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	<title>CiteULike: jirlong's library [32 articles]</title>
	<description>CiteULike: jirlong's library [32 articles]</description>


	<link>http://www.citeulike.org/user/jirlong</link>
	<dc:publisher>CiteULike.org</dc:publisher>
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        <rdf:li rdf:resource="http://www.citeulike.org/user/jirlong/article/201598"/>
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<item rdf:about="http://www.citeulike.org/user/jirlong/article/2372879">
    <title>Impact of Social Behaviors on HIV Epidemic: A Computer Simulation View</title>
    <link>http://www.citeulike.org/user/jirlong/article/2372879</link>
    <description>&lt;i&gt;Computational Intelligence for Modelling, Control and Automation, 2005 and International Conference on Intelligent Agents, Web Technologies and Internet Commerce, International Conference on, Vol. 2 (2005)&lt;/i&gt;</description>
    <dc:title>Impact of Social Behaviors on HIV Epidemic: A Computer Simulation View</dc:title>

    <dc:creator>C Sumodhee</dc:creator>
    <dc:creator>JL Hsieh</dc:creator>
    <dc:creator>CT Sun</dc:creator>
    <dc:creator>CY Huang</dc:creator>
    <dc:creator>AYM Chen</dc:creator>
    <dc:source>Computational Intelligence for Modelling, Control and Automation, 2005 and International Conference on Intelligent Agents, Web Technologies and Internet Commerce, International Conference on, Vol. 2 (2005)</dc:source>
    <dc:date>2008-02-14T08:05:23-00:00</dc:date>
    <prism:publicationName>Computational Intelligence for Modelling, Control and Automation, 2005 and International Conference on Intelligent Agents, Web Technologies and Internet Commerce, International Conference on</prism:publicationName>
    <prism:volume>2</prism:volume>
    <prism:category>my_paper</prism:category>
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<item rdf:about="http://www.citeulike.org/user/jirlong/article/2372878">
    <title>Bridge and brick motifs in complex networks</title>
    <link>http://www.citeulike.org/user/jirlong/article/2372878</link>
    <description>&lt;i&gt;Physica A: Statistical Mechanics and its Applications, Vol. 377 (2007), pp. 340-350.&lt;/i&gt;</description>
    <dc:title>Bridge and brick motifs in complex networks</dc:title>

    <dc:creator>CY Huang</dc:creator>
    <dc:creator>CT Sun</dc:creator>
    <dc:creator>CY Cheng</dc:creator>
    <dc:creator>JL Hsieh</dc:creator>
    <dc:source>Physica A: Statistical Mechanics and its Applications, Vol. 377 (2007), pp. 340-350.</dc:source>
    <dc:date>2008-02-14T08:05:23-00:00</dc:date>
    <prism:publicationName>Physica A: Statistical Mechanics and its Applications</prism:publicationName>
    <prism:volume>377</prism:volume>
    <prism:startingPage>340</prism:startingPage>
    <prism:endingPage>350</prism:endingPage>
    <prism:category>bibtex-import</prism:category>
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<item rdf:about="http://www.citeulike.org/user/jirlong/article/2372877">
    <title>Evaluating Subjective Compositions by the Cooperation Between Human and Adaptive Agents</title>
    <link>http://www.citeulike.org/user/jirlong/article/2372877</link>
    <description>&lt;i&gt;LECTURE NOTES IN COMPUTER SCIENCE, Vol. 4293 (2006)&lt;/i&gt;</description>
    <dc:title>Evaluating Subjective Compositions by the Cooperation Between Human and Adaptive Agents</dc:title>

    <dc:creator>C Huang</dc:creator>
    <dc:creator>J Hsieh</dc:creator>
    <dc:creator>C Sun</dc:creator>
    <dc:creator>C Cheng</dc:creator>
    <dc:source>LECTURE NOTES IN COMPUTER SCIENCE, Vol. 4293 (2006)</dc:source>
    <dc:date>2008-02-14T08:05:23-00:00</dc:date>
    <prism:publicationName>LECTURE NOTES IN COMPUTER SCIENCE</prism:publicationName>
    <prism:volume>4293</prism:volume>
    <prism:category>bibtex-import</prism:category>
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<item rdf:about="http://www.citeulike.org/user/jirlong/article/2372876">
    <title>A Novel Small-World Model: Using Social Mirror Identities for Epidemic Simulations</title>
    <link>http://www.citeulike.org/user/jirlong/article/2372876</link>
    <description>&lt;i&gt;SIMULATION, Vol. 81 (2005)&lt;/i&gt;</description>
    <dc:title>A Novel Small-World Model: Using Social Mirror Identities for Epidemic Simulations</dc:title>

    <dc:creator>CY Huang</dc:creator>
    <dc:creator>CT Sun</dc:creator>
    <dc:creator>JL Hsieh</dc:creator>
    <dc:creator>YMA Chen</dc:creator>
    <dc:creator>H Lin</dc:creator>
    <dc:source>SIMULATION, Vol. 81 (2005)</dc:source>
    <dc:date>2008-02-14T08:05:23-00:00</dc:date>
    <prism:publicationName>SIMULATION</prism:publicationName>
    <prism:volume>81</prism:volume>
    <prism:category>bibtex-import</prism:category>
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<item rdf:about="http://www.citeulike.org/user/jirlong/article/2372875">
    <title>Simulating SARS: Small-world epidemiological modeling and public health policy assessments</title>
    <link>http://www.citeulike.org/user/jirlong/article/2372875</link>
    <description>&lt;i&gt;Journal of Artificial Societies and Social Simulation, Vol. 7 (2004), pp. 100-131.&lt;/i&gt;</description>
    <dc:title>Simulating SARS: Small-world epidemiological modeling and public health policy assessments</dc:title>

    <dc:creator>CY Huang</dc:creator>
    <dc:creator>CT Sun</dc:creator>
    <dc:creator>JL Hsieh</dc:creator>
    <dc:creator>H Lin</dc:creator>
    <dc:source>Journal of Artificial Societies and Social Simulation, Vol. 7 (2004), pp. 100-131.</dc:source>
    <dc:date>2008-02-14T08:05:23-00:00</dc:date>
    <prism:publicationName>Journal of Artificial Societies and Social Simulation</prism:publicationName>
    <prism:volume>7</prism:volume>
    <prism:startingPage>100</prism:startingPage>
    <prism:endingPage>131</prism:endingPage>
    <prism:category>bibtex-import</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/jirlong/article/2372874">
    <title>Using Evolving Agents to Critique Subjective Data: Recommending Music</title>
    <link>http://www.citeulike.org/user/jirlong/article/2372874</link>
    <description>&lt;i&gt;Evolutionary Computation, 2006. CEC 2006. IEEE Congress on (2006), pp. 406-413.&lt;/i&gt;</description>
    <dc:title>Using Evolving Agents to Critique Subjective Data: Recommending Music</dc:title>

    <dc:creator>JL Hsieh</dc:creator>
    <dc:creator>CT Sun</dc:creator>
    <dc:creator>CY Huang</dc:creator>
    <dc:source>Evolutionary Computation, 2006. CEC 2006. IEEE Congress on (2006), pp. 406-413.</dc:source>
    <dc:date>2008-02-14T08:05:23-00:00</dc:date>
    <prism:publicationName>Evolutionary Computation, 2006. CEC 2006. IEEE Congress on</prism:publicationName>
    <prism:startingPage>406</prism:startingPage>
    <prism:endingPage>413</prism:endingPage>
    <prism:category>bibtex-import</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/jirlong/article/2372873">
    <title>Teaching through Simulation: Epidemic Dynamics and Public Health Policies</title>
    <link>http://www.citeulike.org/user/jirlong/article/2372873</link>
    <description>&lt;i&gt;SIMULATION, Vol. 82 (2006)&lt;/i&gt;</description>
    <dc:title>Teaching through Simulation: Epidemic Dynamics and Public Health Policies</dc:title>

    <dc:creator>JL Hsieh</dc:creator>
    <dc:creator>CT Sun</dc:creator>
    <dc:creator>GYM Kao</dc:creator>
    <dc:creator>CY Huang</dc:creator>
    <dc:source>SIMULATION, Vol. 82 (2006)</dc:source>
    <dc:date>2008-02-14T08:05:23-00:00</dc:date>
    <prism:publicationName>SIMULATION</prism:publicationName>
    <prism:volume>82</prism:volume>
    <prism:category>bibtex-import</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/jirlong/article/2372872">
    <title>Using the CAMIM small-world epidemic model to analyze public health policies</title>
    <link>http://www.citeulike.org/user/jirlong/article/2372872</link>
    <description>&lt;i&gt;Proceedings of the Western Multiconference, New Orleans, LA (2005), pp. 63-69.&lt;/i&gt;</description>
    <dc:title>Using the CAMIM small-world epidemic model to analyze public health policies</dc:title>

    <dc:creator>JL Hsieh</dc:creator>
    <dc:creator>CY Huang</dc:creator>
    <dc:creator>CT Sun</dc:creator>
    <dc:creator>YMA Chen</dc:creator>
    <dc:source>Proceedings of the Western Multiconference, New Orleans, LA (2005), pp. 63-69.</dc:source>
    <dc:date>2008-02-14T08:05:23-00:00</dc:date>
    <prism:publicationName>Proceedings of the Western Multiconference, New Orleans, LA</prism:publicationName>
    <prism:startingPage>63</prism:startingPage>
    <prism:endingPage>69</prism:endingPage>
    <prism:category>bibtex-import</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/jirlong/article/2372871">
    <title>Bridge and Brick Network Motifs</title>
    <link>http://www.citeulike.org/user/jirlong/article/2372871</link>
    <description>&lt;i&gt;Intelligent Control and Automation, 2006. WCICA 2006. The Sixth World Congress on, Vol. 1 (2006)&lt;/i&gt;</description>
    <dc:title>Bridge and Brick Network Motifs</dc:title>

    <dc:creator>C Cheng</dc:creator>
    <dc:creator>C Huang</dc:creator>
    <dc:creator>C Sun</dc:creator>
    <dc:creator>J Hsieh</dc:creator>
    <dc:source>Intelligent Control and Automation, 2006. WCICA 2006. The Sixth World Congress on, Vol. 1 (2006)</dc:source>
    <dc:date>2008-02-14T08:05:23-00:00</dc:date>
    <prism:publicationName>Intelligent Control and Automation, 2006. WCICA 2006. The Sixth World Congress on</prism:publicationName>
    <prism:volume>1</prism:volume>
    <prism:category>bibtex-import</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/jirlong/article/1689859">
    <title>From Tree House to Barracks: The Social Life of Guilds in World of Warcraft</title>
    <link>http://www.citeulike.org/user/jirlong/article/1689859</link>
    <description>&lt;i&gt;Games and Culture, Vol. 1, No. 4. (October 2006), pp. 338-361.&lt;/i&gt;</description>
    <dc:title>From Tree House to Barracks: The Social Life of Guilds in World of Warcraft</dc:title>

    <dc:creator>Dmitri Williams</dc:creator>
    <dc:creator>Nicolas Ducheneaut</dc:creator>
    <dc:creator>Li Xiong</dc:creator>
    <dc:creator>Yuanyuan Zhang</dc:creator>
    <dc:creator>Nick Yee</dc:creator>
    <dc:creator>Eric Nickell</dc:creator>
    <dc:source>Games and Culture, Vol. 1, No. 4. (October 2006), pp. 338-361.</dc:source>
    <dc:date>2007-09-24T16:05:22-00:00</dc:date>
    <prism:publicationName>Games and Culture</prism:publicationName>
    <prism:volume>1</prism:volume>
    <prism:number>4</prism:number>
    <prism:startingPage>338</prism:startingPage>
    <prism:endingPage>361</prism:endingPage>
    <prism:publisher>Sage Publications</prism:publisher>
    <prism:category>game</prism:category>
    <prism:category>gaming</prism:category>
    <prism:category>mmog</prism:category>
    <prism:category>virtualworld</prism:category>
    <prism:category>wow</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/jirlong/article/1695406">
    <title>Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs</title>
    <link>http://www.citeulike.org/user/jirlong/article/1695406</link>
    <description>&lt;i&gt;Journal of MUD Research, Vol. 1, No. 1. (1996)&lt;/i&gt;</description>
    <dc:title>Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs</dc:title>

    <dc:creator>Richard Bartle</dc:creator>
    <dc:source>Journal of MUD Research, Vol. 1, No. 1. (1996)</dc:source>
    <dc:date>2007-09-25T21:37:22-00:00</dc:date>
    <prism:publicationName>Journal of MUD Research</prism:publicationName>
    <prism:volume>1</prism:volume>
    <prism:number>1</prism:number>
    <prism:publisher>Brandeis University</prism:publisher>
    <prism:category>game</prism:category>
    <prism:category>gaming</prism:category>
    <prism:category>mmog</prism:category>
    <prism:category>virtualworld</prism:category>
    <prism:category>wow</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/jirlong/article/1711181">
    <title>The Labor of Fun: How Video Games Blur the Boundaries of Work and Play</title>
    <link>http://www.citeulike.org/user/jirlong/article/1711181</link>
    <description>&lt;i&gt;Games and Culture, Vol. 1, No. 1. (January 2006), pp. 68-71.&lt;/i&gt;</description>
    <dc:title>The Labor of Fun: How Video Games Blur the Boundaries of Work and Play</dc:title>

    <dc:creator>Nick Yee</dc:creator>
    <dc:source>Games and Culture, Vol. 1, No. 1. (January 2006), pp. 68-71.</dc:source>
    <dc:date>2007-09-30T12:25:50-00:00</dc:date>
    <prism:publicationName>Games and Culture</prism:publicationName>
    <prism:volume>1</prism:volume>
    <prism:number>1</prism:number>
    <prism:startingPage>68</prism:startingPage>
    <prism:endingPage>71</prism:endingPage>
    <prism:publisher>Sage Publications</prism:publisher>
    <prism:category>game</prism:category>
    <prism:category>gaming</prism:category>
    <prism:category>mmog</prism:category>
    <prism:category>virtualworld</prism:category>
    <prism:category>wow</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/jirlong/article/459365">
    <title>Empirical Analysis of an Evolving Social Network</title>
    <link>http://www.citeulike.org/user/jirlong/article/459365</link>
    <description>&lt;i&gt;Science, Vol. 311, No. 5757. (6 January 2006), pp. 88-90.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;Social networks evolve over time, driven by the shared activities and affiliations of their members, by similarity of individuals' attributes, and by the closure of short network cycles. We analyzed a dynamic social network comprising 43,553 students, faculty, and staff at a large university, in which interactions between individuals are inferred from time-stamped e-mail headers recorded over one academic year and are matched with affiliations and attributes. We found that network evolution is dominated by a combination of effects arising from network topology itself and the organizational structure in which the network is embedded. In the absence of global perturbations, average network properties appear to approach an equilibrium state, whereas individual properties are unstable.</description>
    <dc:title>Empirical Analysis of an Evolving Social Network</dc:title>

    <dc:creator>Gueorgi Kossinets</dc:creator>
    <dc:creator>Duncan Watts</dc:creator>
    <dc:identifier>doi:10.1126/science.1116869</dc:identifier>
    <dc:source>Science, Vol. 311, No. 5757. (6 January 2006), pp. 88-90.</dc:source>
    <dc:date>2006-01-07T17:06:32-00:00</dc:date>
    <prism:publicationName>Science</prism:publicationName>
    <prism:volume>311</prism:volume>
    <prism:number>5757</prism:number>
    <prism:startingPage>88</prism:startingPage>
    <prism:endingPage>90</prism:endingPage>
    <prism:category>complexnetwork</prism:category>
    <prism:category>evolutionary</prism:category>
    <prism:category>modeling</prism:category>
    <prism:category>socialnetwork</prism:category>
    <prism:category>socialsimulation</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/jirlong/article/1356469">
    <title>Modeling Epidemic Spread in Synthetic Populations - Virtual Plagues in Massively Multiplayer Online Games</title>
    <link>http://www.citeulike.org/user/jirlong/article/1356469</link>
    <description>&lt;i&gt;(31 May 2007)&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;A virtual plague is a process in which a behavior-affecting property spreads among characters in a Massively Multiplayer Online Game (MMOG). The MMOG individuals constitute a synthetic population, and the game can be seen as a form of interactive executable model for studying disease spread, albeit of a very special kind. To a game developer maintaining an MMOG, recognizing, monitoring, and ultimately controlling a virtual plague is important, regardless of how it was initiated. The prospect of using tools, methods and theory from the field of epidemiology to do this seems natural and appealing. We will address the feasibility of such a prospect, first by considering some basic measures used in epidemiology, then by pointing out the differences between real world epidemics and virtual plagues. We also suggest directions for MMOG developer control through epidemiological modeling. Our aim is understanding the properties of virtual plagues, rather than trying to eliminate them or mitigate their effects, as would be in the case of real infectious disease.</description>
    <dc:title>Modeling Epidemic Spread in Synthetic Populations - Virtual Plagues in Massively Multiplayer Online Games</dc:title>

    <dc:creator>Magnus Boman</dc:creator>
    <dc:creator>Stefan Johansson</dc:creator>
    <dc:source>(31 May 2007)</dc:source>
    <dc:date>2007-06-01T23:18:44-00:00</dc:date>
    <prism:category>epidemic</prism:category>
    <prism:category>modeling</prism:category>
    <prism:category>socialsimulation</prism:category>
    <prism:category>virtualworld</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/jirlong/article/559842">
    <title>Play Between Worlds : Exploring Online Game Culture</title>
    <link>http://www.citeulike.org/user/jirlong/article/559842</link>
    <description>&lt;i&gt;(10 March 2006)&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;In &#60;i&#62;Play Between Worlds&#60;/i&#62;, T. L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps--as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in which thousands of players participate in a virtual game world in real time, are in fact actively designed for sociability. Games like the popular &#60;i&#62;Everquest&#60;/i&#62;, she argues, are fundamentally social spaces. &#60;br /&#62; &#60;br /&#62; Taylor's detailed look at &#60;i&#62;Everquest&#60;/i&#62; offers a snapshot of multiplayer culture. Drawing on her own experience as an &#60;i&#62;Everquest&#60;/i&#62; player (as a female Gnome Necromancer)--including her attendance at an &#60;i&#62;Everquest&#60;/i&#62; Fan Faire, with its blurring of online-and offline life--and extensive research, Taylor not only shows us something about games but raises broader cultural issues. She considers &#34;power gamers,&#34; who play in ways that seem closer to work, and examines our underlying notions of what constitutes play--and why play sometimes feels like work and may even be painful, repetitive, and boring. She looks at the women who play &#60;i&#62;Everquest&#60;/i&#62; and finds they don't fit the narrow stereotype of women gamers, which may cast into doubt our standardized and preconceived ideas of femininity. And she explores the questions of who owns game space--what happens when emergent player culture confronts the major corporation behind the game.</description>
    <dc:title>Play Between Worlds : Exploring Online Game Culture</dc:title>

    <dc:creator>TL Taylor</dc:creator>
    <dc:source>(10 March 2006)</dc:source>
    <dc:date>2006-03-22T10:01:04-00:00</dc:date>
    <prism:publisher>The MIT Press</prism:publisher>
    <prism:category>game</prism:category>
    <prism:category>mmog</prism:category>
    <prism:category>player</prism:category>
    <prism:category>virtualworld</prism:category>
    <prism:category>wow</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/jirlong/article/2284528">
    <title>A tale of two citations</title>
    <link>http://www.citeulike.org/user/jirlong/article/2284528</link>
    <description>&lt;i&gt;Nature, Vol. 451, No. 7177. (24 January 2008), pp. 397-399.&lt;/i&gt;</description>
    <dc:title>A tale of two citations</dc:title>

    <dc:creator>Mounir Errami</dc:creator>
    <dc:creator>Harold Garner</dc:creator>
    <dc:identifier>doi:10.1038/451397a</dc:identifier>
    <dc:source>Nature, Vol. 451, No. 7177. (24 January 2008), pp. 397-399.</dc:source>
    <dc:date>2008-01-24T11:44:34-00:00</dc:date>
    <prism:publicationName>Nature</prism:publicationName>
    <prism:volume>451</prism:volume>
    <prism:number>7177</prism:number>
    <prism:startingPage>397</prism:startingPage>
    <prism:endingPage>399</prism:endingPage>
    <prism:publisher>Nature Publishing Group</prism:publisher>
    <prism:category>citation</prism:category>
    <prism:category>nature</prism:category>
    <prism:category>paper</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/jirlong/article/1531671">
    <title>From Tree House to Barracks: The Social Life of Guilds in World of Warcraft</title>
    <link>http://www.citeulike.org/user/jirlong/article/1531671</link>
    <description>&lt;i&gt;Games and Culture, Vol. 1, No. 4. (1 October 2006), pp. 338-361.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;A representative sample of players of a popular massively multiplayer online game (World of Warcraft) was interviewed to map out the social dynamics of guilds. An initial survey and network mapping of players and guilds helped form a baseline. Next, the resulting interview transcripts were reviewed to explore player behaviors, attitudes, and opinions; the meanings they make; the social capital they derive; and the networks they form and to develop a typology of players and guilds. In keeping with current Internet research findings, players were found to use the game to extend real-life relationships, meet new people, form relationships of varying strength, and also use others merely as a backdrop. The key moderator of these outcomes appears to be the game's mechanic, which encourages some kinds of interactions while discouraging others. The findings are discussed with respect to the growing role of code in shaping social interactions. 10.1177/1555412006292616</description>
    <dc:title>From Tree House to Barracks: The Social Life of Guilds in World of Warcraft</dc:title>

    <dc:creator>Dmitri Williams</dc:creator>
    <dc:creator>Nicolas Ducheneaut</dc:creator>
    <dc:creator>Li Xiong</dc:creator>
    <dc:creator>Yuanyuan Zhang</dc:creator>
    <dc:creator>Nick Yee</dc:creator>
    <dc:creator>Eric Nickell</dc:creator>
    <dc:identifier>doi:10.1177/1555412006292616</dc:identifier>
    <dc:source>Games and Culture, Vol. 1, No. 4. (1 October 2006), pp. 338-361.</dc:source>
    <dc:date>2007-08-03T00:45:42-00:00</dc:date>
    <prism:publicationName>Games and Culture</prism:publicationName>
    <prism:volume>1</prism:volume>
    <prism:number>4</prism:number>
    <prism:startingPage>338</prism:startingPage>
    <prism:endingPage>361</prism:endingPage>
    <prism:category>game</prism:category>
    <prism:category>gaming</prism:category>
    <prism:category>mmog</prism:category>
    <prism:category>virtualworld</prism:category>
    <prism:category>wow</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/jirlong/article/1434941">
    <title>Virtual Third Places: A Case Study of Sociability in Massively Multiplayer Games</title>
    <link>http://www.citeulike.org/user/jirlong/article/1434941</link>
    <description>&lt;i&gt;Computer Supported Cooperative Work (CSCW), Vol. 16, No. 1-2. (April 2007), pp. 129-166.&lt;/i&gt;</description>
    <dc:title>Virtual Third Places: A Case Study of Sociability in Massively Multiplayer Games</dc:title>

    <dc:creator>Ducheneaut</dc:creator>
    <dc:creator>Nicolas</dc:creator>
    <dc:creator>Moore</dc:creator>
    <dc:creator>Robert</dc:creator>
    <dc:creator>Nickell</dc:creator>
    <dc:creator>Eric</dc:creator>
    <dc:identifier>doi:10.1007/s10606-007-9041-8</dc:identifier>
    <dc:source>Computer Supported Cooperative Work (CSCW), Vol. 16, No. 1-2. (April 2007), pp. 129-166.</dc:source>
    <dc:date>2007-07-05T05:10:08-00:00</dc:date>
    <prism:publicationName>Computer Supported Cooperative Work (CSCW)</prism:publicationName>
    <prism:issn>0925-9724</prism:issn>
    <prism:volume>16</prism:volume>
    <prism:number>1-2</prism:number>
    <prism:startingPage>129</prism:startingPage>
    <prism:endingPage>166</prism:endingPage>
    <prism:publisher>Springer</prism:publisher>
    <prism:category>gaming</prism:category>
    <prism:category>mmog</prism:category>
    <prism:category>virtualworld</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/jirlong/article/2280368">
    <title>Everyday-World Plan Use</title>
    <link>http://www.citeulike.org/user/jirlong/article/2280368</link>
    <description>&lt;i&gt;No. TR-96-07. (FebruaryJanuary, 1996)&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;Classical planning is useful because it generates a partially ordered set of steps to achieve a goal consistent with the planner's world model. Situated activity is useful for agents which responds quickly to changes in the interactive world. Unfortunately, everyday-world activity cannot rely on the costly, brittle plans of a theorem proving, nor can it resort to the stateless decisions of a situated automaton to cope with delayed feedback from the world. The only way for an agent to carry out...</description>
    <dc:title>Everyday-World Plan Use</dc:title>

    <dc:creator>Mark Fasciano</dc:creator>
    <dc:source>No. TR-96-07. (FebruaryJanuary, 1996)</dc:source>
    <dc:date>2008-01-23T12:18:24-00:00</dc:date>
    <prism:number>TR-96-07</prism:number>
    <prism:category>game</prism:category>
    <prism:category>gameai</prism:category>
    <prism:category>rts</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/jirlong/article/2280321">
    <title>Learning to Win: Case-Based Plan Selection in a Real-Time Strategy Game</title>
    <link>http://www.citeulike.org/user/jirlong/article/2280321</link>
    <description>&lt;i&gt;Case-Based Reasoning Research and Development (2005), pp. 5-20.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;While several researchers have applied case-based reasoning techniques to games, only Ponsen and Spronck (2004) have addressed the challenging problem of learning to win real-time games. Focusing on Wargus, they report good results for a genetic algorithm that searches in plan space, and for a weighting algorithm ( dynamic scripting) that biases subplan retrieval. However, both approaches assume a static opponent, and were not designed to transfer their learned knowledge to opponents with substantially different strategies. We introduce a plan retrieval algorithm that, by using three key sources of domain knowledge, removes the assumption of a static opponent. Our experiments show that its implementation in the Case-based Tactician (CaT) significantly outperforms the best among a set of genetically evolved plans when tested against random Wargus opponents. CaT communicates with Wargus through TIELT, a testbed for integrating and evaluating decision systems with simulators. This is the first application of TIELT. We describe this application, our lessons learned, and our motivations for future work.</description>
    <dc:title>Learning to Win: Case-Based Plan Selection in a Real-Time Strategy Game</dc:title>

    <dc:creator>Aha</dc:creator>
    <dc:creator>Matthew Molineaux</dc:creator>
    <dc:creator>Marc Ponsen</dc:creator>
    <dc:identifier>doi:10.1007/11536406_4</dc:identifier>
    <dc:source>Case-Based Reasoning Research and Development (2005), pp. 5-20.</dc:source>
    <dc:date>2008-01-23T12:05:24-00:00</dc:date>
    <prism:publicationName>Case-Based Reasoning Research and Development</prism:publicationName>
    <prism:startingPage>5</prism:startingPage>
    <prism:endingPage>20</prism:endingPage>
    <prism:category>cbr</prism:category>
    <prism:category>game</prism:category>
    <prism:category>gameai</prism:category>
    <prism:category>rts</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/jirlong/article/961477">
    <title>Strangers and friends: collaborative play in world of warcraft</title>
    <link>http://www.citeulike.org/user/jirlong/article/961477</link>
    <description>&lt;i&gt;(2006), pp. 149-158.&lt;/i&gt;</description>
    <dc:title>Strangers and friends: collaborative play in world of warcraft</dc:title>

    <dc:creator>Bonnie Nardi</dc:creator>
    <dc:creator>Justin Harris</dc:creator>
    <dc:identifier>doi:10.1145/1180875.1180898</dc:identifier>
    <dc:source>(2006), pp. 149-158.</dc:source>
    <dc:date>2006-11-25T13:14:18-00:00</dc:date>
    <prism:startingPage>149</prism:startingPage>
    <prism:endingPage>158</prism:endingPage>
    <prism:publisher>ACM Press</prism:publisher>
    <prism:category>gaming</prism:category>
    <prism:category>wow</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/jirlong/article/1343016">
    <title>Project Massive: A study of online gaming communities</title>
    <link>http://www.citeulike.org/user/jirlong/article/1343016</link>
    <description>&lt;i&gt;CHI (24-29 April 2004)&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;Massively Multiplayer Online Games (MMOGs) continue to be a popular and lucrative sector of the gaming market. Project Massive was created to assess MMOG players’ social experiences both inside and outside of their gaming environments and the impact of these activities on their everyday lives. The focus of Project Massive has been on the persistent player groups or “guilds” that form in MMOGs. The survey has been completed online by 1836 players, who reported on their play patterns, commitment to their player organizations, and personality traits like sociability, extraversion and depression. Here we report our cross-sectional findings and describe our future longitudinal work as we track players and their guilds across the evolving landscape of the MMOG product space.</description>
    <dc:title>Project Massive: A study of online gaming communities</dc:title>

    <dc:creator>AF Seay</dc:creator>
    <dc:creator>WJ Jerome</dc:creator>
    <dc:creator>KS Lee</dc:creator>
    <dc:creator>RE Kraut</dc:creator>
    <dc:source>CHI (24-29 April 2004)</dc:source>
    <dc:date>2007-05-30T14:02:03-00:00</dc:date>
    <prism:publicationName>CHI</prism:publicationName>
    <prism:category>community</prism:category>
    <prism:category>gaming</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/jirlong/article/896748">
    <title>Why social networks are different from other types of networks</title>
    <link>http://www.citeulike.org/user/jirlong/article/896748</link>
    <description>&lt;i&gt;Physical Review E (Statistical, Nonlinear, and Soft Matter Physics), Vol. 68, No. 3. (2003)&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;We argue that social networks differ from most other types of networks, including technological and biological networks, in two important ways. First, they have nontrivial clustering or network transitivity and second, they show positive correlations, also called assortative mixing, between the degrees of adjacent vertices. Social networks are often divided into groups or communities, and it has recently been suggested that this division could account for the observed clustering. We demonstrate that group structure in networks can also account for degree correlations. We show using a simple model that we should expect assortative mixing in such networks whenever there is variation in the sizes of the groups and that the predicted level of assortative mixing compares well with that observed in real-world networks.</description>
    <dc:title>Why social networks are different from other types of networks</dc:title>

    <dc:creator>MEJ Newman</dc:creator>
    <dc:creator>Juyong Park</dc:creator>
    <dc:identifier>doi:10.1103/PhysRevE.68.036122</dc:identifier>
    <dc:source>Physical Review E (Statistical, Nonlinear, and Soft Matter Physics), Vol. 68, No. 3. (2003)</dc:source>
    <dc:date>2006-10-14T17:47:33-00:00</dc:date>
    <prism:publicationName>Physical Review E (Statistical, Nonlinear, and Soft Matter Physics)</prism:publicationName>
    <prism:volume>68</prism:volume>
    <prism:number>3</prism:number>
    <prism:publisher>APS</prism:publisher>
    <prism:category>community</prism:category>
    <prism:category>newman</prism:category>
    <prism:category>socialnetwork</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/jirlong/article/81501">
    <title>Community structure in social and biological networks.</title>
    <link>http://www.citeulike.org/user/jirlong/article/81501</link>
    <description>&lt;i&gt;Proc Natl Acad Sci U S A, Vol. 99, No. 12. (11 June 2002), pp. 7821-7826.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;A number of recent studies have focused on the statistical properties of networked systems such as social networks and the Worldwide Web. Researchers have concentrated particularly on a few properties that seem to be common to many networks: the small-world property, power-law degree distributions, and network transitivity. In this article, we highlight another property that is found in many networks, the property of community structure, in which network nodes are joined together in tightly knit groups, between which there are only looser connections. We propose a method for detecting such communities, built around the idea of using centrality indices to find community boundaries. We test our method on computer-generated and real-world graphs whose community structure is already known and find that the method detects this known structure with high sensitivity and reliability. We also apply the method to two networks whose community structure is not well known--a collaboration network and a food web--and find that it detects significant and informative community divisions in both cases.</description>
    <dc:title>Community structure in social and biological networks.</dc:title>

    <dc:creator>M Girvan</dc:creator>
    <dc:creator>ME Newman</dc:creator>
    <dc:identifier>doi:10.1073/pnas.122653799</dc:identifier>
    <dc:source>Proc Natl Acad Sci U S A, Vol. 99, No. 12. (11 June 2002), pp. 7821-7826.</dc:source>
    <dc:date>2005-01-21T16:03:08-00:00</dc:date>
    <prism:publicationName>Proc Natl Acad Sci U S A</prism:publicationName>
    <prism:issn>0027-8424</prism:issn>
    <prism:volume>99</prism:volume>
    <prism:number>12</prism:number>
    <prism:startingPage>7821</prism:startingPage>
    <prism:endingPage>7826</prism:endingPage>
    <prism:category>clustering</prism:category>
    <prism:category>community</prism:category>
    <prism:category>socialnetwork</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/jirlong/article/882604">
    <title>Building an MMO With Mass Appeal: A Look at Gameplay in World of Warcraft</title>
    <link>http://www.citeulike.org/user/jirlong/article/882604</link>
    <description>&lt;i&gt;Games and Culture, Vol. 1, No. 4. (1 October 2006), pp. 281-317.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;World of Warcraft (WoW) is one of the most popular massively multiplayer games (MMOs) to date, with more than 6 million subscribers worldwide. This article uses data collected over 8 months with automated &#34;bots&#34; to explore how WoW functions as a game. The focus is on metrics reflecting a player's gaming experience: how long they play, the classes and races they prefer, and so on. The authors then discuss why and how players remain committed to this game, how WoW's design partitions players into groups with varying backgrounds and aspirations, and finally how players &#34;consume&#34; the game's content, with a particular focus on the endgame at Level 60 and the impact of player-versus-player-combat. The data illustrate how WoW refined a formula inherited from preceding MMOs. In several places, it also raises questions about WoW's future growth and more generally about the ability of MMOs to evolve beyond their familiar template. 10.1177/1555412006292613</description>
    <dc:title>Building an MMO With Mass Appeal: A Look at Gameplay in World of Warcraft</dc:title>

    <dc:creator>Nicolas Ducheneaut</dc:creator>
    <dc:creator>Nick Yee</dc:creator>
    <dc:creator>Eric Nickell</dc:creator>
    <dc:creator>Robert Moore</dc:creator>
    <dc:identifier>doi:10.1177/1555412006292613</dc:identifier>
    <dc:source>Games and Culture, Vol. 1, No. 4. (1 October 2006), pp. 281-317.</dc:source>
    <dc:date>2006-10-03T13:01:32-00:00</dc:date>
    <prism:publicationName>Games and Culture</prism:publicationName>
    <prism:volume>1</prism:volume>
    <prism:number>4</prism:number>
    <prism:startingPage>281</prism:startingPage>
    <prism:endingPage>317</prism:endingPage>
    <prism:category>mmog</prism:category>
    <prism:category>virtualworld</prism:category>
    <prism:category>wow</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/jirlong/article/707684">
    <title>&#34;Alone together?&#34;: exploring the social dynamics of massively multiplayer online games</title>
    <link>http://www.citeulike.org/user/jirlong/article/707684</link>
    <description>&lt;i&gt;(2006), pp. 407-416.&lt;/i&gt;</description>
    <dc:title>&#34;Alone together?&#34;: exploring the social dynamics of massively multiplayer online games</dc:title>

    <dc:creator>Nicolas Ducheneaut</dc:creator>
    <dc:creator>Nicholas Yee</dc:creator>
    <dc:creator>Eric Nickell</dc:creator>
    <dc:creator>Robert Moore</dc:creator>
    <dc:identifier>doi:10.1145/1124772.1124834&#60;</dc:identifier>
    <dc:source>(2006), pp. 407-416.</dc:source>
    <dc:date>2006-06-22T19:59:02-00:00</dc:date>
    <prism:startingPage>407</prism:startingPage>
    <prism:endingPage>416</prism:endingPage>
    <prism:publisher>ACM Press</prism:publisher>
    <prism:category>MMOG</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/jirlong/article/710900">
    <title>The Evolution of Social and Economic Networks</title>
    <link>http://www.citeulike.org/user/jirlong/article/710900</link>
    <description>&lt;i&gt;Journal of Economic Theory, Vol. 106, No. 2. (2002), pp. 265-295.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;We examine the dynamic formation and stochastic evolution of networks con- necting individuals. The payoff to an individual from an economic or social activity depends on the network of connections among individuals. Over time individuals form and sever links connecting themselves to other individuals based on the improvement that the resulting network offers them relative to the current network. In addition to intended changes in the network there is a small probability of unin- tended changes or errors. Predictions can be made regarding the likelihood that the stochastic process will lead to any given network at some time, where the stochastic process selects from among the statically stable networks and cycles. We apply these results to examples including the Gale–Shapley marriage problem. Thus the paper achieves two goals. First, it outlines a dynamic solution concept for net- works. Second, it applies this concept to matching problems. Journal of Economic Literature Classification Numbers: A14, D20, J00.</description>
    <dc:title>The Evolution of Social and Economic Networks</dc:title>

    <dc:creator>Matthew Jackson</dc:creator>
    <dc:creator>Alison Watts</dc:creator>
    <dc:source>Journal of Economic Theory, Vol. 106, No. 2. (2002), pp. 265-295.</dc:source>
    <dc:date>2006-06-26T10:30:29-00:00</dc:date>
    <prism:publicationName>Journal of Economic Theory</prism:publicationName>
    <prism:volume>106</prism:volume>
    <prism:number>2</prism:number>
    <prism:startingPage>265</prism:startingPage>
    <prism:endingPage>295</prism:endingPage>
    <prism:category>complexnetwork</prism:category>
    <prism:category>socialnetwork</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/jirlong/article/333030">
    <title>Evolution of networks</title>
    <link>http://www.citeulike.org/user/jirlong/article/333030</link>
    <description>&lt;i&gt;(7 Sep 2001)&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;We review the recent fast progress in statistical physics of evolving networks. Interest has focused mainly on the structural properties of random complex networks in communications, biology, social sciences and economics. A number of giant artificial networks of such a kind came into existence recently. This opens a wide field for the study of their topology, evolution, and complex processes occurring in them. Such networks possess a rich set of scaling properties. A number of them are scale-free and show striking resilience against random breakdowns. In spite of large sizes of these networks, the distances between most their vertices are short -- a feature known as the &#8220;small-world&#8221; effect. We discuss how growing networks self-organize into scale-free structures and the role of the mechanism of preferential linking. We consider the topological and structural properties of evolving networks, and percolation in these networks. We present a number of models demonstrating the main features of evolving networks and discuss current approaches for their simulation and analytical study. Applications of the general results to particular networks in Nature are discussed. We demonstrate the generic connections of the network growth processes with the general problems of non-equilibrium physics, econophysics, evolutionary biology, etc.</description>
    <dc:title>Evolution of networks</dc:title>

    <dc:creator>SN Dorogovtsev</dc:creator>
    <dc:creator>JFF Mendes</dc:creator>
    <dc:source>(7 Sep 2001)</dc:source>
    <dc:date>2005-09-27T15:02:02-00:00</dc:date>
    <prism:category>no-tag</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/jirlong/article/201598">
    <title>Referral Web: combining social networks and collaborative filtering</title>
    <link>http://www.citeulike.org/user/jirlong/article/201598</link>
    <description>&lt;i&gt;Commun. ACM, Vol. 40, No. 3. (March 1997), pp. 63-65.&lt;/i&gt;</description>
    <dc:title>Referral Web: combining social networks and collaborative filtering</dc:title>

    <dc:creator>Henry Kautz</dc:creator>
    <dc:creator>Bart Selman</dc:creator>
    <dc:creator>Mehul Shah</dc:creator>
    <dc:identifier>doi:10.1145/245108.245123</dc:identifier>
    <dc:source>Commun. ACM, Vol. 40, No. 3. (March 1997), pp. 63-65.</dc:source>
    <dc:date>2005-05-16T17:36:37-00:00</dc:date>
    <prism:publicationName>Commun. ACM</prism:publicationName>
    <prism:issn>0001-0782</prism:issn>
    <prism:volume>40</prism:volume>
    <prism:number>3</prism:number>
    <prism:startingPage>63</prism:startingPage>
    <prism:endingPage>65</prism:endingPage>
    <prism:publisher>ACM Press</prism:publisher>
    <prism:category>no-tag</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/jirlong/article/361498">
    <title>Folksonomy as a Complex Network</title>
    <link>http://www.citeulike.org/user/jirlong/article/361498</link>
    <description>&lt;i&gt;(23 Sep 2005)&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;Folksonomy is an emerging technology that works to classify the information over WWW through tagging the bookmarks, photos or other web-based contents. It is understood to be organized by every user while not limited to the authors of the contents and the professional editors. This study surveyed the folksonomy as a complex network. The result indicates that the network, which is composed of the tags from the folksonomy, displays both properties of small world and scale-free. However, the statistics only shows a local and static slice of the vast body of folksonomy which is still evolving.</description>
    <dc:title>Folksonomy as a Complex Network</dc:title>

    <dc:creator>Kaikai Shen</dc:creator>
    <dc:creator>Lide Wu</dc:creator>
    <dc:source>(23 Sep 2005)</dc:source>
    <dc:date>2005-10-22T10:31:18-00:00</dc:date>
    <prism:category>Social_Bookmark</prism:category>
</item>



<item rdf:about="http://www.citeulike.org/user/jirlong/article/825405">
    <title>Extracting Social Networks and Contact Information From Email</title>
    <link>http://www.citeulike.org/user/jirlong/article/825405</link>
    <description>&lt;i&gt;&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;We present an end-to-end system that extracts a user's social network and its members' contact information given the user's email inbox. The system identifies unique people in email, finds their Web presence, and automatically fills the fields of a contact address book using conditional random fields---a type of probabilistic model well-suited for such information extraction tasks. By recursively calling itself on new people discovered on the Web, the system builds a social network with...</description>
    <dc:title>Extracting Social Networks and Contact Information From Email</dc:title>

    <dc:creator>And Web</dc:creator>
    <dc:date>2006-09-01T16:53:56-00:00</dc:date>
    <prism:category>socialnetwork</prism:category>
</item>



</rdf:RDF>

