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Search Results (1,030)

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18 pages, 947 KiB  
Article
Apokedro: A Decentralization Index for Daos and Beyond
by Stamatis Papangelou, Klitos Christodoulou and Antonios Inglezakis
Blockchains 2025, 3(1), 4; https://doi.org/10.3390/blockchains3010004 - 17 Feb 2025
Abstract
Decentralization is a core principle of blockchain technology and Decentralized Autonomous Organizations (DAOs), enhancing security and resilience by distributing control across a network. Traditional metrics like the Gini coefficient and Nakamoto coefficient often fall short in capturing the complex dynamics of decentralization. This [...] Read more.
Decentralization is a core principle of blockchain technology and Decentralized Autonomous Organizations (DAOs), enhancing security and resilience by distributing control across a network. Traditional metrics like the Gini coefficient and Nakamoto coefficient often fall short in capturing the complex dynamics of decentralization. This paper introduces the Apokedro decentralization index, a metric that evaluates decentralization by considering the probabilities of all possible subsets of nodes that could collectively centralize control. These concepts from game theory, such as the Nash equilibrium, and the Apokedro index, when incorporated, provide a nuanced assessment of centralization risks. Key contributions include the mathematical formulation of the index, an efficient computational algorithm utilizing pruning techniques, and benchmarking experiments that compare the index performance against traditional metrics across various statistical distributions. The Apokedro index offers a comprehensive tool for measuring decentralization in blockchain networks and DAOs. Full article
(This article belongs to the Special Issue Feature Papers in Blockchains)
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<p>Uniform distribution. <b>Highly decentralized distribution</b>.</p>
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<p>Normal distribution. <b>Highly decentralized distribution</b>.</p>
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<p>Bimodal distribution. <b>Medium decentralization distribution</b>.</p>
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<p>Exponential distribution. <b>Highly centralized distribution</b>.</p>
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<p>Log-Normal distribution. <b>Highly centralized distribution</b>.</p>
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<p>Chi-Square distribution. <b>Highly centralized distribution</b>.</p>
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<p>Mean index values per distribution and across all sample lengths. <b>Normal distribution</b>: Highly decentralized distribution. <b>Uniform distribution</b>: Highly decentralized distribution. <b>Bimodal distribution</b>: Medium decentralization distribution. <b>Exponential distribution</b>: Highly centralized distribution. <b>Log-Normal distribution</b>: Highly centralized distribution. <b>Chi-Square distribution</b>: Highly centralized distribution.</p>
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16 pages, 572 KiB  
Systematic Review
Integration Between Serious Games and EEG Signals: A Systematic Review
by Julian Patiño, Isabel Vega, Miguel A. Becerra, Eduardo Duque-Grisales and Lina Jimenez
Appl. Sci. 2025, 15(4), 1946; https://doi.org/10.3390/app15041946 - 13 Feb 2025
Viewed by 319
Abstract
A serious game combines concepts, principles, and methods of game design with information and communication technologies for the achievement of a given goal beyond entertainment. Serious game studies have been reported under a brain–computer interface (BCI) approach, with the specific use of electroencephalographic [...] Read more.
A serious game combines concepts, principles, and methods of game design with information and communication technologies for the achievement of a given goal beyond entertainment. Serious game studies have been reported under a brain–computer interface (BCI) approach, with the specific use of electroencephalographic (EEG) signals. This study presents a review of the technological solutions from existing works related to serious games and EEG signals. A taxonomy is proposed for the classification of the research literature in three different categories according to the experimental strategy for the integration of the game and EEG: (1) evoked signals, (2) spontaneous signals, and (3) hybrid signals. Some details and additional aspects of the studies are also reviewed. The analysis involves factors such as platforms and development languages (serious game), software tools (integration between serious game and EEG signals), and the number of test subjects. The findings indicate that 50% of the identified studies use spontaneous signals as the experimental strategy. Based on the definition, categorization, and state of the art, the main research challenges and future directions for this class of technological solutions are discussed. Full article
(This article belongs to the Special Issue Serious Games and Extended Reality in Healthcare)
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<p>Illustrative workflow of a BCI system with EEG applied to gaming, displaying the process from neural signal acquisition using an EEG cap to signal processing, command mapping, and real-time execution of actions in a gaming environment.</p>
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<p>The PRISMA flow diagram for our systematic literature review examination.</p>
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25 pages, 2844 KiB  
Article
Real-Time Gesture-Based Hand Landmark Detection for Optimized Mobile Photo Capture and Synchronization
by Pedro Marques, Paulo Váz, José Silva, Pedro Martins and Maryam Abbasi
Electronics 2025, 14(4), 704; https://doi.org/10.3390/electronics14040704 - 12 Feb 2025
Viewed by 365
Abstract
Gesture recognition technology has emerged as a transformative solution for natural and intuitive human–computer interaction (HCI), offering touch-free operation across diverse fields such as healthcare, gaming, and smart home systems. In mobile contexts, where hygiene, convenience, and the ability to operate under resource [...] Read more.
Gesture recognition technology has emerged as a transformative solution for natural and intuitive human–computer interaction (HCI), offering touch-free operation across diverse fields such as healthcare, gaming, and smart home systems. In mobile contexts, where hygiene, convenience, and the ability to operate under resource constraints are critical, hand gesture recognition provides a compelling alternative to traditional touch-based interfaces. However, implementing effective gesture recognition in real-world mobile settings involves challenges such as limited computational power, varying environmental conditions, and the requirement for robust offline–online data management. In this study, we introduce ThumbsUp, which is a gesture-driven system, and employ a partially systematic literature review approach (inspired by core PRISMA guidelines) to identify the key research gaps in mobile gesture recognition. By incorporating insights from deep learning–based methods (e.g., CNNs and Transformers) while focusing on low resource consumption, we leverage Google’s MediaPipe in our framework for real-time detection of 21 hand landmarks and adaptive lighting pre-processing, enabling accurate recognition of a “thumbs-up” gesture. The system features a secure queue-based offline–cloud synchronization model, which ensures that the captured images and metadata (encrypted with AES-GCM) remain consistent and accessible even with intermittent connectivity. Experimental results under dynamic lighting, distance variations, and partially cluttered environments confirm the system’s superior low-light performance and decreased resource consumption compared to baseline camera applications. Additionally, we highlight the feasibility of extending ThumbsUp to incorporate AI-driven enhancements for abrupt lighting changes and, in the future, electromyographic (EMG) signals for users with motor impairments. Our comprehensive evaluation demonstrates that ThumbsUp maintains robust performance on typical mobile hardware, showing resilience to unstable network conditions and minimal reliance on high-end GPUs. These findings offer new perspectives for deploying gesture-based interfaces in the broader IoT ecosystem, thus paving the way toward secure, efficient, and inclusive mobile HCI solutions. Full article
(This article belongs to the Special Issue AI-Driven Digital Image Processing: Latest Advances and Prospects)
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<p>System architecture of <span class="html-italic">ThumbsUp</span>, which highlights the interactions between the mobile application, middleware, and cloud database.</p>
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<p>MongoDB database schema showing collections for users, photos, and metadata, and their relationships.</p>
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<p>Synchronization flow from local SQLite to MongoDB, demonstrating the queue-based approach for handling intermittent connectivity.</p>
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<p>Experimental framework detailing the key testing dimensions and associated metrics.</p>
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<p>Enhanced network configuration showcasing stable connectivity between the mobile device, Raspberry Pi, and optional cloud server. The system also includes an administrator dashboard for monitoring and local storage for redundancy.</p>
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<p>Comprehensive data collection framework illustrating multi-layered monitoring of performance metrics. The workflow integrates gesture detection logs, resource monitoring, and synchronization metrics to provide a holistic view of system performance.</p>
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<p>Testing matrix showing the combinations of lighting conditions (low, normal, high) and distances (15 cm, 1 m, 2 m). Each scenario was tested systematically to evaluate the system’s performance.</p>
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<p>Comparison of gesture recognition accuracy under different conditions.</p>
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<p>Latency of ThumbsUp vs. Google Camera under different conditions.</p>
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<p>Comparison of CPU and memory usage.</p>
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<p>Battery drain per hour (ThumbsUp vs. Google Camera).</p>
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<p>Synchronization performance comparison across three phases.</p>
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<p>Comparison of error recovery times for <span class="html-italic">ThumbsUp</span> vs. <span class="html-italic">Google Camera</span>.</p>
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<p>Recognition accuracy over extended usage periods.</p>
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20 pages, 2011 KiB  
Article
Machine Learning Approaches for Real-Time Mineral Classification and Educational Applications
by Paraskevas Tsangaratos, Ioanna Ilia, Nikolaos Spanoudakis, Georgios Karageorgiou and Maria Perraki
Appl. Sci. 2025, 15(4), 1871; https://doi.org/10.3390/app15041871 - 11 Feb 2025
Viewed by 551
Abstract
The main objective of the present study was to develop a real-time mineral classification system designed for multiple detection, which integrates classical computer vision techniques with advanced deep learning algorithms. The system employs three CNN architectures—VGG-16, Xception, and MobileNet V2—designed to identify multiple [...] Read more.
The main objective of the present study was to develop a real-time mineral classification system designed for multiple detection, which integrates classical computer vision techniques with advanced deep learning algorithms. The system employs three CNN architectures—VGG-16, Xception, and MobileNet V2—designed to identify multiple minerals within a single frame and output probabilities for various mineral types, including Pyrite, Aragonite, Quartz, Obsidian, Gypsum, Azurite, and Hematite. Among these, MobileNet V2 demonstrated exceptional performance, achieving the highest accuracy (98.98%) and the lowest loss (0.0202), while Xception and VGG-16 also performed competitively, excelling in feature extraction and detailed analyses, respectively. Gradient-weighted Class Activation Mapping visualizations illustrated the models’ ability to capture distinctive mineral features, enhancing interpretability. Furthermore, a stacking ensemble approach achieved an impressive accuracy of 99.71%, effectively leveraging the complementary strengths of individual models. Despite its robust performance, the ensemble method poses computational challenges, particularly for real-time applications on resource-constrained devices. The application of this methodology in Mineral Quest, an educational Python-based game, underscores its practical potential in geology education, mining, and geological surveys, offering an engaging and accurate tool for real-time mineral classification. Full article
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<p>Flowchart of the following methodology.</p>
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<p>Examples of minerals images.</p>
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<p>(<b>a</b>) Loss and (<b>b</b>) accuracy curves per epoch.</p>
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<p>Comparative analysis of the performance of three deep learning models using the Grad-CAM visualizations for the classification of gypsum. In row (<b>a</b>), Aragonite is displayed, in row (<b>b</b>), Gypsum is presented, in row (<b>c</b>), Obsidian is displayed, and in row (<b>d</b>), Pyrite is displayed.</p>
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19 pages, 974 KiB  
Article
The Saint Petersburg Paradox and Its Solution
by Claudio Mattalia
Risks 2025, 13(2), 32; https://doi.org/10.3390/risks13020032 - 11 Feb 2025
Viewed by 274
Abstract
This article describes the main historical facts concerning the Saint Petersburg paradox, the most important solutions proposed thus far, and the results of new experimental evidence and a simulation of the game that shed light on a solution for this paradox. The Saint [...] Read more.
This article describes the main historical facts concerning the Saint Petersburg paradox, the most important solutions proposed thus far, and the results of new experimental evidence and a simulation of the game that shed light on a solution for this paradox. The Saint Petersburg paradox has attracted the attention of important mathematicians and economists since it was first formulated 300 years ago, and it has strongly influenced the development of new concepts in the economic and social sciences. The main conclusion of this study is that the behavior of the individuals playing the game is not paradoxical at all, and the paradox is intrinsic to the game. Full article
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<p>Number of students involved in the experiment.</p>
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<p>Average amounts paid to enter the game.</p>
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<p>Results of the simulations.</p>
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<p>Python code used for the simulations of the game.</p>
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14 pages, 814 KiB  
Article
Strategy Consensus of Networked Evolutionary Games Based on Network Aggregation and Pinning Control
by Haitao Li, Zhenping Geng and Mengyuan Qin
Games 2025, 16(1), 10; https://doi.org/10.3390/g16010010 - 11 Feb 2025
Viewed by 271
Abstract
The computational complexity of large-scale networked evolutionary games has become a challenging problem. Based on network aggregation and pinning control methods, this paper investigates the problem of control design for strategy consensus of large-scale networked evolutionary games. The large-size network is divided into [...] Read more.
The computational complexity of large-scale networked evolutionary games has become a challenging problem. Based on network aggregation and pinning control methods, this paper investigates the problem of control design for strategy consensus of large-scale networked evolutionary games. The large-size network is divided into several small subnetworks by the aggregation method, and a pinning control algorithm is proposed to achieve the strategy consensus of small subnetworks. Then, the matchable condition between the small subnetworks is realized by the input–output control. Finally, some sufficient conditions as well as an algorithm are proposed for the strategy consensus of large-scale networked evolutionary games. Full article
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<p>Network graph of the NEG in Example 1.</p>
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<p>State trajectory of player <math display="inline"><semantics> <msub> <mi>v</mi> <mi>i</mi> </msub> </semantics></math> with the initial state <math display="inline"><semantics> <mrow> <mi>v</mi> <mo>(</mo> <mn>0</mn> <mo>)</mo> <mo>=</mo> <mo>(</mo> <mn>2</mn> <mo>,</mo> <mn>1</mn> <mo>,</mo> <mn>2</mn> <mo>,</mo> <mn>2</mn> <mo>,</mo> <mn>2</mn> <mo>,</mo> <mn>2</mn> <mo>,</mo> <mn>1</mn> <mo>,</mo> <mn>2</mn> <mo>,</mo> <mn>2</mn> <mo>)</mo> </mrow> </semantics></math>, where <math display="inline"><semantics> <mrow> <mi>i</mi> <mo>=</mo> <mn>1</mn> <mo>,</mo> <mn>2</mn> <mo>,</mo> <mn>7</mn> <mo>,</mo> <mn>9</mn> </mrow> </semantics></math>.</p>
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<p>Network graph of the NEG in Example 2.</p>
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21 pages, 3599 KiB  
Article
Using Deep Learning to Identify Deepfakes Created Using Generative Adversarial Networks
by Jhanvi Jheelan and Sameerchand Pudaruth
Computers 2025, 14(2), 60; https://doi.org/10.3390/computers14020060 - 10 Feb 2025
Viewed by 300
Abstract
Generative adversarial networks (GANs) have revolutionised various fields by creating highly realistic images, videos, and audio, thus enhancing applications such as video game development and data augmentation. However, this technology has also given rise to deepfakes, which pose serious challenges due to their [...] Read more.
Generative adversarial networks (GANs) have revolutionised various fields by creating highly realistic images, videos, and audio, thus enhancing applications such as video game development and data augmentation. However, this technology has also given rise to deepfakes, which pose serious challenges due to their potential to create deceptive content. Thousands of media reports have informed us of such occurrences, highlighting the urgent need for reliable detection methods. This study addresses the issue by developing a deep learning (DL) model capable of distinguishing between real and fake face images generated by StyleGAN. Using a subset of the 140K real and fake face dataset, we explored five different models: a custom CNN, ResNet50, DenseNet121, MobileNet, and InceptionV3. We leveraged the pre-trained models to utilise their robust feature extraction and computational efficiency, which are essential for distinguishing between real and fake features. Through extensive experimentation with various dataset sizes, preprocessing techniques, and split ratios, we identified the optimal ones. The 20k_gan_8_1_1 dataset produced the best results, with MobileNet achieving a test accuracy of 98.5%, followed by InceptionV3 at 98.0%, DenseNet121 at 97.3%, ResNet50 at 96.1%, and the custom CNN at 86.2%. All of these models were trained on only 16,000 images and validated and tested on 2000 images each. The custom CNN model was built with a simpler architecture of two convolutional layers and, hence, lagged in accuracy due to its limited feature extraction capabilities compared with deeper networks. This research work also included the development of a user-friendly web interface that allows deepfake detection by uploading images. The web interface backend was developed using Flask, enabling real-time deepfake detection, allowing users to upload images for analysis and demonstrating a practical use for platforms in need of quick, user-friendly verification. This application demonstrates significant potential for practical applications, such as on social media platforms, where the model can help prevent the spread of fake content by flagging suspicious images for review. This study makes important contributions by comparing different deep learning models, including a custom CNN, to understand the balance between model complexity and accuracy in deepfake detection. It also identifies the best dataset setup that improves detection while keeping computational costs low. Additionally, it introduces a user-friendly web tool that allows real-time deepfake detection, making the research useful for social media moderation, security, and content verification. Nevertheless, identifying specific features of GAN-generated deepfakes remains challenging due to their high realism. Future works will aim to expand the dataset by using all 140,000 images, refine the custom CNN model to increase its accuracy, and incorporate more advanced techniques, such as Vision Transformers and diffusion models. The outcomes of this study contribute to the ongoing efforts to counteract the negative impacts of GAN-generated images. Full article
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<p>Example of a GAN [<a href="#B12-computers-14-00060" class="html-bibr">12</a>].</p>
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<p>Fake images generated by StyleGAN from [<a href="#B10-computers-14-00060" class="html-bibr">10</a>].</p>
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<p>Examples of images of faces in the 140K real and fake face dataset [<a href="#B9-computers-14-00060" class="html-bibr">9</a>].</p>
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<p>Cropping operation on an image.</p>
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<p>Detailed architecture of the system.</p>
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<p>Website interacting with the server.</p>
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<p>Web interface of the application showing that a correct prediction has been made.</p>
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<p>Flowchart showing the image prediction process for the user.</p>
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<p>Graph for the analysis of the results of gan_8_1_1.</p>
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<p>Bar chart comparing the accuracy of all models.</p>
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16 pages, 491 KiB  
Article
A Stackelberg Game Model for the Energy–Carbon Co-Optimization of Multiple Virtual Power Plants
by Dayong Xu and Mengjie Li
Inventions 2025, 10(1), 16; https://doi.org/10.3390/inventions10010016 - 8 Feb 2025
Viewed by 270
Abstract
As energy and carbon markets evolve, it has emerged as a prevalent trend for multiple virtual power plants (VPPs) to engage in market trading through coordinated operation. Given that these VPPs belong to diverse stakeholders, a competitive dynamic is shaping up. To strike [...] Read more.
As energy and carbon markets evolve, it has emerged as a prevalent trend for multiple virtual power plants (VPPs) to engage in market trading through coordinated operation. Given that these VPPs belong to diverse stakeholders, a competitive dynamic is shaping up. To strike a balance between the interests of the distribution system operator (DSO) and VPPs, this paper introduces a bi-level energy–carbon coordination model based on the Stackelberg game framework, which consists of an upper-level optimal pricing model for the DSO and a lower-level optimal energy scheduling model for each VPP. Subsequently, the Karush-Kuhn-Tucker (KKT) conditions and the duality theorem of linear programming are applied to transform the bi-level Stackelberg game model into a mixed-integer linear program, allowing for the computation of the model’s global optimal solution using commercial solvers. Finally, a case study is conducted to demonstrate the effectiveness of the proposed model. The simulation results show that the proposed game model effectively optimizes energy and carbon pricing, encourages the active participation of VPPs in electricity and carbon allowance sharing, increases the profitability of DSOs, and reduces the operational costs of VPPs. Full article
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<p>The trading structure of the DSO and VPP.</p>
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<p>Framework of Stackelberg game model.</p>
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<p>Forecast load for three VPPs.</p>
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<p>Forecast wind for three VPPs.</p>
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<p>Trading electricity prices.</p>
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<p>Sum of VPP power exchange with DSO.</p>
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<p>Sharing power of VPPs.</p>
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<p>Optimal results of power for VPPs. (<b>a</b>) Optimal results of power for VPP1 in Case 1. (<b>b</b>) Optimal results of power for VPP1 in Case 3. (<b>c</b>) Optimal results of power for VPP2 in Case 1. (<b>d</b>) Optimal results of power for VPP2 in Case 3. (<b>e</b>) Optimal results of power for VPP3 in Case 1. (<b>f</b>) Optimal results of power for VPP3 in Case 3.</p>
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<p>Trading carbon prices.</p>
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<p>Sum of VPP carbon allowance exchange with DSO.</p>
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<p>Sharing carbon allowance of VPPs.</p>
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42 pages, 11126 KiB  
Systematic Review
A Systematic Review of Serious Games in the Era of Artificial Intelligence, Immersive Technologies, the Metaverse, and Neurotechnologies: Transformation Through Meta-Skills Training
by Eleni Mitsea, Athanasios Drigas and Charalabos Skianis
Electronics 2025, 14(4), 649; https://doi.org/10.3390/electronics14040649 - 7 Feb 2025
Viewed by 909
Abstract
Background: Serious games (SGs) are primarily aimed at promoting learning, skills training, and rehabilitation. Artificial intelligence, immersive technologies, the metaverse, and neurotechnologies promise the next revolution in gaming. Meta-skills are considered the “must-have” skills for thriving in the era of rapid change, complexity, [...] Read more.
Background: Serious games (SGs) are primarily aimed at promoting learning, skills training, and rehabilitation. Artificial intelligence, immersive technologies, the metaverse, and neurotechnologies promise the next revolution in gaming. Meta-skills are considered the “must-have” skills for thriving in the era of rapid change, complexity, and innovation. Μeta-skills can be defined as a set of higher-order skills that incorporate metacognitive, meta-emotional, and meta-motivational attributes, enabling one to be mindful, self-motivated, self-regulated, and flexible in different circumstances. Skillfulness, and more specifically meta-skills development, is recognized as a predictor of optimal performance along with mental and emotional wellness. Nevertheless, there is still limited knowledge about the effectiveness of integrating cutting-edge technologies in serious games, especially in the field of meta-skills training. Objectives: The current systematic review aims to collect and synthesize evidence concerning the effectiveness of advanced technologies in serious gaming for promoting meta-skills development. Methods: The Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) methodology was employed to identify experimental studies conducted in the last 10 years. Four different databases were employed: Web of Science, PubMed, Scopus, and Google Scholar. Results: Forty-nine studies were selected. Promising outcomes were identified in AI-based SGs (i.e., gamified chatbots) as they provided realistic, adaptive, personalized, and interactive environments using natural language processing, player modeling, reinforcement learning, GPT-based models, data analytics, and assessment. Immersive technologies, including the metaverse, virtual reality, augmented reality, and mixed reality, provided realistic simulations, interactive environments, and sensory engagement, making training experiences more impactful. Non-invasive neurotechnologies were found to encourage players’ training by monitoring brain activity and adapting gameplay to players’ mental states. Healthy participants (n = 29 studies) as well as participants diagnosed with anxiety, neurodevelopmental disorders, and cognitive impairments exhibited improvements in a wide range of meta-skills, including self-regulation, cognitive control, attention regulation, meta-memory skills, flexibility, self-reflection, and self-evaluation. Players were more self-motivated with an increased feeling of self-confidence and self-efficacy. They had a more accurate self-perception. At the emotional level, improvements were observed in emotional regulation, empathy, and stress management skills. At the social level, social awareness was enhanced since they could more easily solve conflicts, communicate, and work in teams. Systematic training led to improvements in higher-order thinking skills, including critical thinking, problem-solving skills, reasoning, decision-making ability, and abstract thinking. Discussion: Special focus is given to the potential benefits, possible risks, and ethical concerns; future directions and implications are also discussed. The results of the current review may have implications for the design and implementation of innovative serious games for promoting skillfulness among populations with different training needs. Full article
(This article belongs to the Special Issue Artificial Intelligence and Deep Learning Techniques for Healthcare)
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Graphical abstract
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<p>Meta-skills include a wide range of metacognitive attributes.</p>
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<p>Meta-skills integrate a wide range of social–emotional capabilities.</p>
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<p>Meta-skills include a set of complex skills that are closely related to the theory of metacognition, social–emotional intelligence, mindfulness, and motivations.</p>
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<p>Advanced technologies that are considered promising in serious gaming.</p>
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<p>The PRISMA flow diagram.</p>
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<p>Trends in advanced technologies in serious gaming.</p>
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<p>The number of studies per year classified according to the type of technology used in the interventions.</p>
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<p>The main technologies used and the combination of different technologies in serious game interventions for meta-skills training.</p>
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<p>Risks and mitigation strategies for AI-based serious games for meta-skills training [<a href="#B13-electronics-14-00649" class="html-bibr">13</a>,<a href="#B133-electronics-14-00649" class="html-bibr">133</a>,<a href="#B134-electronics-14-00649" class="html-bibr">134</a>].</p>
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<p>Risks and mitigation strategies for effective serious games based on immersive technologies [<a href="#B135-electronics-14-00649" class="html-bibr">135</a>,<a href="#B136-electronics-14-00649" class="html-bibr">136</a>].</p>
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<p>Risks and mitigation strategies for developing effective serious games assisted by non-invasive neurotechnologies [<a href="#B138-electronics-14-00649" class="html-bibr">138</a>,<a href="#B139-electronics-14-00649" class="html-bibr">139</a>,<a href="#B140-electronics-14-00649" class="html-bibr">140</a>].</p>
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<p>ROB-2 “traffic light” plots of the domain-level judgements for each individual result [<a href="#B20-electronics-14-00649" class="html-bibr">20</a>,<a href="#B89-electronics-14-00649" class="html-bibr">89</a>,<a href="#B93-electronics-14-00649" class="html-bibr">93</a>,<a href="#B102-electronics-14-00649" class="html-bibr">102</a>,<a href="#B103-electronics-14-00649" class="html-bibr">103</a>,<a href="#B104-electronics-14-00649" class="html-bibr">104</a>,<a href="#B106-electronics-14-00649" class="html-bibr">106</a>,<a href="#B108-electronics-14-00649" class="html-bibr">108</a>,<a href="#B109-electronics-14-00649" class="html-bibr">109</a>,<a href="#B110-electronics-14-00649" class="html-bibr">110</a>,<a href="#B111-electronics-14-00649" class="html-bibr">111</a>,<a href="#B112-electronics-14-00649" class="html-bibr">112</a>,<a href="#B114-electronics-14-00649" class="html-bibr">114</a>,<a href="#B115-electronics-14-00649" class="html-bibr">115</a>,<a href="#B116-electronics-14-00649" class="html-bibr">116</a>,<a href="#B117-electronics-14-00649" class="html-bibr">117</a>,<a href="#B118-electronics-14-00649" class="html-bibr">118</a>,<a href="#B119-electronics-14-00649" class="html-bibr">119</a>,<a href="#B120-electronics-14-00649" class="html-bibr">120</a>,<a href="#B121-electronics-14-00649" class="html-bibr">121</a>,<a href="#B122-electronics-14-00649" class="html-bibr">122</a>,<a href="#B123-electronics-14-00649" class="html-bibr">123</a>,<a href="#B124-electronics-14-00649" class="html-bibr">124</a>,<a href="#B125-electronics-14-00649" class="html-bibr">125</a>,<a href="#B132-electronics-14-00649" class="html-bibr">132</a>].</p>
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<p>ROB-2 weighted bar plots of the distribution of risk-of-bias judgements within each bias domain.</p>
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<p>ROBINS-I “traffic light” plots of the domain-level judgements for each individual result [<a href="#B87-electronics-14-00649" class="html-bibr">87</a>,<a href="#B88-electronics-14-00649" class="html-bibr">88</a>,<a href="#B90-electronics-14-00649" class="html-bibr">90</a>,<a href="#B91-electronics-14-00649" class="html-bibr">91</a>,<a href="#B92-electronics-14-00649" class="html-bibr">92</a>,<a href="#B94-electronics-14-00649" class="html-bibr">94</a>,<a href="#B95-electronics-14-00649" class="html-bibr">95</a>,<a href="#B96-electronics-14-00649" class="html-bibr">96</a>,<a href="#B97-electronics-14-00649" class="html-bibr">97</a>,<a href="#B98-electronics-14-00649" class="html-bibr">98</a>,<a href="#B99-electronics-14-00649" class="html-bibr">99</a>,<a href="#B100-electronics-14-00649" class="html-bibr">100</a>,<a href="#B101-electronics-14-00649" class="html-bibr">101</a>,<a href="#B103-electronics-14-00649" class="html-bibr">103</a>,<a href="#B105-electronics-14-00649" class="html-bibr">105</a>,<a href="#B107-electronics-14-00649" class="html-bibr">107</a>,<a href="#B113-electronics-14-00649" class="html-bibr">113</a>,<a href="#B126-electronics-14-00649" class="html-bibr">126</a>,<a href="#B127-electronics-14-00649" class="html-bibr">127</a>,<a href="#B128-electronics-14-00649" class="html-bibr">128</a>,<a href="#B129-electronics-14-00649" class="html-bibr">129</a>,<a href="#B130-electronics-14-00649" class="html-bibr">130</a>,<a href="#B131-electronics-14-00649" class="html-bibr">131</a>].</p>
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<p>ROBINS-I weighted bar plots of the distribution of risk-of-bias judgements within each bias domain.</p>
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15 pages, 681 KiB  
Article
Efficient Parallel Design for Self-Play in Two-Player Zero-Sum Games
by Hongsong Tang, Bo Chen, Yingzhuo Liu, Kuoye Han, Jingqian Liu and Zhaowei Qu
Symmetry 2025, 17(2), 250; https://doi.org/10.3390/sym17020250 - 7 Feb 2025
Viewed by 336
Abstract
Self-play methods have achieved remarkable success in two-player zero-sum games, attaining superhuman performance in many complex game domains. Parallelizing learners is a feasible approach to handle complex games. However, parallelizing learners often leads to the suboptimal exploitation of computational resources, resulting in inefficiencies. [...] Read more.
Self-play methods have achieved remarkable success in two-player zero-sum games, attaining superhuman performance in many complex game domains. Parallelizing learners is a feasible approach to handle complex games. However, parallelizing learners often leads to the suboptimal exploitation of computational resources, resulting in inefficiencies. This paper introduces the Mixed Hierarchical Oracle (MHO), which is designed to enhance training efficiency and performance in complex two-player zero-sum games. MHO efficiently leverages interaction data among parallelized solvers during the Parallelized Oracle (PO) process, while employing Model Soups (MS) to consolidate fragmented computational resources and Hierarchical Exploration (HE) to balance exploration and exploitation. These carefully designed enhancements for parallelized systems significantly improve the training performance of self-play. Additionally, MiniStar is introduced as an open source environment focused on small-scale combat scenarios, developed to facilitate research in self-play algorithms. The MHO is evaluated on both the AlphaStar888 matrix game and MiniStar environment, and ablation studies further demonstrates its effectiveness in improving the agent’s decision-making capabilities. This work highlight the potential of the MHO to optimize compute resource utilization and improve performance in self-play methods. Full article
(This article belongs to the Section Computer)
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<p>The overall framework diagram of MHO. The policy in MHO consists of fixed policy which is the fixed and active policy is being trained. Active policy is a set of parallel hierarchical policies. Higher-level policies are more exploratory in training and lower-level policies are more exploitative. After the lowest-level policy (yellow in the figure) completes training, it becomes a fixed policy. A new active policy is added as the highest-level policy (blue in the figure) and initialized by the lower-level policy using the MS method. After the higher-level policy finishes fighting against the lower-level active policy, the samples are learned by the respective level active policy, instead of discarding the samples of the lower-level active policy [<a href="#B23-symmetry-17-00250" class="html-bibr">23</a>].</p>
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<p>The experiments in AlphaStar888. (<b>a</b>) Main experimental results comparing different algorithms, with exploitability plotted against training iterations. (<b>b</b>) Ablation experiment on AlphaStar888 comparing the performance of the MHO, with exploitability plotted against training iterations.</p>
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<p>Win rate matrices comparing MHO, PSRO, P-PSRO, PSRO-rN, and self-play in the MiniStar environment for three races: (<b>a</b>) Protoss 5v5, (<b>b</b>) Zerg 5v5, and (<b>c</b>) Terran 5v5. Each cell shows the row player’s expected payoff against the column player’s strategy. Larger positive values (darker coloration) indicate stronger performance of the row strategy against the column strategy.</p>
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<p>Winning curves of different algorithms against built-in AI during training. The horizontal axis represents the number of training steps, and the vertical axis denotes the average win rate.</p>
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<p>Ablation experiments against built-in AI in the MiniStar environment. Winning curves of various ablated versions of the MHO against the built-in AI. The x-axis indicates the number of training steps, while the y-axis denotes the corresponding win rate.</p>
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<p>Average win rate against built-in AI: P-PSRO vs. PO-PSRO. The horizontal axis denotes the number of training steps, and the vertical axis represents the average win rate against the built-in AI.</p>
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<p>Ablation experiments in the MiniStar environment. Pairwise win rate matrices evaluating MHO without certain components in 5v5 combat scenarios of MiniStar. Subfigures show (<b>a</b>) Protoss 5v5, (<b>b</b>) Zerg 5v5, and (<b>c</b>) Terran 5v5. Each cell shows the row player’s expected payoff against the column player’s strategy. Larger positive values (darker coloration) indicate stronger performance of the row strategy against the column strategy.</p>
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19 pages, 708 KiB  
Article
Efficient Collaborative Learning in the Industrial IoT Using Federated Learning and Adaptive Weighting Based on Shapley Values
by Dost Muhammad Saqib Bhatti, Mazhar Ali, Junyong Yoon and Bong Jun Choi
Sensors 2025, 25(3), 969; https://doi.org/10.3390/s25030969 - 6 Feb 2025
Viewed by 377
Abstract
The integration of the Industrial Internet of Things (IIoT) and federated learning (FL) can be a promising approach to achieving secure and collaborative AI-driven Industry 4.0 and beyond. FL enables the collaborative training of a global model under the supervision of a central [...] Read more.
The integration of the Industrial Internet of Things (IIoT) and federated learning (FL) can be a promising approach to achieving secure and collaborative AI-driven Industry 4.0 and beyond. FL enables the collaborative training of a global model under the supervision of a central server while ensuring that data remain localized to ensure data privacy. Subsequently, the locally trained models can be aggregated to enhance the global model training process. Nevertheless, the merging of these local models can significantly impact the efficacy of global training due to the diversity of each industry’s data. In order to enhance robustness, we propose a Shapley value-based adaptive weighting mechanism that trains the global model as a sequence of cooperative games. The client weights are adjusted based on their Shapley contributions as well as the size and variability of their local datasets in order to improve the model performance. Furthermore, we propose a quantization strategy to mitigate the computational expense of Shapley value computation. Our experiments demonstrate that our method achieves the highest accuracy compared to existing methods due to the efficient assignment of weights. Additionally, our method achieves nearly the same accuracy with significantly lower computational cost by reducing the computation overhead of Shapley value computation in each round of training. Full article
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<p>Federated learning using cooperative game theory to enhance efficiency.</p>
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<p>Wafer manufacturing issues.</p>
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<p>Accuracy comparison of the proposed method with classification problem on silicon wafers data.</p>
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<p>Loss comparison of proposed method with classification problem on silicon wafers data.</p>
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<p>Accuracy comparison of the proposed method for gesture recognition.</p>
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<p>Loss comparison of the proposed method for gesture recognition.</p>
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<p>Accuracy comparison of the proposed method with object detection on PCB data.</p>
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<p>Loss comparison of the proposed method with object detection on PCB data.</p>
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<p>Comparison of complexity of proposed method with conventional methods.</p>
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14 pages, 324 KiB  
Article
An Enhanced Gradient Algorithm for Computing Generalized Nash Equilibrium Applied to Electricity Market Games
by Adriano C. Lisboa, Fellipe F. G. Santos, Douglas A. G. Vieira, Rodney R. Saldanha and Felipe A. C. Pereira
Energies 2025, 18(3), 727; https://doi.org/10.3390/en18030727 - 5 Feb 2025
Viewed by 417
Abstract
This paper introduces an enhanced algorithm for computing generalized Nash equilibria for multiple player nonlinear games, which degenerates in a gradient algorithm for single player games (i.e., optimization problems) or potential games (i.e., equivalent to minimizing the respective potential function), based on the [...] Read more.
This paper introduces an enhanced algorithm for computing generalized Nash equilibria for multiple player nonlinear games, which degenerates in a gradient algorithm for single player games (i.e., optimization problems) or potential games (i.e., equivalent to minimizing the respective potential function), based on the Rosen gradient algorithm. Analytical examples show that it has similar theoretical guarantees of finding a generalized Nash equilibrium when compared to the relaxation algorithm, while numerical examples show that it is faster. Furthermore, the proposed algorithm is as fast as, but more stable than, the Rosen gradient algorithm, especially when dealing with constraints and non-convex games. The algorithm is applied to an electricity market game representing the current electricity market model in Brazil. Full article
(This article belongs to the Section C: Energy Economics and Policy)
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<p>Convergence of proposed Enhanced Gradient Algorithm (EGNE) for <math display="inline"><semantics> <mrow> <mi>η</mi> <mo>=</mo> <mn>1</mn> </mrow> </semantics></math> and <math display="inline"><semantics> <mrow> <msub> <mi>λ</mi> <mi>v</mi> </msub> <mo>=</mo> <mn>1</mn> <mo>/</mo> <mn>5</mn> <mo>,</mo> </mrow> </semantics></math> <math display="inline"><semantics> <mrow> <mi>v</mi> <mo>=</mo> <mn>1</mn> <mo>,</mo> <mo>…</mo> <mo>,</mo> <mn>5</mn> </mrow> </semantics></math> (EGNE), relaxation algorithm for a fixed step of <math display="inline"><semantics> <mrow> <mn>1</mn> <mo>/</mo> <mn>2</mn> </mrow> </semantics></math> (RNE), Rosen gradient algorithm for <math display="inline"><semantics> <mrow> <msub> <mi>λ</mi> <mi>v</mi> </msub> <mo>=</mo> <mn>1</mn> <mo>/</mo> <mn>5</mn> <mo>,</mo> <mspace width="3.33333pt"/> <mspace width="3.33333pt"/> <mi>v</mi> <mo>=</mo> <mn>1</mn> <mo>,</mo> <mo>…</mo> <mo>,</mo> <mn>5</mn> </mrow> </semantics></math> (GNE), and the BRD algorithm (BRD), for game (<a href="#FD41-energies-18-00727" class="html-disp-formula">41</a>) with <math display="inline"><semantics> <mrow> <mi>p</mi> <mo>=</mo> <mn>5</mn> </mrow> </semantics></math>, <math display="inline"><semantics> <mrow> <mi>n</mi> <mo>=</mo> <mn>1</mn> </mrow> </semantics></math>, <math display="inline"><semantics> <mrow> <mi>B</mi> <mo>=</mo> <mn>1</mn> </mrow> </semantics></math> and <math display="inline"><semantics> <mrow> <mi>ϵ</mi> <mo>=</mo> <msup> <mn>10</mn> <mrow> <mo>−</mo> <mn>2</mn> </mrow> </msup> </mrow> </semantics></math>.</p>
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<p>Average computational cost of 30 solutions of game (<a href="#FD41-energies-18-00727" class="html-disp-formula">41</a>) with proposed enhanced gradient algorithm for <math display="inline"><semantics> <mrow> <mi>η</mi> <mo>=</mo> <mn>1</mn> </mrow> </semantics></math> and <math display="inline"><semantics> <mrow> <msub> <mi>λ</mi> <mi>v</mi> </msub> <mo>=</mo> <mn>1</mn> <mo>/</mo> <mi>p</mi> <mo>,</mo> <mspace width="3.33333pt"/> <mspace width="3.33333pt"/> <mi>v</mi> <mo>=</mo> <mn>1</mn> <mo>,</mo> <mo>…</mo> <mo>,</mo> <mi>p</mi> </mrow> </semantics></math> (EGNE), relaxation algorithm for a fixed step of <math display="inline"><semantics> <mrow> <mn>1</mn> <mo>/</mo> <mn>2</mn> </mrow> </semantics></math> (RNE), Rosen gradient algorithm for <math display="inline"><semantics> <mrow> <msub> <mi>λ</mi> <mi>v</mi> </msub> <mo>=</mo> <mn>1</mn> <mo>/</mo> <mi>p</mi> <mo>,</mo> <mspace width="3.33333pt"/> <mspace width="3.33333pt"/> <mi>v</mi> <mo>=</mo> <mn>1</mn> <mo>,</mo> <mo>…</mo> <mo>,</mo> <mi>p</mi> </mrow> </semantics></math> (GNE), and BRD algorithm (BRD), for an increasing number of players <span class="html-italic">p</span> starting from a random feasible point <math display="inline"><semantics> <mrow> <msub> <mi>x</mi> <mrow> <mn>0</mn> <mo>,</mo> <mi>v</mi> </mrow> </msub> <mo>∈</mo> <mrow> <mo>[</mo> <mi>ϵ</mi> <mo>,</mo> <mi>B</mi> <mo>/</mo> <mi>p</mi> <mo>]</mo> </mrow> </mrow> </semantics></math>, <math display="inline"><semantics> <mrow> <mi>v</mi> <mo>=</mo> <mn>1</mn> <mo>,</mo> <mo>…</mo> <mo>,</mo> <mi>p</mi> </mrow> </semantics></math>, with <math display="inline"><semantics> <mrow> <mi>n</mi> <mo>=</mo> <mn>1</mn> </mrow> </semantics></math>, <math display="inline"><semantics> <mrow> <mi>B</mi> <mo>=</mo> <mn>1</mn> </mrow> </semantics></math> and <math display="inline"><semantics> <mrow> <mi>ϵ</mi> <mo>=</mo> <msup> <mn>10</mn> <mrow> <mo>−</mo> <mn>2</mn> </mrow> </msup> </mrow> </semantics></math>. The stop criterion is to move closer than a Euclidean distance of <math display="inline"><semantics> <msup> <mn>10</mn> <mrow> <mo>−</mo> <mn>6</mn> </mrow> </msup> </semantics></math> to the know Nash equilibrium.</p>
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<p>Average computational cost of 30 solutions of game (<a href="#FD41-energies-18-00727" class="html-disp-formula">41</a>) with proposed enhanced gradient algorithm for <math display="inline"><semantics> <mrow> <mi>η</mi> <mo>=</mo> <mn>1</mn> </mrow> </semantics></math> and <math display="inline"><semantics> <mrow> <msub> <mi>λ</mi> <mi>v</mi> </msub> <mo>=</mo> <mn>1</mn> <mo>/</mo> <mi>p</mi> <mo>,</mo> <mspace width="3.33333pt"/> <mspace width="3.33333pt"/> <mi>v</mi> <mo>=</mo> <mn>1</mn> <mo>,</mo> <mo>…</mo> <mo>,</mo> <mi>p</mi> </mrow> </semantics></math> (EGNE), relaxation algorithm for a fixed step of <math display="inline"><semantics> <mrow> <mn>1</mn> <mo>/</mo> <mn>2</mn> </mrow> </semantics></math> (RNE), Rosen gradient algorithm for <math display="inline"><semantics> <mrow> <msub> <mi>λ</mi> <mi>v</mi> </msub> <mo>=</mo> <mn>1</mn> <mo>/</mo> <mi>p</mi> <mo>,</mo> <mspace width="3.33333pt"/> <mspace width="3.33333pt"/> <mi>v</mi> <mo>=</mo> <mn>1</mn> <mo>,</mo> <mo>…</mo> <mo>,</mo> <mi>p</mi> </mrow> </semantics></math> (GNE), and BRD algorithm (BRD), for an increasing number of variables <span class="html-italic">n</span> starting from a random feasible point <math display="inline"><semantics> <mrow> <msub> <mi>x</mi> <mrow> <mn>0</mn> <mo>,</mo> <mi>v</mi> </mrow> </msub> <mo>∈</mo> <mrow> <mo>[</mo> <mi>ϵ</mi> <mo>,</mo> <mi>B</mi> <mo>/</mo> <mrow> <mo>(</mo> <mi>n</mi> <mi>p</mi> <mo>)</mo> </mrow> <mo>]</mo> </mrow> </mrow> </semantics></math>, <math display="inline"><semantics> <mrow> <mi>v</mi> <mo>=</mo> <mn>1</mn> <mo>,</mo> <mo>…</mo> <mo>,</mo> <mi>p</mi> </mrow> </semantics></math>, with <math display="inline"><semantics> <mrow> <mi>p</mi> <mo>=</mo> <mn>4</mn> </mrow> </semantics></math>, <math display="inline"><semantics> <mrow> <mi>B</mi> <mo>=</mo> <mn>1</mn> </mrow> </semantics></math> and <math display="inline"><semantics> <mrow> <mi>ϵ</mi> <mo>=</mo> <msup> <mn>10</mn> <mrow> <mo>−</mo> <mn>6</mn> </mrow> </msup> </mrow> </semantics></math>. The stop criterion is to move closer than a Euclidean distance of <math display="inline"><semantics> <msup> <mn>10</mn> <mrow> <mo>−</mo> <mn>6</mn> </mrow> </msup> </semantics></math> to the known Nash equilibrium.</p>
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<p>Typical convergence for the seasonalization game using the proposed gradient algorithm for <math display="inline"><semantics> <mrow> <mi>η</mi> <mo>=</mo> <mn>1</mn> </mrow> </semantics></math> and <math display="inline"><semantics> <mrow> <msub> <mi>λ</mi> <mi>v</mi> </msub> <mo>=</mo> <mn>1</mn> <mo>/</mo> <mn>4</mn> <mo>,</mo> <mspace width="3.33333pt"/> <mspace width="3.33333pt"/> <mi>i</mi> <mo>=</mo> <mn>1</mn> <mo>,</mo> <mo>…</mo> <mo>,</mo> <mn>4</mn> </mrow> </semantics></math> (EGNE) the relaxation method for a fixed step of <math display="inline"><semantics> <mrow> <mn>1</mn> <mo>/</mo> <mn>2</mn> </mrow> </semantics></math> (RNE), and Rosen gradient algorithm for <math display="inline"><semantics> <mrow> <msub> <mi>λ</mi> <mi>v</mi> </msub> <mo>=</mo> <mn>1</mn> <mo>/</mo> <mn>4</mn> <mo>,</mo> <mspace width="3.33333pt"/> <mspace width="3.33333pt"/> <mi>i</mi> <mo>=</mo> <mn>1</mn> <mo>,</mo> <mo>…</mo> <mo>,</mo> <mn>4</mn> </mrow> </semantics></math> (GNE), compared to EGNE solution.</p>
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<p>Average computational cost of 30 solutions of seasonalization game with proposed enhanced gradient algorithm for <math display="inline"><semantics> <mrow> <mi>η</mi> <mo>=</mo> <mn>1</mn> </mrow> </semantics></math> and <math display="inline"><semantics> <mrow> <msub> <mi>λ</mi> <mi>v</mi> </msub> <mo>=</mo> <mn>1</mn> <mo>/</mo> <mi>p</mi> <mo>,</mo> <mspace width="3.33333pt"/> <mspace width="3.33333pt"/> <mi>v</mi> <mo>=</mo> <mn>1</mn> <mo>,</mo> <mo>…</mo> <mo>,</mo> <mi>p</mi> </mrow> </semantics></math> (EGNE), for an increasing number of players <span class="html-italic">p</span> starting from a random feasible point <math display="inline"><semantics> <mrow> <msub> <mi>x</mi> <mrow> <mn>0</mn> <mo>,</mo> <mi>v</mi> </mrow> </msub> <mo>∈</mo> <mrow> <mo>[</mo> <munder> <mi>ρ</mi> <mo>̲</mo> </munder> <msub> <mi>X</mi> <mi>v</mi> </msub> <mo>,</mo> <msub> <mi>X</mi> <mi>v</mi> </msub> <mo>]</mo> </mrow> </mrow> </semantics></math>, <math display="inline"><semantics> <mrow> <mi>v</mi> <mo>=</mo> <mn>1</mn> <mo>,</mo> <mo>…</mo> <mo>,</mo> <mi>p</mi> </mrow> </semantics></math>.</p>
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16 pages, 6883 KiB  
Article
Integrated AI System for Real-Time Sports Broadcasting: Player Behavior, Game Event Recognition, and Generative AI Commentary in Basketball Games
by Sunghoon Jung, Hanmoe Kim, Hyunseo Park and Ahyoung Choi
Appl. Sci. 2025, 15(3), 1543; https://doi.org/10.3390/app15031543 - 3 Feb 2025
Viewed by 898
Abstract
This study presents an AI-based sports broadcasting system capable of real-time game analysis and automated commentary. The model first acquires essential background knowledge, including the court layout, game rules, team information, and player details. YOLO model-based segmentation is applied for a local camera [...] Read more.
This study presents an AI-based sports broadcasting system capable of real-time game analysis and automated commentary. The model first acquires essential background knowledge, including the court layout, game rules, team information, and player details. YOLO model-based segmentation is applied for a local camera view to enhance court recognition accuracy. Player’s actions and ball tracking is performed through YOLO algorithms. In each frame, the YOLO detection model is used to detect the bounding boxes of the players. Then, we proposed our tracking algorithm, which computed the IoU from previous frames and linked together to track the movement paths of the players. Player behavior is achieved via the R(2+1)D action recognition model including player actions such as running, dribbling, shooting, and blocking. The system demonstrates high performance, achieving an average accuracy of 97% in court calibration, 92.5% in player and object detection, and 85.04% in action recognition. Key game events are identified based on positional and action data, with broadcast lines generated using GPT APIs and converted to natural audio commentary via Text-to-Speech (TTS). This system offers a comprehensive framework for automating sports broadcasting with advanced AI techniques. Full article
(This article belongs to the Special Issue Research on Machine Learning in Computer Vision)
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<p>Overall procedure of the system.</p>
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<p>Court segmentation in local view.</p>
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<p>Player tracking and action recognition.</p>
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<p>Prompt example for game commentary generation.</p>
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<p>Overall system architecture.</p>
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<p>Application screenshot.</p>
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<p>Calibrated result of court.</p>
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<p>Confusion matrix for court segmentation.</p>
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<p>Confusion matrix for R(2+1)D action recognition.</p>
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<p>Confusion matrix for YOLO results.</p>
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<p>AI commentary generation result.</p>
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16 pages, 395 KiB  
Systematic Review
A Systematic Review of Technology Integration in Developing L2 Pragmatic Competence
by Xuedan Qi and Zhuo Chen
Educ. Sci. 2025, 15(2), 172; https://doi.org/10.3390/educsci15020172 - 1 Feb 2025
Viewed by 607
Abstract
A growing body of research has explored how technology can enhance the development of pragmatic competence in a second language (L2). This systematic review synthesizes 37 empirical studies published between 2015 and 2024, focusing on various technological applications such as computer-mediated communication (CMC), [...] Read more.
A growing body of research has explored how technology can enhance the development of pragmatic competence in a second language (L2). This systematic review synthesizes 37 empirical studies published between 2015 and 2024, focusing on various technological applications such as computer-mediated communication (CMC), interactive automated dialogues, virtual environments, and digital games. The analysis highlights that these tools promote pragmatic development by providing authentic or semi-authentic interaction, contextualized learning, and personalized practices. Meanwhile, the review also uncovers key challenges from both technological constraints and individual dimensions. Based on the findings, this review suggests several directions for future research. Further studies should adopt longitudinal, multimodal, and socially situated approaches, explore emerging generative AI technologies, and examine the interaction between individual learner differences and technological affordances to increase understanding of this evolving field. Full article
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<p>PRISMA flowchart for literature search.</p>
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19 pages, 4007 KiB  
Article
Collaborative Control of UAV Swarms for Target Capture Based on Intelligent Control Theory
by Yuan Chi, Yijie Dong, Lei Zhang, Zhenyue Qiu, Xiaoyuan Zheng and Zequn Li
Mathematics 2025, 13(3), 413; https://doi.org/10.3390/math13030413 - 26 Jan 2025
Viewed by 617
Abstract
Real-time dynamic capture of a single moving target is one of the most crucial and representative tasks in UAV capture problems. This paper proposes a multi-UAV real-time dynamic capture strategy based on a differential game model to address this challenge. In this paper, [...] Read more.
Real-time dynamic capture of a single moving target is one of the most crucial and representative tasks in UAV capture problems. This paper proposes a multi-UAV real-time dynamic capture strategy based on a differential game model to address this challenge. In this paper, the dynamic capture problem is divided into two parts: pursuit and capture. First, in the pursuit–evasion problem based on differential games, the capture UAVs and the target UAV are treated as adversarial parties engaged in a game. The current pursuit–evasion state is modeled and analyzed according to varying environmental information, allowing the capture UAVs to quickly track the target UAV. The Nash equilibrium solution in the differential game is optimal for both parties in the pursuit–evasion process. Then, a collaborative multi-UAV closed circular pipeline control method is proposed to ensure an even distribution of capture UAVs around the target, preventing excessive clustering and thereby significantly improving capture efficiency. Finally, simulations and real-flight experiments are conducted on the RflySim platform in typical scenarios to analyze the computational process and verify the effectiveness of the proposed method. Results indicate that this approach effectively provides a solution for multi-UAV dynamic capture and achieves desirable capture outcomes. Full article
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<p>Flowchart of UAV target capture algorithm based on differential game.</p>
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<p>Relative positioning of the capture UAV and target UAV.</p>
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<p>Positional relationship of each radius of the UAV and the closed circular pipeline. (<b>a</b>) Relative positions among the UAV radius. (<b>b</b>) Relative concepts of the closed circular pipeline.</p>
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<p>Real-time dynamic target point distribution of the pursuit UAVs and evader UAV based on the differential game algorithm.</p>
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<p>Location of the capture points.</p>
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<p>Physical schematic connection diagram.</p>
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<p>UAV capture results.</p>
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<p>Snapshots of real flight and reflective simulation of UAV capture. (<b>a</b>) Initial positions of the UAVs; (<b>b</b>) target search by capture UAVs; (<b>c</b>) UAV pursuit based on differential game; (<b>d</b>) capture initiates when the distance between the capture UAVs and the target UAV falls below the capture radius; (<b>e</b>) dynamic capture based on closed circular pipeline; (<b>f</b>) capture successfully completed.</p>
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<p>Snapshots of real flight and reflective simulation of UAV capture. (<b>a</b>) Initial positions of the UAVs; (<b>b</b>) target search by capture UAVs; (<b>c</b>) UAV pursuit based on differential game; (<b>d</b>) capture initiates when the distance between the capture UAVs and the target UAV falls below the capture radius; (<b>e</b>) dynamic capture based on closed circular pipeline; (<b>f</b>) capture successfully completed.</p>
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<p>Distance between the capture UAVs and the target UAV.</p>
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<p>Distance between the fifth target UAV and the first capture UAV.</p>
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