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Keywords game theory
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Abstract

In the world of Darwinian rivalry, where the fittest individuals take advantage of others, explaining acts of altruism poses one of the most fundamental problems in evolutionary biology. In a previous issue of Academia magazine (4/2015), Dr. Kinga Wysieńska-Di Carlo and Dr. Zbigniew Karpiński explored this issue from the perspective of sociologists; here it is viewed through the prism of mathematics.

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Authors and Affiliations

Jacek Miękisz
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Abstract

A particular element of computer games which significantly affects the gaming experience is avatars, i.e., representations of virtual players. In particular player-avatar similarity is related to the game experience, however, the results of previous studies are not conclusive. There is also a lack of research in which participants actually create their own avatars. The first aim of this study is to check whether there is a relationship between the player-avatar similarity and the game experience: game efficacy, game enjoyment and immersion. As a second goal the study examines gender as the mechanism responsible for the relationship between avatar player-similarity and game experience: game enjoyment, game efficacy and immersion. In the study (N = 130) participants created their avatars, played designed computer game Characterium and assessed their experience. The results demonstrate that player-avatar similarity was positively related to immersion level (but not to game efficacy and game enjoyment). Gender was not a significant moderator of the relationships between avatar similarity and game efficacy, game enjoyment and immersion. We consider this study to be a step forward in better understanding the mechanisms underlying the relationship between player-avatar similarity and game experience. For the first time, the relationship between player-avatar similarity and immersion was demonstrated in the condition of creating an avatar by the subjects and controlling it in the game. We also identify potential reasons why our hypotheses have not been confirmed.
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Authors and Affiliations

Monika Paleczna
1
ORCID: ORCID
Piotr Buczkowicz
1
Barbara Szmigielska
1
ORCID: ORCID

  1. Jagiellonian University, Cracow, Poland
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Abstract

In the article, I try to show the world of the past as the world of games. First of all, history appears as a game – the game of the historian with his subject of study or cognition. Secondly, history itself can be conceptualised by the metaphor of the game. The history of Portugal is treated as an example of the object of historical research, which changes along with the theories applied. The act of theorising sets the limits of the known past. On the basis of selected examples from the history of Portugal in the 20th century, I try to show how the use of various research tools allows us to ask new/different questions.

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Authors and Affiliations

Karol Kasprowicz
ORCID: ORCID
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Abstract

A new version of J2TADD - a translator from Java to automatons- is described, which adds support for a translation of Markov processes with non-dcterministic players, that can form coalitions, which in turn strive for different aims. In order to ease the definition of a probabilistic game using a plain Java application, several new constructs, and also a special library, are supported within the input language.

Ranges on variables or on expressions can be defined, what helps in checking the self-consistency of a model, and can also make the solving of the model faster.

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Authors and Affiliations

Artur Rataj
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Abstract

The body of research on the perception of video game localization solutions is constantly growing. However, no attention was given to Polish video gamers’ language version preferences. The present paper presents the results of a survey of Polish dedicated gamers when it comes to the preferred localization scope, what factors influence that preference, what solutions characterise a good localization and which ones the localizers should avoid.
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Bibliography

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BOBROWSKI M., RODZIŃSKA-SZARY P., KRAMPUS-SEPIELAK A., ŚLIWIŃSKI M., RUDNICKI S. (2017): State of the Polish Video Game Industry '17, “PolishGamers.com”, < http://polishgamers.com/upload/raport_A4_EN_2017_web.pdf> [last access: 17.10.21].
BOBROWSKI M., GAŁUSZKA D., KRAMPUS-SEPIELAK A., RODZIŃSKA-SZARY P., ŚLIWIŃSKI M. (2019): Polish Gamers Research Report, “Polish Gamers Resarch” < https://polishgamers.com/pgr/polish-gamers-research-2019> [last access: 17.10.21].
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DĘBOWSKI J., ARASZKIEWICZ M., BOBREK G., MAŃKA M. (2016): Tragiczne przypadki polskiego dubbingu gier. Dlaczego jest tak źle, “TVGRY.pl”, < https://www.youtube.com/watch?v=HateX3Bq09Y> [last access: 17.10.21].
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FERNÁNDEZ-COSTALES A. (2016): Analyzing Player’s Perception on the Translation of Video Games, in: SMITH I.A., ESSER A., BERNAL-MERINO M.Á. (eds.), Media Across Borders: Localizing TV, Film, and Video Games, Routledge, New York: 183–201.
GEURTS F. (2015): What do you want to play? The desirability of video game translations from English into Dutch according to Dutch gamers and non-gamers, MA thesis, University of Leiden.
HERNANDEZ M. (2017): Video Game Localisation: A Francophone Gamers' Perspective on the Quality of PC Video Game Localisation, MA thesis, Université Genève, < http://archive-ouverte.unige.ch/unige:104629> [last access: 17.10.21].
KHOSHSALIGHEH M., AMERI S. (2020): Video game localisation in Iran: A survey of users’ profile, gaming habits and preferences, “The Translator”, 26/2: 190–208.
KRAKOWSKI PARK TECHNOLOGICZNY (2015): Polish Gamers Research '2015, „kpt.krakow.pl”, < http://www.kpt.krakow.pl/wp-content/uploads/2018/06/polishgamers_2015_final_pl-2.pdf> [last access: 17.10.21].
ID. (2018): Polish Gamers Research '2018, „kpt.krakow.pl” < http://www.kpt.krakow.pl/wp-content/uploads/2018/06/polish-gamers-2018.pdf> [last access: 17.10.21].
KRAMPUS-SEPIELAK A., BOBROWSKI M., GAŁUSZKA D., RODZIŃSKA-SZARY P., ŚLIWIŃSKI M. (2021): The State of the Polish Video Games Industry 2020, “Polish Gamers Research”, < https://polishgamers.com/wp-content/uploads/2021/04/Raport_2021_long_FINAL_EN_WEB.pdf> [last access: 17.10.21]. KUDŁA D. (2020): Ocena odbioru lokalizacji językowej gier komputerowych na podstawie danych okulograficznych, Wydawnictwo Naukowe Instytutu Komunikacji Specjalistycznej i Interkulturowej, Uniwersytet Warszawski, Warszawa.
MANDIBERG S. (2015): Responsible Localization: Game Translation between Japan and the United States, PhD thesis, University of California, San Diego, < https://escholarship.org/uc/item/3g21n3q7> [last access: 17.10.21].
MANGIRON C. (2018): Reception studies in game localization. Taking stock, in: DI GIOVANNI E., GAMBIER Y. (eds.), Reception Studies and Audiovisual Translation, John Benjamins, Amsterdam: 277–296.
MCCARTHY D., CURRAN S., BYRON S. (2005): The Complete Guide to Game Development, Art, and Design, ILEX Press Ltd, Lewes.
MUNDAY J. (2012): Introducing Translation Studies: Theories and Applications (3rd ed.), Routledge, London/ New York.
O'HAGAN M., MANGIRON C. (2013): Game Localization: Translating for the Global Digital Entertainment Industry, John Benjamins, Amsterdam/ Philadelphia.
STRZYŻEWSKI M. (2014): Kim są gracze w Polsce? Wyniki badań rynku Polish Gamers Research, „Onet.pl”, < https://technologie.onet.pl/gry/kim-sa-gracze-w-polsce-wyniki-badan-rynku- polish-gamers-research-2014/34rqzyn> [last access: 17.10.21].
THAYER A., KOLKO, B.E. (2004): Localization of Digital Games: The Process of Blending for the Global Games Market, “Technical Communication”, 51/4: 477–488.
WEBER L. (2017): In the $75 Billion Videogame Industry, Hiring People Is a Last Resort, “The Wall Street Journal” (10 April), < https://www.wsj.com/articles/why-a-75-billion-business-is-getting-out-of-the-hiring-game-1491838235> [last access: 17.10.21].
WIJMAN T. (2021): Global Games Market to Generate $175.8 Billion in 2021; Despite a Slight Decline, the Market Is on Track to Surpass $200 Billion in 2023, “Nezwoo.com” < https://newzoo.com/insights/articles/global-games-market-to-generate-175-8-billion-in-2021-despite-a-slight-decline-the-market-is-on-track-to-surpass-200-billion-in-2023/> [last access: 17.10.21].
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Authors and Affiliations

Dominik Kudła
1
ORCID: ORCID

  1. Uniwersytet Warszawski
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Abstract

The paper presents the results of experimental verification on using a zero-sum differential game and H control in the problems of tracking and stabilizing motion of a wheeled mobile robot (WMR). It is a new approach to the synthesis of input-output systems based on the theory of dissipative systems in the sense of the possibility of their practical application. This paper expands upon the problem of optimal control of a nonlinear, nonholonomic wheeled mobile robot by including the reduced impact of changing operating condtions and possible disturbances of the robot’s complex motion. The proposed approach is based on the H∞ control theory and the control is generated by the neural approximation solution to the Hamilton-Jacobi-Isaacs equation. Our verification experiments confirm that the H∞ condition is met for reduced impact of disturbances in the task of tracking and stabilizing the robot motion in the form of changing operating conditions and other disturbances, which made it possible to achieve high accuracy of motion.
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Bibliography

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Authors and Affiliations

Zenon Hendzel
1
ORCID: ORCID
Paweł Penar
1

  1. Department of Applied Mechanics and Robotics, Faculty of Mechanical Engineering and Aeronautics, Rzeszów University of Technology, ul. Powstańców Warszawy 12, 35-959 Rzeszów, Poland
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Abstract

Philip Sabin points out that modern wargames not only contain substantial amounts of historical information but also arrange it into interactive models which depict historical processes in a simplified manner. Such models can be used in historical research as well, complementing the discourse through more holistic and mathematically strict accounts, and providing tools that impose some discipline on counter- factual speculation.

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Authors and Affiliations

Michał Stachura
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Abstract

Presented article contain the teachers opinions of the perceived social expectations in relation to their own expectations of both the institutions of school and local educational authorities. The starting point is a thesis that asymmetrical and disproportionate expectations conducive to the construction of the reduced school reality a specified group of students. as reality shows school does not always reflect the social expectations, which is closely connected with the attitudes of teachers in mainstream schools. however, their expectations of working conditions and the same students with disabilities often remain inconsistent. To identify and interpret the reality that create the appearance of the school, the topic is examined in the context of the concept of the reduced space and the theory of games.

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Authors and Affiliations

Dorota Prysak
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Abstract

In sequencing situations, it may affect parameters used to determine an optimal order in the queue, and consequently the decision of whether (or not) to rearrange the queue by sharing the realized cost savings. In this paper, we extend one machine sequencing situations and their related cooperative games under fuzzy uncertainty. Here, the agents costs per unit of time and processing time in the system are fuzzy intervals. In the sequel, we define sequencing fuzzy interval games and show that these games are convex. Further, fuzzy equal gain splitting rule is given. Finally, a numerical example is illustrated priority based scheduling algorithm.
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Authors and Affiliations

Ismail ÖZCAN
Sırma Zeynep ALPARSLAN GÖK
Gerhard-Wilhelm WEBER
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Abstract

In this article the Author Irys to show in what ways popular computer games influence the historical awareness in modem culture.
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Authors and Affiliations

Radosław Bomba
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Abstract

Mineral markets, in spite of many common features with other goods markets, are distinctive. Their functioning sometimes deviates from the rules of the free market. This feature results from the specificity of acquiring the good being an object of trade. In general, changes in the supply of strategic raw materials are indicated earlier (characterized by a lengthy investment cycle from deposit reconnaissance to mining development), develop slowly, andare inelastic. Demand for common mineral raw materials often has a clear and economic character. However, mineral markets as well as markets of other goods have a common feature - the fact that both are a place where an incessant game is being played. In general, two types of strategic behaviours are distinguished: competition or cooperation. This paper recalls an existing model known as the oil market game. Based on a three-entity market of aggregate producers, an attempt has been made to model entrepreneurs' behaviour. The analysis applies n-person game theory. Game theory enables the evaluation of diverse potential coalitions forming. Possible strategies of activity coming from the prospect of cooperation (or its omission) are presented. Expected payoffs are estimated for possible alliances. Proposals for the division of the payoffs among the participants forming the coalition are also suggested.

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Authors and Affiliations

Mariusz Krzak
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Abstract

Mineral-resource mining is a pillar of many state economies and, in many cases, it determines the welfare of the society. The mining of mineral resources provides the market with the raw materials that are traded and drives the economic and social development of countries, although it can also be a source of tensions and crises (e.g. the “curse of wealth”, “Dutch disease”). The trade of raw materials is conducted by exchanges, bilateral deals and other forms of transactions, and is regulated by trade regulations and contract agreements, and in most cases, constitutes a source of income for exporters. In this paper, the use of game-theory modelling for creating the selling price of mineral products on the basis of Polish export quotas for refined copper raw materials is proposed. Using a characteristic function created on the basis of reported export values, possible cooperation arrangements are defined and solutions are calculated for an n-person game of hypothetical coalitions of the major (in terms of volume) recipients of refined Polish copper, i.e. Germany, Italy and France. Alternative markets and possible supplies of cheaper raw material are excluded from the analyses, while the price spread between the rates paid by the buyers is taken into consideration. Among the many possibilities, the game core, the Shapley imputation and the Gately point are arbitrarily adopted as permissible solutions to the defined system. The obtained results are used for a speculative analysis relating to the possibility of renegotiating prices between the producer and recipients of the raw material. Marginal contributions resulting from Shapley’s solution are taken into account as is the power of individual trading-participant coalitions. The paper demonstrates that the recognition and adoption of solutions based on the n-personnel game model as impartial would require the redefinition of contracts and the rates paid for the raw material.
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Authors and Affiliations

Mariusz Krzak
1

  1. AGH University of Science and Technology, Kraków, Poland
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Abstract

This paper investigates the effect of explicitly informing participants about the objective probability of winning a lottery on the illusion of control. In a procedure based on Experiment 3 from Langer’s 1975 seminal paper, participants were faced with lotteries based on familiar vs. unfamiliar stimuli and either explicitly informed about the objective probability of winning or not (the probability could be derived from other data). Results indicated that stating the objective probability of winning the lottery reduced, but not eliminated the illusion of control. Moreover, Langer’s effect of stimulus familiarity was not replicated. Experiment 2, which included a lottery based on the full set of Polish alphabet letters, confirmed the same effects. Results indicate that illusion of control may be explained by the control heuristic (Thompson et al., 1998) – in absence of explicitly stated probability, participants estimate their chances of winning based on perceived control, even though calculating the objective probability is possible.
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Authors and Affiliations

Karolina Chodzyńska
1
Mateusz Polak
1

  1. Institute of Applied Psychology, Faculty of Management and Social Communication, Jagiellonian University, Krakow, Poland
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Abstract

Virtual reality (VR) technology now provides players with immersive and realistic experiences as never before. Spatial presence plays a crucial role in the introduction of immersive experience in a VR environment. Spatial presence is a special feeling of personal and physical presence in the displayed environment. In this study, we found that the first-person perspective (1PP) was more effective in raising the sense of spatial presence that induces immersive experience compared to the third-person perspective (3PP) in a VR shooting game. Moreover, eye blink rate was significantly higher in the 1PP compared with the 3PP. The 1PP game setting was more realistic than the 3PP setting, and may have raised participants’ sense of immersion and facilitated eye blink. These results indicate that eye blink rate is increased by the sense of spatial presence, and can be a good measure of subjective immersive experience in a VR environment. Neuroscientific evidences suggest that dopaminergic system is involved in such emotional experiences and physiological responses.

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Authors and Affiliations

Tomohide Ishiguro
Cohta Suzuki
Hiroki Nakakoji
Yusuke Funagira
Motoharu Takao
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Abstract

This paper addresses the problem of seeking generalized Nash equilibrium for constrained aggregative games with double-integrator agents who communicate with each other on an unbalanced directed graph. An auxiliary variable is introduced to balance the consensus terms in the designed algorithm by estimating the left eigenvector of the Laplacian matrix associated with the zero eigenvalue in a distributed manner. Moreover, an event-triggered broadcasting scheme is proposed to reduce communication loads in the network. It is shown that the proposed communication scheme is free of the Zeno behavior and the asymptotic convergence of the designed algorithm is obtained. Simulation results are demonstrated to validate the proposed methods.
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Authors and Affiliations

Xin Cai
1
Xinyuan Nan
1
Bingpeng Gao
1

  1. School of Electrical Engineering, Xinjiang University, Urumqi 830047, China
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Abstract

The article is devoted to the subject of ethical problems in Aleksandr Vampilov’s drama Duck Hunting. A detailed analysis of the character concepts and the complexity of the composition enable one to reach the motives and images the work’s contents are actualized through: rain, a window, a door, a telephone – these are the recurring motives crucial in presenting the moral dilemmas of the main character – Viktor Zilov. Each of them may be interpreted as a sign of spiritual anxiety and Zilov’s efforts, his ups and downs, questioning the value of life and giving it some meaning. An oscillation between extremes, transitioning from drama to comedy and from laughter to tears, determines the structure of the text and, at the same time, gives an expression of the main character’s existential quest, one lost in the intricacies of every‑day reality. A The drama’s perfect structuring, the careful construction of space – the real and the imaginary, sound and light effects are all subordinated to the one imperative goal – showing Zilov’s spiritual evolution and the moral feeling still present in his life.
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Authors and Affiliations

Beata Siwek
1

  1. Lublin, Katolicki Uniwersytet Lubelski Jana Pawła II
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Abstract

The following paper presents the players profiling methodology applied to the turn-based computer game in the audience-driven system. The general scope are mobile games where the players compete against each other and are able to tackle challenges presented by the game engine. As the aim of the game producer is to make the gameplay as attractive as possible, the players should be paired in a way that makes their duel the most exciting. This requires the proper player profiling based on their previous games. The paper presents the general structure of the system, the method for extracting information about each duel and storing them in the data vector form and the method for classifying different players through the clustering or predefined category assignment. The obtained results show the applied method is suitable for the simulated data of the gameplay model and clustering of players may be used to effectively group them and pair for the duels.
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Authors and Affiliations

Piotr Bilski
1
ORCID: ORCID
Izabella Antoniuk
2
ORCID: ORCID
Rafał Łabędzki
3

  1. Warsaw University of Technology, Poland
  2. Warsaw University of Life Sciences, Poland
  3. SGH Warsaw School of Economics, Poland
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Abstract

Traditional sports and esports benefit from the development of Information and Communications Technologies (ICT), including gaming, 4D image/video processing, augmented reality (AR), virtual reality (VR), machine learning (ML), artificial intelligence (AI), big data, high-performance computing (HPC), and cloud computing. On the fuzzy border between the areas of physical and modified reality, both types of sports can coexist. The hardware layer of esports includes PC, consoles, smartphones, and peripherals used to interface with computers, including sensors and feedback devices. The IT layer of esports includes algorithms required in the development of games, online platforms, and virtual reality. The esports community includes amateur and professional players, spectators, esports organizers, sponsors, and other stakeholders. Esports and gaming research spans throughout law (intellectual rights, insurance, safety, and age restrictions), administration (teams, clubs, organizations, league regulations, and tournaments) biology (medicine, psychology, addiction, training and education) Olympic and non- Olympic disciplines, ethical issues, game producers, finance, gambling, data acquisition and analysis. Our article aims to presents selected research issues of esports in the ICT virtualization layer.
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Authors and Affiliations

Andrzej Białecki
1
Jan Gajewski
2
Ryszard Romaniuk
1

  1. Warsaw University of Technology
  2. Józef Piłsudski University of Physical Education
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Abstract

According to a widespread view, reviews in science are an instrument for the selection of ideas and people. The article analyzes the gatekeeping role of habilitation proceedings in Polish sociology, taking into account three main areas: (1) the power held in the field of sociology by individual and institutional selectors, (2) statistics on the results of selection, and (3) the fate of academics rejected in the gatekeeping process. It has been found that (1) in Polish sociology there are leading institutions that play the largest role in awarding habilitation degrees, but unlike in other disciplines, there is no phenomenon of domination in the field of review by specific scholars. (2) In the proceedings from 2013–2019, 12.5% of the proceedings ended with a refusal to grant the degree. In the set, no proceedings with a controversial outcome were found (e.g., conferring a degree with a preponderance of negative reviews or vice versa). In the examination of the review results, no trend of systematic gender discrimination was found. (3) 32% of those who were denied a degree left the scientific community, while 63% are still working at the same university as before the denial.
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Authors and Affiliations

Łukasz Remisiewicz
1
ORCID: ORCID

  1. Uniwersytet Gdański, Instytut Socjologii
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Abstract

China has been building an ecological compensation system to eliminate the contradiction between economic development and ecological protection. Aiming at conflicts of interest in the implementation of an ecological compensation policy for China’s mineral resource development, this study established a tripartite evolutionary game model to simulate the ecological compensation scenario and determined the evolutionary stable strategy (ESS) under different scenarios; it uses numerical simulation to analyse the strategy evolution process of stakeholders and the influence of parameter changes on each strategy. The results show that there is an optimal ESS for ecological compensation for mineral resource development, which condition is C1 < Ti + F1, P < F2, C2 < R1 + R2. The initial cooperation intentions of stakeholders directly affected the final stable state. Local governments are most affected by the input cost, and mining enterprises are most affected by the supervision of the central government. Punishment can effectively restrain the behavior of local governments and mining enterprises and promote the implementation of ecological compensation systems. In addition, the higher supervision cost of the central government, the longer time it will take for the stakeholders to reach the stable state. Finally, reducing the payment amount for ecological compensation will not affect the trend in environmental improvement; in contrast, it is conducive to the preservation of enterprises’ strength, economic development and ecological environment protection. The main findings of this study can help secure coordinate between the stakeholders in conflict and jointly formulate appropriate ecological compensation policy.
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Authors and Affiliations

Yiqiao Wang
1
ORCID: ORCID
Yongtao Gao
1
Guoqing Li
1
Yu Zhou
1
Jianhui Li
2

  1. School of Civil and Resource Engineering, University of Science and Technology Beijing, China
  2. Department of Mechanics and Aerospace Engineering, Southern University of Science and Technology, China
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Abstract

We build a mathematical game model of pandemic transmission, including vaccinations of population and budget costs of different acting to eliminate pandemic. We assume the interactions among different groups: vaccinated, susceptible, exposed, infectious, super-spreaders, hospitalized and fatality, defining a system of ordinary differential equations, which describes compartment model of disease and costs of the treatment. The goal of the game is to describe the development disease under different types of treatment, but including costs of them and social restrictions, during the shortest time period. To this effect we construct a dual dynamic programming method to describe open-loop Nash equilibrium for treatment, a group of people having antibodies and budget costs. Next, we calculate numerically an approximate open-loop Nash equilibrium.
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Authors and Affiliations

Radosław Matusik
1
ORCID: ORCID
Andrzej Nowakowski
1
ORCID: ORCID

  1. Faculty of Mathematics and Computer Science, University of Lodz, Banacha 22, Łódz, 90-238, Poland

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