SimulationA simulation is the imitation of the operation of a real-world process or system over time. Simulations require the use of models; the model represents the key characteristics or behaviors of the selected system or process, whereas the simulation represents the evolution of the model over time. Often, computers are used to execute the simulation. Simulation is used in many contexts, such as simulation of technology for performance tuning or optimizing, safety engineering, testing, training, education, and video games.
Vehicle simulation gameVehicle simulation games are a genre of video games which attempt to provide the player with a realistic interpretation of operating various kinds of vehicles. This includes automobiles, aircraft, watercraft, spacecraft, military vehicles, and a variety of other vehicles. The main challenge is to master driving and steering the vehicle from the perspective of the pilot or driver, with most games adding another challenge such as racing or fighting rival vehicles.
Strategic votingStrategic voting, also called tactical voting, sophisticated voting or insincere voting, occurs in voting systems when a voter votes for a candidate or party other than their sincere preference to prevent an undesirable outcome. For example, in a simple plurality election, a voter might gain a better outcome by voting for a less preferred but more generally popular candidate. Gibbard's theorem shows that all single-winner voting methods encourage strategic voting, unless there are only two options or dictatorial (i.
Training simulationIn business, training simulation is a virtual medium through which various types of skills can be acquired. Training simulations can be used in a variety of genres; however they are most commonly used in corporate situations to improve business awareness and management skills. They are also common in academic environments as an integrated part of a business or management course. The word simulation implies an imitation of a real-life process, usually via a computer or other technological device, in order to provide a lifelike experience.
Simulation video gameSimulation video games are a diverse super-category of video games, generally designed to closely simulate real world activities. A simulation game attempts to copy various activities from real life in the form of a game for various purposes such as training, analysis, prediction, or entertainment. Usually there are no strictly defined goals in the game, and the player is allowed to control a character or environment freely. Well-known examples are war games, business games, and role play simulation.
Electronic votingElectronic voting (also known as e-voting) is voting that uses electronic means to either aid or take care of casting and counting ballots. Depending on the particular implementation, e-voting may use standalone electronic voting machines (also called EVM) or computers connected to the Internet (online voting). It may encompass a range of Internet services, from basic transmission of tabulated results to full-function online voting through common connectable household devices.
End-to-end auditable voting systemsEnd-to-end auditable or end-to-end voter verifiable (E2E) systems are voting systems with stringent integrity properties and strong tamper resistance. E2E systems often employ cryptographic methods to craft receipts that allow voters to verify that their votes were counted as cast, without revealing which candidates were voted for. As such, these systems are sometimes referred to as receipt-based systems.
Combat flight simulation gameCombat flight simulators are vehicle simulation games, amateur flight simulation computer programs used to simulate military aircraft and their operations. These are distinct from dedicated flight simulators used for professional pilot and military flight training which consist of realistic physical recreations of the actual aircraft cockpit, often with a full-motion platform. Combat flight simulation titles are more numerous than civilian flight simulators due to the variety of subject matter available and market demand.
Single transferable voteThe single transferable vote (STV) is a multi-winner electoral system in which each voter casts a single vote in the form of a ranked-choice ballot. Voters have the option to rank candidates, and their vote may be transferred according to alternate preferences if their preferred candidate is eliminated or elected with surplus votes, so that their vote is used to elect someone they prefer over others in the running. STV aims to approach proportional representation based on votes cast in the district where it is used, so that each vote is worth about the same as another.
Nash equilibriumIn game theory, the Nash equilibrium, named after the mathematician John Nash, is the most common way to define the solution of a non-cooperative game involving two or more players. In a Nash equilibrium, each player is assumed to know the equilibrium strategies of the other players, and no one has anything to gain by changing only one's own strategy. The principle of Nash equilibrium dates back to the time of Cournot, who in 1838 applied it to competing firms choosing outputs.