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August 25, 2026
Scientists Develop Algorithm for More Reliable Processors in Data Centres
Researchers from HSE MIEM and Samara University have developed the LRF-3D algorithm to automatically bypass idle nodes in three-dimensional networks-on-chip. Thanks to its hierarchical architecture, the algorithm outperforms existing solutions in both speed and path accuracy, improving processor reliability for use in data centres, supercomputers, and AI computing. The source code and test results are publicly available.
August 24, 2026
Researchers Develop Method for Direct Generation of Regulatory DNA
Researchers at HSE University have developed a model for generating promoters and enhancers—DNA sequences that regulate gene activity. The model works directly with DNA nucleotides, without first transforming them into a continuous numerical representation. This solution could be useful for applications in synthetic biology and gene therapy. The study results were presented at the ICLR 2026 Workshop ‘Generative AI in Genomics (Gen^2): Barriers and Frontiers.’
August 21, 2026
Social Integration: At the Crossroads of Knowledge and Values
The International Laboratory for Social Integration Research (ILSIR) at HSE University studies the challenges faced by vulnerable groups and explores ways to help them participate fully in everyday life. To develop effective solutions, the laboratory’s researchers combine cutting-edge methods with practical fieldwork. In this interview with the HSE News Service, Laboratory Head Elena Iarskaia-Smirnova discusses the laboratory’s work.

 

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Ценовой индекс на компьютерные игры: что скрыто от невооруженного глаза?

Экономика и математические методы. 2024. Т. 60. № 3. С. 82–93.
Арсланов М. В., Ratnikova T. A.

This paper presents a study of the price dynamics of a wide range of video games in the time period from 2008 to 2020. During the research, there was created a necessary database for analysis, video game prices are being modeled using econometric methods and price indices are being constructed for various game genres: RPG (Role-Playing Game), strategy (Strategy), action (Action), adventure games (Adventure), causal games (Casual), indie games (Indie), simulators (Simulators), etc. Hypothetically, the price range of video games by genre and system requirements is due to the different amount of effort required to create them. During the construction of hedonistic price indices, prices are cleared from the characteristics of the quality of products (computer games). Video game system parameters are used as characteristics. The work also uses various approaches to modify hedonistic indices by considering genre heterogeneity. Thanks to the study, it is possible to track the dynamics of the behavior of the cost of video games over the considered period of time, with the representation of lagging and advancing trends. It the end of the study, a genre diversification of the price elasticity of key variables that were used during the construction of models is provided. This paper presents a study of the price dynamics of a wide range of video games in the time period from 2008 to 2020. During the research, there was created a necessary database for analysis, video game prices are being modeled using econometric methods and price indices are being constructed for various game genres: RPG (Role-Playing Game), strategy (Strategy), action (Action), adventure games (Adventure), causal games (Casual), indie games (Indie), simulators (Simulators), etc. Hypothetically, the price range of video games by genre and system requirements is due to the different amount of effort required to create them. During the construction of hedonistic price indices, prices are cleared from the characteristics of the quality of products (computer games). Video game system parameters are used as characteristics. The work also uses various approaches to modify hedonistic indices by considering genre heterogeneity. Thanks to the study, it is possible to track the dynamics of the behavior of the cost of video games over the considered period of time, with the representation of lagging and advancing trends. It the end of the study, a genre diversification of the price elasticity of key variables that were used during the construction of models is provided.

Research target: Economics and Management Computer Science
Language: Russian
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Keywords: fixed effect modelвидеоигрыhedonic regressionvideo gamesценовые индексыprice indicesvideo game genresгедонистические регрессиивидеоигровые жанрымногоуровневые моделиmultilevel mixed-effects modelsмодели с фиксированными эффектами
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