cornell Publicador: Universidade Cornell
Tipo: Artigo de Revista Científica
Português
Relevância na Pesquisa
27.69249%
Procedural content generation (PCG) has recently become one of the hottest topics in computational intelligence and AI game researches. Among a variety of PCG techniques, search-based approaches overwhelmingly dominate PCG development at present. While SBPCG leads to promising results and successful applications, it poses a number of challenges ranging from representation to evaluation of the content being generated. In this paper, we present an alternative yet generic PCG framework, named learning-based procedure content generation (LBPCG), to provide potential solutions to several challenging problems in existing PCG techniques. By exploring and exploiting information gained in game development and public beta test via data-driven learning, our framework can generate robust content adaptable to end-user or target players on-line with minimal interruption to their experience. Furthermore, we develop enabling techniques to implement the various models required in our framework. For a proof of concept, we have developed a prototype based on the classic open source first-person shooter game, Quake. Simulation results suggest that our framework is promising in generating quality content.; Comment: 13 pages, 9 figures, manuscript submitted to IEEE Transactions on Computational Intelligence and AI Games (Also a technical report...

Design and implementation of online game models

Palenzuela Reyes, Marc
Fonte: Universidade Autônoma de Barcelona Publicador: Universidade Autônoma de Barcelona
Tipo: info:eu-repo/semantics/bachelorThesis; Text Formato: application/pdf
Publicado em 11/02/2015 Português
Relevância na Pesquisa
98.74676%
Make good or even a playable on-line game is not easy. In this paper we explain what are the difficulties of on-line games designing and implementation and propose solutions to those difficulties. We also have made a new transport protocol suitable for those models and three proof of concept games to check the effectiveness of our new taxonomy. After reading this paper you will be able to sort out and design the different on-line models and have a slight idea of a transport protocol design.; Crear un buen juego on-line o incluso jugable no es fácil. En este artículo explicamos cuales son las dificultades a la hora de diseñar e implementar juegos on-line, y proponemos soluciones a esas dificultades. Además hemos creado un nuevo protocolo de transporte adecuado para estos modelos y tres juegos on-line como pruebas de concepto para comprobar la efectividad de nuestra nueva taxonomia. Tras leer este artículo el lector será capaz de clasificar y diseñar los diferentes modelos de juego on-line y tener una leve idea del diseño de un protocolo de transporte.; Crear un bon joc on-line o fins i tot jugable no es fàcil. En aquest article expliquem quines son les dificultats a l'hora de dissenyar i implementar jocs on-line, i proposem solucions a aquestes dificultats. A més a més hem creat un nou protocol de transport adequat per a aquests models i tres jocs on-line com a proves de concepte per a comprovar la efectivitat de la nostra nova taxonomia. Després de llegir aquest article el lector serà capaç de classificar i disenyar els diferents models de joc on-line i tenir una petita idea del disseny de un protocol de transport.

Three essays on experimental economics

Pintér, Ágnes
Fonte: Bellaterra : Universitat Autonoma de Barcelona, Publicador: Bellaterra : Universitat Autonoma de Barcelona,
Tipo: Tesis i dissertacions electròniques; info:eu-repo/semantics/doctoralThesis Formato: application/pdf
Publicado em //2006 Português
Relevância na Pesquisa
27.943967%
Consultable des del TDX; Títol obtingut de la portada digitalitzada; There was a time when the conventional wisdom was that, because economics is a science concerned with complex, naturally occuring systems, laboratory experiments had little to offer economists. But experimental economics has now become a well-established tool that plays an important role in helping game theory bridge the gap between the study of ideally rational behavior modeled in theory and the study of actual «real-world» behavior of agents. Although it has older antecedents, experimental economics is a fairly new line of work, having originiated more or less contemporaneously with game theory. As economist focused on microeconomic models which depend on the preferences of the agents, the fact that these are dificult to observe in natural environments made it increasingly attractive to look to the laboratory to see -in a controlled environment- whether the assumptions made about individuals were descriptive of their behavior. But game theory is the part of economic theory that does not focus solely on the strategic behavior of individuals in economic environments, but also other issues that will be critical in the design of economic institutions, such as how information is distributed...

Structural Estimation Using Sequential Monte Carlo Methods

Chen, Hao
Fonte: Universidade Duke Publicador: Universidade Duke
Tipo: Dissertação
Publicado em //2011 Português
Relevância na Pesquisa
27.673945%

This dissertation aims to introduce a new sequential Monte Carlo (SMC) based estimation framework for structural models used in macroeconomics and industrial organization. Current Markov chain Monte Carlo (MCMC) estimation methods for structural models suffer from slow Markov chain convergence, which means parameter and state spaces of interest might not be properly explored unless huge numbers of samples are simulated. This could lead to insurmountable computational burdens for the estimation of those structural models that are expensive to solve. In contrast, SMC methods rely on the principle of sequential importance sampling to jointly evolve simulated particles, thus bypassing the dependence on Markov chain convergence altogether. This dissertation will explore the feasibility and the potential benefits to estimating structural models using SMC based methods.

Chapter 1 casts the structural estimation problem in the form of inference of hidden Markov models and demonstrates with a simple growth model.

Chapter 2 presents the key ingredients, both conceptual and theoretical, to successful SMC parameter estimation strategies in the context of structural economic models.

Chapter 3, based on Chen, Petralia and Lopes (2010)...

Security Games: Solution Concepts and Algorithms

Korzhyk, Dmytro
Fonte: Universidade Duke Publicador: Universidade Duke
Tipo: Dissertação
Publicado em //2013 Português
Relevância na Pesquisa
28.01377%

Algorithms for finding game-theoretic solutions are now used in several real-world security applications. Many of these applications are based on different but related game-theoretical models collectively known as security games. Much of the research in this area has focused on the two-player setting in which the first player (leader, defender) commits to a strategy, after which the second player (follower, attacker) observes that strategy and responds to it. This is commonly known as the Stackelberg, or leader-follower, model. If none of the players can observe the actions of the others then such a setting is called a simultaneous-move game. A common solution concept in simultaneous-move games is the Nash equilibrium (NE). In the present dissertation, we contribute to this line of research in two ways.

First, we consider new ways of modeling commitment. We propose the new model in which the leader can commit to a correlated strategy. We show that this model is equivalent to the Stackelberg model in two-player games and is different from the existing models in games with three or more players. We propose an algorithm for computing a solution to this model in polynomial time. We also consider a leader-follower setting in which the players are uncertain about whether the follower can observe. We describe an iterative algorithm for solving such games.

Second...