This article presents an optimal evolution strategy for continuous strategy games on complex networks via reinforcement learning (RL). In the past, evolutionary game theory usually assumed that agents use the same selection intensity when interacting, ignoring the differences in their learning abilities and learning willingness. Individuals are reluctant to change their strategies too much. Therefore, we design an adaptive strategy updating framework with various selection intensities for continuous strategy games on complex networks based on imitation dynamics, allowing agents to achieve the optimal state and a higher cooperation level with the minimal strategy changes. The optimal updating strategy is acquired using a coupled Hamilton-Jacobi-Bellman (HJB) equation by minimizing the performance function. This function aims to maximize individual payoffs while minimizing strategy changes. Furthermore, a value iteration (VI) RL algorithm is proposed to approximate the HJB solutions and learn the optimal strategy updating rules. The RL algorithm employs actor and critic neural networks to approximate strategy changes and performance functions, along with the gradient descent weight update approach. Meanwhile, the stability and convergence of the proposed methods have been proved by the designed Lyapunov function. Simulations validate the convergence and effectiveness of the proposed methods in different games and complex networks.
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http://dx.doi.org/10.1109/TNNLS.2024.3453385 | DOI Listing |
Sci Rep
December 2024
AI Graduate School, Gwangju Institute of Science and Technology, Gwangju, 61005, Republic of Korea.
Lies are ubiquitous and often happen in social interactions. However, socially conducted deceptions make it hard to get data since people are unlikely to self-report their intentional deception behaviors, especially malicious ones. Social deduction games, a type of social game where deception is a key gameplay mechanic, can be a good alternative to studying social deceptions.
View Article and Find Full Text PDFJ Intell
November 2024
Department of Special Education, University of Thessaly, 38221 Volos, Greece.
Autism spectrum disorder (ASD) has a significant impact on a person's social, emotional, and communication functioning. According to research, individualized instruction can significantly improve these deficits. One of the most successful methods of achieving this outcome is by gaming platforms that provide serious games (SGs).
View Article and Find Full Text PDFCureus
November 2024
Division of Institutional Technology, Nova Southeastern University Dr. Kiran C. Patel College of Osteopathic Medicine, Fort Lauderdale, USA.
Background Virtual reality (VR) is typically used for entertainment or gaming, but many studies have shown that the applications of VR can also extend to medical and clinical education. This is because VR can help health professionals learn complex subjects, improve memory, and increase interest in abstract concepts. In the context of medical education, the immersive nature of a VR setting allows students and clinicians in training to interact with virtual patients and anatomical structures in a three-dimensional environment or from a clinician's point of view.
View Article and Find Full Text PDFFront Psychol
December 2024
Department of Sports Science and Physical Education, The Chinese University of Hong Kong, Shatin, Hong Kong SAR, China.
Introduction: Excessive social media use, though considered unhealthy, is no longer formally categorized as an addiction or disorder, leading to a lack of consensus on this behavior. It raises concerns regarding the exclusion of Internet Addiction Disorder from the DSM-5-TR due to insufficient empirical evidence. This study investigates the serial mediating effects of positive and negative affect, fear of missing out, and offline and online self-presentation in the relationship between social media use and social media addiction.
View Article and Find Full Text PDFBMC Med Educ
December 2024
Department of Neuromedicine and Movement Science, Norwegian University of Science and Technology (NTNU), Trondheim, Norway.
Background: Escape rooms (ERs), immersive role-playing games that require participants to solve a series of puzzles within a set time to achieve a specific goal, have gained popularity as innovative educational tools.
Methods: A systematic review was conducted using the PRISMA guidelines, a comprehensive search of PubMed, Cochrane, Web of Science, and Scopus, for articles published between inception of journals to April 2024, focusing on the integration, outcomes, and participants' perceptions of ERs in medical and veterinary education.
Results: A total of 619 articles were retrieved, of which 12 articles met the inclusion criteria for final analysis.
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