Computer-based wargames provide an experimental platform for studying cognitive antecedents and behavioral outcomes in dynamic scenarios. Our study examines how achievement motivation influence wargame players' performance through the mechanism of creativity. In Study 1, we simplified the achievement motivation scale and revised the creativity scale for wargame contexts in China. After collecting data from students and wargame players (N1 = 300, N2 = 347), we validate their reliability and validity using exploratory and confirmatory factor analyses. Study 2 (N3 = 171) applied these validated scales to analyze the mechanism of creativity between achievement motivation and wargame performance. The results in Study 1 demonstrated that the refined two scales exhibited strong reliability and structural validity. The findings of Study 2 revealed that two types of motivation had different influences on wargame performance. The motivation of hope of success indirectly enhanced wargame performance through increased creativity. In contrast, the motivation of fear of failure reduced creativity and then negatively influenced overall results. Our study advances understanding of achievement motivation in dynamic gaming environments, suggesting that enhancing motivation of hope of success, decreasing motivation of fear of failure, and improving creativity may optimize performance to be more effective.
Traditional neuroticism assessments primarily rely on self-report questionnaires, which can be difficult to implement in highly confrontational scenarios and are susceptible to subjective biases. To overcome these limitations, this study develops a machine learning-based approach using behavioral data to predict an opponent's neuroticism in competitive environments. We analyzed behavioral records from 167 participants on the MiaoSuan Wargame platform. After data cleaning and feature selection, key behavioral features associated with neuroticism were identified, and predictive models were developed. Neuroticism was assessed using the 8-item neuroticism subscale of the Big Five Inventory. Results indicate that this method can effectively infer an individual's neuroticism level. The best-performing model was LinearSVR, which balances interpretability, robustness to noise, and the ability to capture moderate nonlinear relationships-making it suitable for behavior-based psychological inference tasks. The correlation between predicted scores and self-reported questionnaire scores was 0.606, the R-squared value was 0.354, and the test-retest reliability was 0.516. These behavioral features provide valuable insights into neuroticism prediction and have practical applications in psychological assessment, particularly in competitive environments where conventional methods are impractical. This study demonstrates the feasibility of behavior-based neuroticism assessment and suggests future research directions, including refining feature selection techniques and expanding the application scenarios.
To meet the requirements of high accuracy and low cost of target classification in modern warfare, and lay the foundation for target threat assessment, the article proposes a human-machine agent for target classification based on active reinforcement learning (TCARL_H-M), inferring when to introduce human experience guidance for model and how to autonomously classify detected targets into predefined categories with equipment information. To simulate different levels of human guidance, we set up two modes for the model: the easier-to-obtain but low-value-type cues simulated by Mode 1 and the labor-intensive but high-value class labels simulated by Mode 2. In addition, to analyze the respective roles of human experience guidance and machine data learning in target classification tasks, the article proposes a machine-based learner (TCARL_M) with zero human participation and a human-based interventionist with full human guidance (TCARL_H). Finally, based on the simulation data from a wargame, we carried out performance evaluation and application analysis for the proposed models in terms of target prediction and target classification, respectively, and the obtained results demonstrate that TCARL_H-M can not only greatly save labor costs, but achieve more competitive classification accuracy compared with our TCARL_M, TCARL_H, a purely supervised model-long short-term memory network (LSTM), a classic active learning algorithm-Query By Committee (QBC), and the common active learning model-uncertainty sampling (Uncertainty).
暂无摘要(点击查看详情)
Background. Wargaming has a long history as a tool for understanding the complexity of conflict. Although wargames have shown their relevance across topics and time, the immersive nature of wargames and the guild-like communities that surround them have often resisted the social scientific advances that occurred alongside the evolution of warfare. However, recent work raises new possibilities for integrating wargaming practices and social scientific methods. Purpose. Develop the experimental wargaming method and practice. Prioritizing the focus on iteration, control, and generalizability within experimental design can provide new opportunities for wargames to answer broader questions about decision-making, crisis behaviors, and patterns of outcomes. Method. The International Crisis Wargame developed in 2018 demonstrates the viability of experimental wargaming, and models the process of theorizing, designing, developing, and executing these wargames. It also identifies what makes games more or less experimental and details how experimental design influenced choices in the game. Conclusion. Experimental wargames are a promising new tool for both the social science and the wargaming communities. A proposed new research agenda for experimental design within wargames would support this nascent method
Urban waterlogging seriously threatens the safety of urban residents and properties. Wargame simulation research on resident emergency evacuation from waterlogged areas can determine the effectiveness of emergency response plans for high risk events at low cost. Based on wargame theory and emergency evacuation plans, we used a wargame exercise method, incorporating qualitative and quantitative aspects, to build an urban waterlogging disaster emergency shelter using a wargame exercise and evaluation model. The simulation was empirically tested in Daoli District of Harbin. The results showed that the wargame simulation scored 96.40 points, evaluated as good. From the simulation results, wargame simulation of urban waterlogging emergency procedures for disaster response can improve the flexibility and capacity for command, management and decision-making in emergency management departments.
Abstract Why since 1945 have nuclear weapons not been used? Political scientists have cited five basic reasons: deterrence, practicality, precedent, reputation, and ethics. Scholars attempting to weight these factors face a dearth of empirical data. Declassified records of political-military wargames played by U.S. policymakers, however, open up new avenues for theory testing. An investigation of the willingness of U.S. “strategic elites”—experts with experience in diplomatic or military strategy—to use nuclear weapons in a sample of twenty-six political-military wargames reveals that elite players were reluctant to cross the nuclear threshold against both nuclear-armed and nonnuclear-armed adversaries. The only uses of nuclear weapons in the sample occurred in two wargames with nuclear adversaries. Players’ arguments for restraint in the wargames invoked reputational aversion: decisionmakers feared the opprobrium they would face if they used nuclear weapons. Wargame records also strongly support the power of deterrence and basic practicality—whether conventional weapons could accomplish the same goals—as reasons for widespread hesitation to use nuclear weapons. Precedent and ethical aversions to using nuclear weapons were less common. Finally, players also demonstrated some conformity to what they thought the president expected of them.
Multiagent systems face numerous challenges due to environmental uncertainty, with scalability being a critical issue. To address this, we propose a novel multi-agent cooperative model based on a graph attention network. Our approach considers the relationship between agents and continuous action spaces, utilizing graph convolution and recurrent neural networks to define these relationships. Graph convolution is used to define the relationship between agents, while recurrent neural networks define continuous action spaces. We optimize and model the multiagent system by encoding the interaction weights among agents using the graph neural network and the weights between continuous action spaces using the recurrent neural network. We evaluate the performance of our proposed model by conducting experimental simulations using a 3D wargame engine that involves several unmanned air vehicles (UAVs) acting as attackers and radar stations acting as defenders, where both sides have the ability to detect each other. The results demonstrate that our proposed model outperforms the current state-of-the-art methods in terms of scalability, robustness, and learning efficiency.
A haptic sensor coupled to a gamepad or headset is frequently used to enhance the sense of immersion for game players. However, providing haptic feedback for appropriate sound effects involves specialized audio engineering techniques to identify target sounds that vary according to the game. We propose a deep learning-based method for sound event detection (SED) to determine the optimal timing of haptic feedback in extremely noisy environments. To accomplish this, we introduce the BattleSound dataset, which contains a large volume of game sound recordings of game effects and other distracting sounds, including voice chats from a PlayerUnknown's Battlegrounds (PUBG) game. Given the highly noisy and distracting nature of war-game environments, we set the annotation interval to 0.5 s, which is significantly shorter than the existing benchmarks for SED, to increase the likelihood that the annotated label contains sound from a single source. As a baseline, we adopt mobile-sized deep learning models to perform two tasks: weapon sound event detection (WSED) and voice chat activity detection (VCAD). The accuracy of the models trained on BattleSound was greater than 90% for both tasks; thus, BattleSound enables real-time game sound recognition in noisy environments via deep learning. In addition, we demonstrated that performance degraded significantly when the annotation interval was greater than 0.5 s, indicating that the BattleSound with short annotation intervals is advantageous for SED applications that demand real-time inferences.
With no wide agreement about beliefs and standards of behaviour being set, and with the mass media in constant pursuit, young people are often thought to be more vulnerable today than in the past. A book with this theme is assessed by an eminent teacher.
暂无摘要(点击查看详情)
A bizarre planetary pairing 190 light-years away is challenging everything astronomers thought they knew about how worlds form。 A “lonely” hot Jupiter — typically found without nearby companions — is sharing its system with a smaller mini-Neptune tucked even closer to the star, a setup once thought nearly impossible
Researchers in Japan traced a hidden medieval solar storm using ancient tree rings and centuries-old sky observations。 The team linked reports of eerie red auroras with spikes of carbon-14 trapped in buried wood, revealing a powerful solar radiation event around 1200 CE。 The findings suggest the Sun was far more active at the time, with unusually s
Scientists have pulled off a mind-bending quantum experiment that sounds almost impossible: they showed that tiny metal particles made of thousands of atoms can exist in multiple places at once。 Using advanced laser techniques, researchers at the University of Vienna observed quantum interference in sodium nanoparticles far larger than the kinds of
A new quantum physics study reveals that simply changing a magnetic field over time can unlock entirely new forms of matter that don’t exist under normal conditions。 By carefully “driving” materials with timed magnetic shifts, researchers created exotic quantum states that could be far more stable and resistant to errors—one of the biggest challeng
Ocean heat plus human-caused global warming is a grim recipe for deadly climate extremes
A major obstacle may be standing in the way of the next generation of ultra-tiny computer chips。 Researchers discovered that many promising 2D materials lose their advantages because an invisible atomic-scale gap forms when they are combined with insulating layers。 That tiny gap weakens electronic performance and could prevent further miniaturizati
Cumberland, B。 is reimagining its coal mining past as a clean energy opportunity。 Water trapped in abandoned mine tunnels could be used in a geothermal system to heat and cool buildings efficiently and with minimal emissions