1,688 research outputs found
Equilibrium Existence in Bipartite Social Games: A Generalization of Stable Matchings
We prove existence of equilibria in bipartite social games, where players choose both a strategy in a game and a partner with whom to play the game. Such social games generalize the well-known marriage problem where players choose partners but do not take actions subsequent to matching.Social Games
On the Formation of Interaction Networks in Social Coordination Games
There are many situations where two interacting individuals can benefit from coordinating their actions. We examine the endogenous choice of partners in such social coordination games and the implications for resulting play. We model the interaction pattern as a network where individuals periodically have the discretion to add or sever links to other players. A player chooses whether to add or sever a link based on the (prospective) partner's past behavior. With such endogenous interaction patterns we see multiple stochastically stable states of play, including some that involve play of equilibria in the coordination game that are neither efficient nor risk dominant.
Social Games: Matching and the Play of Finitely Repeated Games
We examine a new class of games, which we call social games, where players not only choose strategies but also choose with whom they play. A group of players who are dissatisfied with the play of their current partners can join together and play a new equilibrium. This imposes new refinements on equilibrium play, where play depends on the relative populations of players in different roles, among other things. We also examine finite repetitions of games where players may choose to rematch in any period. Some equilibria of fixed-player repeated games cannot be sustained as equilibria in a repeated social game. Conversely, the set of repeated matching (or social) equilibria also includes some plays that are not part of any subgame perfect equilibrium of the corresponding fixed-player repeated games. We explore existence under different equilibrium definitions, as well as the relationship to renegotiation-proof equilibrium. It is possible for repeated matching equilibria to be completely distinct from renegotiation-proof equilibria, and even to be Pareto inefficient.Social games, Matching, Games, Repeated games, Renegotiation
Social Games: Matching and the Play of Finitely Repeated Games
We examine a new class of games, which we call social games, where players not only choose strategies but also choose with whom they play. A group of players who are dissatisfied with the play of their current partners can join together and play a new equilibrium. This imposes new refinements on equilibrium play, where play depends on the relative populations of players in different roles, among other things. We also examine finite repetitions of games where players may choose to rematch in any period. Some equilibria of fixed-player repeated games cannot be sustained as equilibria in a repeated social game. Conversely, the set of repeated matching (or social) equilibria also includes some plays that are not part of any subgame perfect equilibrium of the corresponding fixed-player repeated games. We explore existence under different equilibrium definitions, as well as the relationship to renegotiation-proof equilibrium. It is possible for repeated matching equilibria to be completely distinct from renegotiation-proof equilibria, and even to be Pareto inefficient.Social Games, Matching, Games, Repeated Games, Renegotiation
Social Games: Matching and the Play of Finitely Repeated Games
We examine a new class of games, which we call social games, where players not only choose strategies but also choose with whom they play. A group of players who are dissatisfied with the play of their current partners can join together and play a new equilibrium. This imposes new refinements on equilibrium play, where play depends on the relative populations of players in different roles, among other things. We also examine finite repetitions of games where players may choose to rematch in any period. Some equilibria of fixed-player repeated games cannot be sustained as equilibria in a repeated social game. Conversely, the set of repeated matching (or social) equilibria also includes some plays that are not part of any subgame perfect equilibrium of the corresponding fixed-player repeated games. We explore existence under different equilibrium definitions, as well as the relationship to renegotiation-proof equilibrium. It is possible for repeated matching equilibria to be completely distinct from renegotiationproof equilibria, and even to be Pareto inefficient
Space Suit Portable Life Support System (PLSS) 2.0 Pre-Installation Acceptance (PIA) Testing
Following successful completion of the space suit Portable Life Support System (PLSS) 1.0 development and testing in 2011, the second system-level prototype, PLSS 2.0, was developed in 2012 to continue the maturation of the advanced PLSS design which is intended to reduce consumables, improve reliability and robustness, and incorporate additional sensing and functional capabilities over the current Space Shuttle/International Space Station Extravehicular Mobility Unit (EMU) PLSS. PLSS 2.0 represents the first attempt at a packaged design comprising first generation or later component prototypes and medium fidelity interfaces within a flight-like representative volume. Pre-Installation Acceptance (PIA) is carryover terminology from the Space Shuttle Program referring to the series of test sequences used to verify functionality of the EMU PLSS prior to installation into the Space Shuttle airlock for launch. As applied to the PLSS 2.0 development and testing effort, PIA testing designated the series of 27 independent test sequences devised to verify component and subsystem functionality, perform in situ instrument calibrations, generate mapping data to define set-points for control algorithms, evaluate hardware performance against advanced PLSS design requirements, and provide quantitative and qualitative feedback on evolving design requirements and performance specifications. PLSS 2.0 PIA testing was carried out from 3/20/13 - 3/15/14 using a variety of test configurations to perform test sequences that ranged from stand-alone component testing to system-level testing, with evaluations becoming increasingly integrated as the test series progressed. Each of the 27 test sequences was vetted independently, with verification of basic functionality required before completion. Because PLSS 2.0 design requirements were evolving concurrently with PLSS 2.0 PIA testing, the requirements were used as guidelines to assess performance during the tests; after the completion of PIA testing, test data served to improve the fidelity and maturity of design requirements as well as plans for future advanced PLSS functional testing
On the Formation of Interaction Networks in Social Coordination Games
There are many situations where two interacting individuals can benefit from coordinating their actions. We examine the endogenous choice of partners in such social coordination games and the implications for resulting play. We model the interaction pattern as a network where individuals periodically have the discretion to add or sever links to other players. With such endogenous interaction patterns we see multiple stochastically stable states of play, including some that involve play of equilibria in the coordination game that are neither efficient nor risk dominant. Thus the endogenous network structure not only has implications for the interaction pattern that emerges, but it also has a significant impact on the play in the coordination game relative to what would arise if the same interaction network were exogenous
Space Suit Portable Life Support System (PLSS) 2.0 Unmanned Vacuum Environment Testing
For the first time in more than 30 years, an advanced space suit Portable Life Support System (PLSS) design was operated inside a vacuum chamber representative of the flight operating environment. The test article, PLSS 2.0, was the second system-level integrated prototype of the advanced PLSS design, following the PLSS 1.0 Breadboard that was developed and tested throughout 2011. Whereas PLSS 1.0 included five technology development components with the balance the system simulated using commercial-off-the-shelf items, PLSS 2.0 featured first generation or later prototypes for all components less instrumentation, tubing and fittings. Developed throughout 2012, PLSS 2.0 was the first attempt to package the system into a flight-like representative volume. PLSS 2.0 testing included an extensive functional evaluation known as Pre-Installation Acceptance (PIA) testing, Human-in-the-Loop testing in which the PLSS 2.0 prototype was integrated via umbilicals to a manned prototype space suit for 19 two-hour simulated EVAs, and unmanned vacuum environment testing. Unmanned vacuum environment testing took place from 1/9/15-7/9/15 with PLSS 2.0 located inside a vacuum chamber. Test sequences included performance mapping of several components, carbon dioxide removal evaluations at simulated intravehicular activity (IVA) conditions, a regulator pressure schedule assessment, and culminated with 25 simulated extravehicular activities (EVAs). During the unmanned vacuum environment test series, PLSS 2.0 accumulated 378 hours of integrated testing including 291 hours of operation in a vacuum environment and 199 hours of simulated EVA time. The PLSS prototype performed nominally throughout the test series, with two notable exceptions including a pump failure and a Spacesuit Water Membrane Evaporator (SWME) leak, for which post-test failure investigations were performed. In addition to generating an extensive database of PLSS 2.0 performance data, achievements included requirements and operational concepts verification, as well as demonstration of vehicular interfaces, consumables sizing and recharge, and water quality control
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Undergraduate Research Journal, Volume 14
Table of Contents: The Myth of Chechen Radical Islam / by Jonathan Parker (p.1-8) -- Genre and the Perception of Massacre... / by Lauren Ferguson (p.9-18) -- Sentinel of Liberty: Captain America on the Home Front in WWII / by Carolyn McNamara (p.19-34) -- Embracing Myth in Mrs. Dalloway / by Aza Pace (p.35-48) -- Cannibalism and Witchcraft in The Tempest / by Kenneth F. Harlock (p.49-62) -- Evolutionary Game Models of Optimal Nuclear Weapons Strategies / by Christina Kent (p.63-82) -- Optimization for a Bio-Impedance Measurement System / by Matthew Normayle (p.83-94)Senate of College Council
Space Suit Portable Life Support System (PLSS) 2.0 Human-in-the-Loop (HITL) Testing
The space suit Portable Life Support System (PLSS) 2.0 represents the second integrated prototype developed and tested to mature a design that uses advanced technologies to reduce consumables, improve robustness, and provide additional capabilities over the current state of the art. PLSS 2.0 was developed in 2012, with extensive functional evaluations and system performance testing through mid-2014. In late 2014, PLSS 2.0 was integrated with the Mark III space suit in an ambient laboratory environment to facilitate manned testing, designated PLSS 2.0 Human-in-the-Loop (HITL) testing, in which the PLSS prototype performed the primary life support functions, including suit pressure regulation, ventilation, carbon dioxide control, and cooling of the test subject and PLSS avionics. The intent of this testing was to obtain subjective test subject feedback regarding qualitative aspects of PLSS 2.0 performance such as thermal comfort, sounds, smells, and suit pressure fluctuations due to the cycling carbon dioxide removal system, as well as to collect PLSS performance data over a range of human metabolic rates from 500-3000 Btu/hr. Between October 27 and December 18, 2014, nineteen two-hour simulated EVA test points were conducted in which suited test subjects walked on a treadmill to achieve a target metabolic rate. Six test subjects simulated nominal and emergency EVA conditions with varied test parameters including metabolic rate profile, carbon dioxide removal control mode, cooling water temperature, and Liquid Cooling and Ventilation Garment (state of the art or prototype). The nineteen test points achieved more than 60 hours of test time, with 36 hours accounting for simulated EVA time. The PLSS 2.0 test article performed nominally throughout the test series, confirming design intentions for the advanced PLSS. Test subjects' subjective feedback provided valuable insight into thermal comfort and perceptions of suit pressure fluctuations that will influence future advanced PLSS design and testing strategies
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