<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Methodological Support of Game Modeling in the Educational Process</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Sergey Sherbakov</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Maria Lapina</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Vitalii Lapin</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Joze Rugelj</string-name>
          <email>joze.rugelj@pef.uni-lj.si</email>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>North-Caucasus Federal University</institution>
          ,
          <addr-line>Stavropol, 355017</addr-line>
          ,
          <country country="RU">Russia</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Rostov State Economic University</institution>
          ,
          <addr-line>Rostov, 344002</addr-line>
          ,
          <country country="RU">Russia</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Stavropol Regional Clinical Consulting and Diagnostic Center</institution>
          ,
          <addr-line>355000, Stavropol</addr-line>
          ,
          <country country="RU">Russia</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>University of Ljubljana</institution>
          ,
          <addr-line>Ljubljana, 1000</addr-line>
          ,
          <country country="SI">Slovenia</country>
        </aff>
      </contrib-group>
      <fpage>351</fpage>
      <lpage>361</lpage>
      <abstract>
        <p>The paper examines the use of the tournament approach in the educational process on the example of the economic model "repeated prisoner's dilemma". Students study the model design using the UML and implement the solution to the "Tournament of Strategies" problem using an objectoriented language. The advantages of the proposed themes are "junction" of the economy and important for programming in Computer Sciences Economic Institutions; the development of a diverse set of skills (economics, game theory, design, UML, modeling, object-oriented design and programming, Java, Eclipse); introduction of a creative, competitive moment into the educational process, as well as an element of intrigue.</p>
      </abstract>
      <kwd-group>
        <kwd>1</kwd>
        <kwd>Educational</kwd>
        <kwd>and integration</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
    </sec>
    <sec id="sec-2">
      <title>1.1. Relevance of the task</title>
      <p>
        IT courses at an university of economics include the preparation of a "two-headed" graduate. To
master with equal ease the methods and tools of informatics and programming on the one hand, and
methods of economics and management on the other [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ].
      </p>
      <p>The economic components are provided by such disciplines as economic theory, mathematical and
simulation modeling, etc. However, there is a certain gap between these disciplines and the profile
disciplines of the educational program. Knowledge of economic science is in most cases not used to
solve specific programming problems. Therefore, it is often the case that these two areas do not
overlap in training.</p>
      <p>Game modeling makes it possible to bridge this gap to a large extent. Designing and programming
of a game model allows on the one hand to increase competence in the design and implementation of
software on the other hand to immerse oneself in the subject area, i.e. economics and management.
And experiments with a game simulation model give students the opportunity to analyze in detail the
work of the economic mechanisms in detail. The study of the methodological support of game
modeling will be carried out using a similar problem as an example.</p>
      <p>
        In order to achieve the goal of integration of education in economics and IT, it was decided to
implement the "Strategy Tournament" task. Its importance lieas in the repetition of the famous
experiment of R. Axelrod to evaluate the effectiveness of different strategies in "Prisoner's Dilemma"
[
        <xref ref-type="bibr" rid="ref30">30</xref>
        ].
      </p>
      <p>
        As the task is quite simple from a technical point of view, it allows you to cover a wide range of
areas of economics and programming, ranging from different market models to problems from
cooperation in nature and society [
        <xref ref-type="bibr" rid="ref1 ref8">1, 8</xref>
        ] to UML-modeling, of object-oriented software and
programming in the Java language [
        <xref ref-type="bibr" rid="ref3 ref7">3, 7</xref>
        ]. Another feature of the task is to increase the level of student
participation, as the lesson includes a game with a previously unknown outcome [
        <xref ref-type="bibr" rid="ref33 ref35">33, 35</xref>
        ].
      </p>
    </sec>
    <sec id="sec-3">
      <title>1.2. Lesson planning</title>
      <p>For the study of the proposed topic 4, 6 or 8 hours of study time can be allocated, depending on the
available options. Table 1 shows an indicative lesson plan with an approximate estimate of time for
each element.</p>
      <p>
        After the end of the lesson, students may be offered such directions for self-study, such as:
– formation of new strategies and analysis of their effectiveness;
– analysis of the results of the experiment depending on the number of players of different classes;
– an evolutionary version of the game [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ], when the player's survival in each generation depends on
the success of his game in the tournament;
      </p>
      <p>
        – biological, economic, social examples of the implementation of the model "Prisoner's Dilemma"
and "Repeating Prisoner's Dilemma" [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ].
      </p>
      <sec id="sec-3-1">
        <title>Economic model</title>
      </sec>
      <sec id="sec-3-2">
        <title>Areas of use in economics and other areas</title>
      </sec>
      <sec id="sec-3-3">
        <title>Dynamic variant of the problem</title>
      </sec>
      <sec id="sec-3-4">
        <title>Dynamic task examples</title>
      </sec>
      <sec id="sec-3-5">
        <title>Formulation of the problem of holding a strategy tournament</title>
      </sec>
      <sec id="sec-3-6">
        <title>UML Modeling</title>
      </sec>
      <sec id="sec-3-7">
        <title>Designing strategies</title>
        <p>(discussing with students).</p>
      </sec>
      <sec id="sec-3-8">
        <title>Programming 9. 10.</title>
      </sec>
      <sec id="sec-3-9">
        <title>Tournament run The discussion of the results 20 10</title>
        <p>
          5
5
10
20
10
40
conclusion about the advantage of refusing to
cooperate with any choice of the opponent [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ];
- advertising decision (advertise/not advertise [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ]);
- decision to cut prices;
- cartel agreement and withdrawal from it
(examples, OPEC [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ]);
- arms race;
etc.
- the importance of reputation [
          <xref ref-type="bibr" rid="ref24">24</xref>
          ];
- rejection of the strategy of betrayal [36];
- held tournaments [
          <xref ref-type="bibr" rid="ref30">30</xref>
          ];
examples from economics, business, politics,
sociology, biology [39];
- class diagrams, interactions;
- "Strategy" (or "Player") as an abstract class [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ];
students offer their own strategies;
if it is necessary to save classroom hours, students
can program only players.
1.3. Evaluation tools for monitoring the effectiveness of the lesson
        </p>
        <p>In order to control the assimilation of the teaching material, questions (closed form) were
developed, divided into five categories: economic issues; elements of game theory; repetitive games;
design and UML; object-oriented programming. Table 2 shows examples of developed questions. The
test was implemented in LMS Moodle.
recursive call
always lose the tournament "Angry"
always lose individual matches to "evil"
benefit from cooperation with each other
2. Development of teaching materials for the "tournament of strategies" task
2.1</p>
        <p>Statement of the problem of the repetitive prisoner's dilemma
The well-known Prisoner's Dilemma is a popular model that illustrates various economic
situations, for example, price competition in the oligopoly market. The “prisoner's dilemma” is also
used in more complex cases, when two participants in economic relations make the decision to
cooperate or refuse to cooperate.</p>
        <p>The “prisoner's dilemma” can be formulated as follows: two accomplices were arrested for theft
and placed in different cells. Each of them can confess to a crime or refuse to confess. The prisoner is
not aware of the decision of his accomplice.
The punishment assigned to each of the prisoners, depending on the testimony, can be represented
by the matrix shown in Table 3.</p>
        <p>Thus, the prisoner who has betrayed his comrade receives a bonus in the form of a small prison
sentence. In case of loyalty among the prisoners, both receive rather soft conditions.</p>
        <p>Depending on the condition of the task, it is beneficial for the prisoner to testify, thereby betraying
his comrade. Suppose prisoner A assumes that prisoner B will break loyalty. In this case, it is also
beneficial to violate loyalty by reducing his sentence from 10 to 5 years. If prisoner A assumes on the
part of prisoner B the preservation of loyalty, then A is still beneficial to break loyalty by reducing his
sentence from 2 years to 1.</p>
        <p>A mutually beneficial solution can be achieved through mutual preservation of loyalty, but under
the conditions described, such a possibility is difficult to reckon with.</p>
        <p>The dynamic (repeating) version of the prisoner's dilemma (which corresponds more closely to
economic realities), proposed by R. Axelrod, presupposes not a single decision-making about loyalty
or betrayal, but a series of such decisions, continuing an unknown number of times. Both prisoners
now remember the decisions of their comrade in the previous steps. Under such conditions, the benefit
of betrayal in a particular step may be less than the benefit of cooperation in the following steps.</p>
        <p>The question of the best behavioral strategy in a dynamic model is controversial.</p>
        <p>The task is to organize a tournament of strategies (also proposed by R. Axelrod) to determine the
best strategy. The following strategies participate in the tournament:</p>
        <p>Random – random choice (the decision to betray / keep is chosen randomly, with equal
probability).</p>
        <p>Evil – renegade (betray at every step).</p>
        <p>Talion – eye-for-eye (keep loyalty at the first step; repeat the previous move vis-a-vis at
subsequent steps). This option was proposed by A. Rapport.</p>
        <p>The game features three players implementing each strategy. The tournament is organized in a
round robin system - each player plays one match with everyone else. The match consists of N steps.
The players do not know the number N, while remaining the same for all matches of the tournament.</p>
        <p>At each step, the distribution of points is set by the matrix in Table 4. The result of the tournament
is determined by the total number of points scored by each player in all matches.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>2.2. UML Modeling and Design</title>
      <p>For programming a task, an object-oriented approach is most effective, allowing to separate the
parts of the system that are responsible for decision making and for game play. At the same time, a
flexible system can be created that allows new players with new strategies to be added.</p>
      <p>For the visual representation of design decisions during their discussion, we use the UML
language, which is now the de facto standard in the field of analysis, design and software
development.</p>
      <p>
        The language diagrams allow students to propose and discuss design solutions for the implementation
of the tournament [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ].
      </p>
      <p>
        In this case, two diagrams are sufficient: a class diagram (Figure 1) describes the structure of the
system, and a sequence diagram - the order of interaction of objects of different classes during the
tournament. [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ].
      </p>
      <p>Player</p>
      <p>{abstract}
+ YES : int = 1
+ NO : int = 0
- _name : String
- _totalScore : int
+ &lt;&lt;Constructor&gt;&gt; Player (String _name)
+ getName () : String
+ getTotalScore () : int
+ startGame () : void
+ yourAnswer () : int
+ enemyAnswer (int answer) : void
+ finishGame (int score) : void</p>
      <p>players</p>
      <p>TalionPlayer
- _lastAnswer : int
+ &lt;&lt;Constructor&gt;&gt; TalionPlayer (String _name)
+ &lt;&lt;Override&gt;&gt; yourAnswer () : int
+ &lt;&lt;Override&gt;&gt; startGame () : void
+ &lt;&lt;Override&gt;&gt; enemyAnswer (int answer) : void</p>
      <p>Tourney
- N : int = 25
- _matrix : int[][] = {{1,10},...
+ &lt;&lt;Constructor&gt;&gt; Tourney ()
+ addPlayer (Player player) : void
- game (Player a, Player b) : void
+ runGames () : void
+ showResults () : void
- showPlayerResult (int i) : void</p>
      <p>RandomPlayer
+ &lt;&lt;Constructor&gt;&gt; RandomPlayer (String _name)
+ &lt;&lt;Override&gt;&gt; yourAnswer ()</p>
      <p>: int</p>
      <p>EvilPlayer
+ &lt;&lt;Constructor&gt;&gt; EvilPlayer (String _name)
+ &lt;&lt;Override&gt;&gt; yourAnswer ()
: int</p>
      <p>The key role is played by the abstract class Player, which is responsible for the player (strategy).
This class stores the player's name (_name), calculates and stores the player's total win since the start
of the tournament (_totalScore). Class method yourAnswer () - the player returns the answer on the
next turn. The answer is an integer YES = 1 (cooperate) or NO = 0 (betray).</p>
      <p>The player classes RandomPlayer, EvilPlayer, TalionPlayer, as inheritors of the Player class,
override the yourAnswer () method and other methods as appropriate. In this way, they each
implement their own game strategy.</p>
      <p>
        The Tourney class is fully responsible for running the tournament: creating the schedule, running
the games, calculating the results. The Player class and its heirs know nothing about the tournament,
and the Torney class depends only on the Player class, without knowing its specific heirs and without
depending on their implementation of one strategy or another. When extending the task by adding a
new player, it is sufficient to create a new class that inherits from Player [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ].
      </p>
      <p>
        The simple structure of the task and the very simple implementation allow to touch, if necessary,
some aspects of object-oriented programming (inheritance, abstract classes, abstract methods, method
overrides, composition, scopes, constructors, static class fields). Moreover, a simple example clearly
demonstrates the usefulness of polymorphism [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ].
      </p>
    </sec>
    <sec id="sec-5">
      <title>2.3. Implementation in Java and Eclipse</title>
      <p>
        To program the task, one can use, for example, the Java programming language [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ] and one of the
modern development tools, such as the free Eclipse environment [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ].
      </p>
      <p>
        Part of the program code can be created by students individually, part - together with the teacher as
part of the work with a projector. In the process, the possibilities of the Eclipse environment can be
explored, such as: automatic error detection and suggestions for automatic fixing; automatic creation
of inherited classes with overriding methods; automatic refactoring [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]. The code of the Player class
is shown in Listing 1
Listing 1: The program code of the abstract class Player
public abstract class Player {
public static final int YES=1; //сотрудничать
public static final int NO=0; //предать
private String _name;
private int _totalScore;
public Player(String _name) {
super();
this._name = _name;
this._totalScore=0;
}
public String getName() {
      </p>
      <p>return _name;
}
public int getTotalScore() {</p>
      <p>return _totalScore;
}
public void startGame(){}
public abstract int yourAnswer();
public void enemyAnswer(int answer){}
public void finishGame(int score){</p>
      <p>_totalScore+=score;
}
}
}
}
}</p>
      <p>
        Listing 2 shows the code for the rogue player class. The yourAnswer () method always returns a
NO response. This is the only change that was required for the class, all the rest of the code is
automatically generated [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ].
      </p>
      <p>Listing 2: EvilPlayer class program code
public class EvilPlayer extends Player {
public EvilPlayer(String _name) {</p>
      <p>super(_name);
@Override
public int yourAnswer() {
return NO;</p>
      <p>Somewhat more complex is the code for a player who implements the eye-for-eye strategy
(Listing 3).</p>
      <p>Listing 3: TalionPlayer class code
public class TalionPlayer extends Player {
private int _lastAnswer;
public TalionPlayer(String _name) {</p>
      <p>super(_name);</p>
      <p>The private field _lastAnswer stores the last response of the adversary. It is written there by the
overridden method enemyAnswer (). In the next step, the method yourAnswer () simply repeats the
opponent's previous move.</p>
    </sec>
    <sec id="sec-6">
      <title>2.4 Tournament holding</title>
      <p>Running the model yields the expected results-an overall win for the tit-for-tat strategy, despite
this player's losses in individual matches.</p>
      <p>The matrix of results by match and the graph of results and are shown in Table 5 and Figure 2,
respectively.</p>
      <sec id="sec-6-1">
        <title>Talion 1 Random 2 Evil 2</title>
      </sec>
      <sec id="sec-6-2">
        <title>Talion 2 Random 3 Evil 3</title>
      </sec>
      <sec id="sec-6-3">
        <title>Talion 3 Table 5</title>
        <p>Talion 2
Talion 1</p>
        <p>Evil 2
Random 2
Random 1</p>
        <p>Evil 3</p>
        <p>Evil 1
Random 3</p>
        <p>Further, the teacher may discuss the results obtained. Explain the reasons for the advantages of
cooperation under certain conditions. Think about further work on the model.</p>
        <p>
          Of interest is the expansion of the number of strategies [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ], e.g. a strategy that does not forgive a
partner even after a betrayal; a strategy that punishes a partner for betrayal over two rounds; strategy
of permanent cooperation, etc. Another area is a different relationship of players with certain
strategies.
        </p>
        <p>
          Finally, it is possible to implement the evolutionary principle - the tournament is repeated several
times (generations), each strategy is considered an "individual" and the number of these strategies in
each next generation depends on the results of the previous step. [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ].
3. Evaluation of the effectiveness of using the "Tournament of Strategies"
task
        </p>
        <p>To assess the effectiveness of mastery of the material as a result of the lesson, students were tested
on a pre-developed set of tests.</p>
        <p>Table 6 shows the results of the tests for one group of students. The tests were administered during
the next lesson one week after the completion of the "Strategy Tournament".
13
14
15
16
17
18
total
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
Total
100%
75%
100%
100%
75%
50%
79%
100%
67%
100%
33%
100%
67%
78%
50%
75%
50%
100%
25%
0%
25%
25%
50%
50%
75%
75%
50%
75%
50%
52%</p>
        <p>The results of the control group (which examined similar sections using traditional methods) are
shown in Table 7.</p>
        <p>To assess the significance of the differences in the two groups, we use the statistical test
MannWhitney. This is necessary because they are independent samples and the sample size requires the use
of non-parametric methods.
student</p>
      </sec>
      <sec id="sec-6-4">
        <title>Economic questions</title>
        <p>The assessment is carried out according to the formula:
where Tx is the largest sum of ranks, nx is the largest of the sample sizes n1 and n2.</p>
        <p>Calculation results:</p>
        <p>The hypothesis H0 about the insignificance of the differences between the samples is accepted if
Ucr &lt; Uemp. Otherwise, H0 is rejected and the difference is identified as significant, where Ukp is the
critical point, which is found using the Mann-Whitney table.
75%
75%
100%
100%
100%
100%
89%
UML
75%
75%
50%
100%
100%
75%
50%
50%
75%
75%
50%
0%
25%
50%
25%
58%
100%
100%
100%
100%
100%
67%
93%
OOP
67%
100%
67%
100%
100%
100%
67%
100%
100%
100%
67%
100%
67%
67%
67%
84%
88%
76%
100%
88%
94%
76%
85%
Total
53%
71%
59%
100%
59%
41%
41%
41%
47%
71%
59%
53%
53%
53%
41%
56%
From the table we find Ukp (0.05) = 99. Since Ukp &gt; Uemp, we reject the null hypothesis.
Figure 6 shows an illustration of the results obtained.</p>
        <p>As can be seen from the tables and the figure, as a result of introducing an innovative teaching
method, there is a significant increase in the uptake of material on "economic" topics, but also some
increase in topics specific to computer science and programming [37].</p>
        <p>
          This suggests that I program to understand learning is quite effective [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ].
        </p>
        <p>At the same time, it is necessary to pay attention to the cost of introducing the described approach
into the educational process, which is associated with the need for deep study of the material for the
implementation of the game "balance". At the same time, the pedagogical and methodological
documentation of the university in the traditional version does not imply a reflection of this level of
methodological materials, which means that the corresponding costs remain hidden. The study of the
economic side of the pedagogical and methodological involvement of game methods and
projectbased learning must be further developed.</p>
      </sec>
    </sec>
    <sec id="sec-7">
      <title>4. Conclusion</title>
      <p>In this paper, the methodological support for the construction of a game simulation model was
analyzed using the example of the "Tournament of strategies" problem.</p>
      <p>It was experimentally shown that the use of such models can improve both programming skills and
understanding of the subject area (economics and management).</p>
    </sec>
    <sec id="sec-8">
      <title>5. Acknowledgements</title>
      <p>The research was carried out with the financial support of the Russian Foundation for Basic
Research (RFBR) within the framework of the scientific project 19-013-00690 "Economics of
educational and methodological activities in higher education".</p>
    </sec>
    <sec id="sec-9">
      <title>6. References</title>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          [1]
          <string-name>
            <surname>Weissfeld</surname>
            <given-names>M.</given-names>
          </string-name>
          <article-title>Object-oriented thinking / M. Weisfeld</article-title>
          . - M.: Peter,
          <year>2014</year>
          . - 998 p.
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          [2]
          <string-name>
            <surname>Vasiliev</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          <string-name>
            <surname>Java. Object Oriented Programming: A Tutorial</surname>
          </string-name>
          . - SPb.: Peter,
          <year>2013</year>
          . - 400 p.
        </mixed-citation>
      </ref>
      <ref id="ref3">
        <mixed-citation>
          [3]
          <string-name>
            <given-names>Varian</given-names>
            <surname>Hal R. Microeconomics</surname>
          </string-name>
          .
          <article-title>Intermediate level</article-title>
          .
          <source>Modern approach</source>
          . - Textbook for universities. - M.: UNITI,
          <year>1997</year>
          . - 767 p.
        </mixed-citation>
      </ref>
      <ref id="ref4">
        <mixed-citation>
          [4]
          <string-name>
            <surname>Golovanov</surname>
            ,
            <given-names>NF</given-names>
          </string-name>
          <article-title>Pedagogy: textbook and workshop for academic bachelor's degree / NF Golovanov</article-title>
          . - 2nd ed.,
          <source>Rev. and add</source>
          . - Moscow: Yurayt Publishing House,
          <year>2019</year>
          . - 377 p.
        </mixed-citation>
      </ref>
      <ref id="ref5">
        <mixed-citation>
          [5]
          <string-name>
            <surname>Gromkova</surname>
          </string-name>
          , M.T. Higher School Pedagogy: Textbook. - M.:
          <string-name>
            <surname>Unity</surname>
          </string-name>
          ,
          <year>2017</year>
          .-- 80 p.
        </mixed-citation>
      </ref>
      <ref id="ref6">
        <mixed-citation>
          [6]
          <string-name>
            <given-names>Graham</given-names>
            <surname>Ian</surname>
          </string-name>
          .
          <article-title>Object oriented methods</article-title>
          .
          <source>Principles and Practice = Object-Oriented Methods: Principles &amp; Practice. - 3rd ed. - M.: "Williams"</source>
          ,
          <year>2004</year>
          . p.
          <fpage>880</fpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref7">
        <mixed-citation>
          [7]
          <string-name>
            <surname>Dawkins</surname>
            <given-names>R. Selfish</given-names>
          </string-name>
          <string-name>
            <surname>gene</surname>
          </string-name>
          . - Moscow: AST: CORPUS,
          <year>2013</year>
          . 512 p.
        </mixed-citation>
      </ref>
      <ref id="ref8">
        <mixed-citation>
          [8]
          <string-name>
            <surname>Kuboniva</surname>
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Tabata</surname>
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Tabata</surname>
            <given-names>S.</given-names>
          </string-name>
          ,
          <string-name>
            <given-names>Hasebe</given-names>
            <surname>Yu</surname>
          </string-name>
          .
          <article-title>Mathematical economics on a personal computer</article-title>
          . Per. with jap. / Edited by
          <string-name>
            <given-names>M.</given-names>
            <surname>Kuboniva</surname>
          </string-name>
          . - M.: Finance and statistics,
          <year>1991</year>
          . - 301 p.
        </mixed-citation>
      </ref>
      <ref id="ref9">
        <mixed-citation>
          [9]
          <string-name>
            <surname>Lychkina</surname>
            ,
            <given-names>N.N.</given-names>
          </string-name>
          <article-title>Simulation modeling of economic processes: Textbook</article-title>
          . - M.:
          <string-name>
            <surname>INFRA-M</surname>
          </string-name>
          ,
          <year>2012</year>
          . - 254 p.
        </mixed-citation>
      </ref>
      <ref id="ref10">
        <mixed-citation>
          [10]
          <string-name>
            <surname>McConnell Campell</surname>
            <given-names>R.</given-names>
          </string-name>
          , Bru Stanley L.,
          <string-name>
            <surname>Flynn Sean M. Economics</surname>
          </string-name>
          <article-title>: principles, problems and politics: a textbook</article-title>
          . - 19th ed. - M.:
          <string-name>
            <surname>INFRA-M</surname>
          </string-name>
          ,
          <year>2013</year>
          . - 1027 p.
        </mixed-citation>
      </ref>
      <ref id="ref11">
        <mixed-citation>
          [11]
          <string-name>
            <surname>Mankiw</surname>
            <given-names>N. Gregory</given-names>
          </string-name>
          <string-name>
            <surname>Principles of Economics</surname>
          </string-name>
          . - SPb.: Peter,
          <year>2007</year>
          . - 624 p.
        </mixed-citation>
      </ref>
      <ref id="ref12">
        <mixed-citation>
          [12]
          <article-title>Nartova Anna PowerDesigner 15</article-title>
          .
          <string-name>
            <given-names>Data</given-names>
            <surname>Modeling</surname>
          </string-name>
          . - M.:
          <string-name>
            <surname>Lori</surname>
          </string-name>
          ,
          <year>2012</year>
          . - 418 p.
        </mixed-citation>
      </ref>
      <ref id="ref13">
        <mixed-citation>
          [13]
          <article-title>General foundations of pedagogy: A textbook for students of pedagogical universities / IA Solovtsova</article-title>
          , NM Borytko; Ed.
          <string-name>
            <given-names>N.M.</given-names>
            <surname>Borytko</surname>
          </string-name>
          . -
          <source>Volgograd: Publishing house of VGIPK RO</source>
          ,
          <year>2006</year>
          . - 60 p.
        </mixed-citation>
      </ref>
      <ref id="ref14">
        <mixed-citation>
          [14] Pedagogy: textbook / ed. P.I.
          <string-name>
            <surname>Perky</surname>
          </string-name>
          . - 5th ed.,
          <source>Add. and revised - Moscow: Pedagogical Society of Russia</source>
          ,
          <year>2008</year>
          . - 580 p.
        </mixed-citation>
      </ref>
      <ref id="ref15">
        <mixed-citation>
          [15]
          <string-name>
            <surname>Rambeau</surname>
            <given-names>J.</given-names>
          </string-name>
          ,
          <source>Blah M. UML 2.0. Object Oriented Modeling and Development</source>
          . - SPb.: Peter,
          <year>2007</year>
          . - 544 p.
        </mixed-citation>
      </ref>
      <ref id="ref16">
        <mixed-citation>
          [16]
          <article-title>Ridley Matt The Origin of Altruism and Virtue</article-title>
          . From instincts to cooperation. - M.:
          <string-name>
            <surname>Eksmo</surname>
          </string-name>
          ,
          <year>2013</year>
          . - 701 p.
        </mixed-citation>
      </ref>
      <ref id="ref17">
        <mixed-citation>
          [17]
          <string-name>
            <given-names>Sybase</given-names>
            <surname>Power</surname>
          </string-name>
          <article-title>Designer modeling system [Electronic resource]</article-title>
          . - dir. available: www.sybase.ru/
        </mixed-citation>
      </ref>
      <ref id="ref18">
        <mixed-citation>
          [18]
          <string-name>
            <surname>Sierra</surname>
            <given-names>K. Learning</given-names>
          </string-name>
          <string-name>
            <surname>Java</surname>
          </string-name>
          . Head First series. - M.:
          <string-name>
            <surname>Eksmo</surname>
          </string-name>
          ,
          <year>2017</year>
          . - 728 p.
        </mixed-citation>
      </ref>
      <ref id="ref19">
        <mixed-citation>
          [19]
          <string-name>
            <surname>Topazh</surname>
            <given-names>A.G.</given-names>
          </string-name>
          <article-title>Agent models of evolutionary games // The Ninth All-Russian Scientific and Practical Conference on Simulation Modeling and Its Application in Science and Industry “Simulation Modeling</article-title>
          .
          <article-title>Theory and Practice "(IMMOD-</article-title>
          <year>2019</year>
          ).
          <source>Conference proceedings, October 16-18</source>
          ,
          <year>2019</year>
          , Yekaterinburg: Ural. state ped. un-t.,
          <year>2019</year>
          .- 678 p.
          <source>- ISBN 978-5-91450-172-0</source>
          . S.
          <volume>227</volume>
          -
          <fpage>234</fpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref20">
        <mixed-citation>
          [20]
          <string-name>
            <surname>Fowler</surname>
            <given-names>M. UML.</given-names>
          </string-name>
          <article-title>The basics. A quick guide to the standard object modeling language</article-title>
          . - SPb.: Symbol-plus,
          <year>2011</year>
          . - 192 p.
        </mixed-citation>
      </ref>
      <ref id="ref21">
        <mixed-citation>
          [21]
          <string-name>
            <surname>Shannon</surname>
            <given-names>R.</given-names>
          </string-name>
          <string-name>
            <surname>Systems</surname>
          </string-name>
          Simulation - Art and Science. - M.:
          <string-name>
            <surname>Mir</surname>
          </string-name>
          ,
          <year>1978</year>
          . - 420 p.
        </mixed-citation>
      </ref>
      <ref id="ref22">
        <mixed-citation>
          [22]
          <string-name>
            <surname>Schildt</surname>
            <given-names>Herbert</given-names>
          </string-name>
          <string-name>
            <surname>Java</surname>
          </string-name>
          .
          <source>The Complete Guide, 8th Edition</source>
          . -M.:
          <string-name>
            <surname>Vilyams</surname>
          </string-name>
          ,
          <year>2012</year>
          . - 1014 p.
        </mixed-citation>
      </ref>
      <ref id="ref23">
        <mixed-citation>
          [23]
          <string-name>
            <surname>Eckel</surname>
          </string-name>
          , Bruce The Java Philosophy / Bruce Eckel. - M.: Peter,
          <year>2016</year>
          . - 809 p.
        </mixed-citation>
      </ref>
      <ref id="ref24">
        <mixed-citation>
          [24]
          <string-name>
            <surname>Araujo</surname>
            <given-names>R.F.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Durelli</surname>
            <given-names>V.H.S.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Teixeira R.M. Getting</surname>
          </string-name>
          <article-title>Started with Eclipse Juno: A fast paced tutorial to get you up and running with Eclipse Ju-no IDE</article-title>
          . - Packt
          <string-name>
            <surname>Publishing</surname>
          </string-name>
          ,
          <year>2013</year>
          . - 256 p.
        </mixed-citation>
      </ref>
      <ref id="ref25">
        <mixed-citation>
          [25]
          <string-name>
            <surname>Axelrod</surname>
          </string-name>
          ,
          <source>Robert Evolution of Cooperation: Revised Edition</source>
          . -New York: Basic Books,
          <year>2009</year>
          . - 265 p.
        </mixed-citation>
      </ref>
      <ref id="ref26">
        <mixed-citation>
          [26]
          <string-name>
            <surname>Heineke</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          &amp;
          <string-name>
            <surname>Meile</surname>
            ,
            <given-names>L.</given-names>
          </string-name>
          <article-title>Classroom service games. Presentation at the Decision Sciences Institute Annual Meeting</article-title>
          , Nov.
          <volume>18</volume>
          .
        </mixed-citation>
      </ref>
      <ref id="ref27">
        <mixed-citation>[27] http://simulation.su/ - Society for Simulation</mixed-citation>
      </ref>
      <ref id="ref28">
        <mixed-citation>
          [28]
          <string-name>
            <surname>Klassen</surname>
            <given-names>Kenneth J.</given-names>
          </string-name>
          ,
          <source>Willoughby Keith A. In-Class Simulation Games: Assessing Student Learning // Journal of Information Technology Education</source>
          ,
          <year>2003</year>
          , Volume
          <volume>2</volume>
          , p.
          <fpage>1</fpage>
          -
          <lpage>13</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref29">
        <mixed-citation>
          [29]
          <string-name>
            <surname>Markov</surname>
            <given-names>A. V.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Markov</surname>
            <given-names>M. A.</given-names>
          </string-name>
          <article-title>Runaway brain-culture coevolution as a reason for larger brains: Exploring the «cultural drive» hypothesis by computer modeling // Ecology and</article-title>
          <string-name>
            <surname>Evolution.</surname>
          </string-name>
          <year>2020</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref30">
        <mixed-citation>
          [30]
          <string-name>
            <surname>Shellman</surname>
            ,
            <given-names>S. M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Turan</surname>
            ,
            <given-names>K.</given-names>
          </string-name>
          <article-title>Do Simulations Enhance Student Learning? An Empirical Evaluation of an IR Simulation /</article-title>
          / Journal of Political Science Education,
          <year>2006</year>
          ,
          <volume>2</volume>
          , p.
          <fpage>19</fpage>
          -
          <lpage>32</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref31">
        <mixed-citation>
          [31]
          <string-name>
            <surname>Sigmund</surname>
            ,
            <given-names>Karl</given-names>
          </string-name>
          &amp; Fehr, Ernst &amp; Nowak,
          <string-name>
            <surname>Martin.</surname>
          </string-name>
          (
          <year>2002</year>
          ).
          <source>The Economics of Fair Play. Scientific American</source>
          .
          <volume>286</volume>
          .
          <fpage>82</fpage>
          -
          <lpage>7</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref32">
        <mixed-citation>
          [32]
          <string-name>
            <surname>Silvia Chris</surname>
          </string-name>
          <article-title>The impact of simulations on higher-level learning /</article-title>
          <source>/ Journal of Public Affairs Education</source>
          ,
          <year>2012</year>
          ,
          <volume>18</volume>
          (
          <issue>2</issue>
          ), p.
          <fpage>397</fpage>
          -
          <lpage>422</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref33">
        <mixed-citation>[33] stepik.org</mixed-citation>
      </ref>
      <ref id="ref34">
        <mixed-citation>
          [34]
          <string-name>
            <surname>Super</surname>
            <given-names>Cooperators</given-names>
          </string-name>
          : Altruism, Evolution, and
          <article-title>Why We Need Each Other to Succeed. Martin А. Nowak, with Roger Highfield</article-title>
          . Free Press,
          <year>2012</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref35">
        <mixed-citation>[35] www.eclipse.org</mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>