Results for 'Game Mechanics'

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  1. Pseudo-visibility: A Game Mechanic Involving Willful Ignorance.Samuel Allen Alexander & Arthur Paul Pedersen - 2022 - FLAIRS-35.
    We present a game mechanic called pseudo-visibility for games inhabited by non-player characters (NPCs) driven by reinforcement learning (RL). NPCs are incentivized to pretend they cannot see pseudo-visible players: the training environment simulates an NPC to determine how the NPC would act if the pseudo-visible player were invisible, and penalizes the NPC for acting differently. NPCs are thereby trained to selectively ignore pseudo-visible players, except when they judge that the reaction penalty is an acceptable tradeoff (e.g., a guard might (...)
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  2. Modeling prejudice reduction: Spatialized game theory and the contact hypothesis.Patrick Grim, Evan Selinger, William Braynen, Robert Rosenberger, Randy Au, Nancy Louie & John Connolly - 2005 - Public Affairs Quarterly 19 (2):95-125.
    We apply spatialized game theory and multi-agent computational modeling as philosophical tools: (1) for assessing the primary social psychological hypothesis regarding prejudice reduction, and (2) for pursuing a deeper understanding of the basic mechanisms of prejudice reduction.
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  3. Wordmorph!: A Word Game to Introduce Natural Deduction.Ian Stoner - 2018 - Teaching Philosophy 41 (2):199-204.
    Some logic students falter at the transition from the mechanical method of truth tables to the less-mechanical method of natural deduction. This short paper introduces a word game intended to ease that transition.
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  4. A Bargaining Game Analysis of International Climate Negotiations.John Basl, Ronald Sandler, Rory Smead & Patrick Forber - 2014 - Nature Climate Change 4:442-445.
    Climate negotiations under the United Nations Framework Convention on Climate Change have so far failed to achieve a robust international agreement to reduce greenhouse gas emissions. Game theory has been used to investigate possible climate negotiation solutions and strategies for accomplishing them. Negotiations have been primarily modelled as public goods games such as the Prisoner’s Dilemma, though coordination games or games of conflict have also been used. Many of these models have solutions, in the form of equilibria, corresponding to (...)
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  5. Slurs' variability, emotional dimensions, and game-theoretic pragmatics.Víctor Carranza-Pinedo - 2023 - In D. Bekki, K. Mineshima & E. McCready (eds.), Logic and Engineering of Natural Language Semantics. LENLS 2022. Springer.
    Slurs’ meaning is highly unstable. A slurring utterance like ‘Hey, F, where have you been?’ (where F is a slur) may receive a wide array of interpretations depending on various contextual factors such as the speaker’s social identity, their relationship to the target group, tone of voice, and more. Standard semantic, pragmatic, and non-content theories of slurs have proposed different mechanisms to account for some or all types of variability observed, but without providing a unified framework that allows us to (...)
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  6. Repetition, experimentation: games of chance and the urban room for play.Nélio Conceição - 2018 - Itinera 14:54-66.
    Walter Benjamin’s texts on Baudelaire put forward a threefold analogy, surprising at first glance, between the experience of the crowd, typical of modern metropolises, mechanized work and games of chance. While exploring gambling and the gambler in Benjamin’s analysis, this article explores the inner ambiguity of the concept of repetition: firstly conceived as belonging to the «time of hell» of the ever-new, it can also be understood as a gateway for understanding the processes of experimentation, which are crucial to modern (...)
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  7. Analogy of the Game as a Response to the Problems of Language: A Critical Analysis of Ludwig Wittgenstein’s Concept of Language-Games.Leo Andrew Diego - manuscript
    This study which utilized the critical analysis, analyzed Wittgenstein’s concept of language-game and its implications in philosophical discipline and contemporary society. To delineate the origin of the problem of language in terms of epistemological dimension, the researcher analyzed the related concepts on classical philosophy. To determine the origin of the concept of language-game, the researcher used the historical method. To constructively criticize the end-goal of language-game, the hermeneutical approach of Hans Georg Gadamer was employed. From the findings (...)
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  8. the philosophical interpretation of language game theory.Nick Zangwill - 2021 - Journal of Language Evolution 6 (2):136–153.
    I give an informal presentation of the evolutionary game theoretic approach to the conventions that constitute linguistic meaning. The aim is to give a philosophical interpretation of the project, which accounts for the role of game theoretic mathematics in explaining linguistic phenomena. I articulate the main virtue of this sort of account, which is its psychological economy, and I point to the casual mechanisms that are the ground of the application of evolutionary game theory to linguistic phenomena. (...)
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  9. Cognitive Architectures for Serious Games.Manuel Gentile - 2023 - Dissertation, Università di Torino
    This dissertation summarises a research path aimed at fostering the use of Cognitive Architectures in Serious Games research field. Cognitive Architectures are an embodiment of scientific hypotheses and theories aimed at capturing the mechanisms of cognition that are considered consistent over time and independent of specific tasks or domains. The theoretical approaches provided by the research in computational cognitive modelling have been used to formalise a methodological framework to guide researchers and experts in the game-based education sector in designing, (...)
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  10. Siri, Stereotypes, and the Mechanics of Sexism.Alexis Elder - 2022 - Feminist Philosophy Quarterly 8 (3).
    Feminized AIs designed for in-home verbal assistance are often subjected to gendered verbal abuse by their users. I survey a variety of features contributing to this phenomenon—from financial incentives for businesses to build products likely to provoke gendered abuse, to the impact of such behavior on household members—and identify a potential worry for attempts to criticize the phenomenon; while critics may be tempted to argue that engaging in gendered abuse of AI increases the chances that one will direct this abuse (...)
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  11.  98
    Becoming Afflicted, Becoming Virtuous: 'Darkest Dungeon' and the Human Response to Stress.James Cartlidge - 2022 - Games and Culture 18 (2):19.
    The developers of Red Hook Studios’ 2016 gothic horror game ‘Darkest Dungeon’ said that they wanted to ‘capture the human response to stress’. This paper analyses how the game does this with its ‘stress’, ‘affliction’ and ‘virtue’ mechanics. With reference to research literature on stress, I show how these mechanics, which could easily have been cheap gimmicks, approach the topic of stress with admirable detail, offering a complex reflection on the various aspects, positive and negative, of (...)
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  12. The Plurality of Explanatory Games.C. Mantzavinos - 2015 - In Gianluca Manzo (ed.), Theories and Social Mechanisms. Oxford: The Bardwell Press. pp. 325-335.
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  13. Wolpert, Chaitin and Wittgenstein on impossibility, incompleteness, the liar paradox, theism, the limits of computation, a non-quantum mechanical uncertainty principle and the universe as computer—the ultimate theorem in Turing Machine Theory (revised 2019).Michael Starks - 2019 - In Suicidal Utopian Delusions in the 21st Century -- Philosophy, Human Nature and the Collapse of Civilization-- Articles and Reviews 2006-2019 4th Edition Michael Starks. Las Vegas, NV USA: Reality Press. pp. 294-299.
    I have read many recent discussions of the limits of computation and the universe as computer, hoping to find some comments on the amazing work of polymath physicist and decision theorist David Wolpert but have not found a single citation and so I present this very brief summary. Wolpert proved some stunning impossibility or incompleteness theorems (1992 to 2008-see arxiv dot org) on the limits to inference (computation) that are so general they are independent of the device doing the computation, (...)
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  14. Competition as cooperation.C. Thi Nguyen - 2017 - Journal of the Philosophy of Sport 44 (1):123-137.
    Games have a complex, and seemingly paradoxical structure: they are both competitive and cooperative, and the competitive element is required for the cooperative element to work out. They are mechanisms for transforming competition into cooperation. Several contemporary philosophers of sport have located the primary mechanism of conversion in the mental attitudes of the players. I argue that these views cannot capture the phenomenological complexity of game-play, nor the difficulty and moral complexity of achieving cooperation through game-play. In this (...)
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  15. Developing Gamified Instructional Materials in Genetics for Grade 12 STEM.Aaron Funa & Jhonner Ricafort - 2019 - International Journal of Engineering Science and Computing 9 (3):20597-20600.
    As technology advances, the demand for innovative instructional materials also increases. As a result, the Department of Education urges teachers to develop instructional materials. This study was conducted at Bulusan National High School, Bulusan, Sorsogon, Philippines SY 2018-2019 which was aimed to develop gamified instructional materials in genetics that would aid in teaching and learning process of grade 12 STEM students. The developed gamified materials were collectively called the GIM in Genetics which is comprised of two parts; namely, Student’s Portfolio (...)
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  16. Morality meters and their impacts on moral choices in videogames: a qualitative study.Paul Formosa, Malcolm Ryan, Stephanie Howarth, Jane Messer & Mitchell McEwan - 2022 - Games and Culture 1 (17):89-121.
    Morality meters are a commonly used mechanic in many ethically notable video games. However, there have been several theoretical critiques of such meters, including that people can find them alienating, they can instrumentalise morality, and they reduce morality to a binary of good and evil with no room for complexity. While there has been much theoretical discussion of these issues, there has been far less empirical investigation. We address this gap through a qualitative study that involved participants playing a custom-built (...)
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  17. Morality meters and their impacts on moral choices in videogames: a qualitative study.Paul Formosa, Malcolm Ryan, Stephanie Howarth, Jane Messer & Mitchell McEwan - 2022 - Games and Culture 17 (1):89-121.
    Morality meters are a commonly used mechanic in many ethically notable video games. However, there have been several theoretical critiques of such meters, including that people can find them alienating, they can instrumentalise morality, and they reduce morality to a binary of good and evil with no room for complexity. While there has been much theoretical discussion of these issues, there has been far less empirical investigation. We address this gap through a qualitative study that involved participants playing a custom-built (...)
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  18. Filozofijska dimenzija pripovjednog sadržaja videoigara.Luka Perušić - 2020 - Metodicki Ogledi 27 (1):57-78.
    In the paper, laid out are the categories of the presence of the philosophical dimension of narrative content in video games, to establish a ground for more thorough thinking of practical and historical relation of philosophy and video games. In the introductory, described is the appearance of the philosophical dimension of the narrative content in the fifth generation of video games, and the importance of that happening is highlighted. The central part of the paper describes the categories of the presence, (...)
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  19. Representation and Reality by Language: How to make a home quantum computer?Vasil Penchev - 2020 - Philosophy of Science eJournal (Elsevier: SSRN) 13 (34):1-14.
    A set theory model of reality, representation and language based on the relation of completeness and incompleteness is explored. The problem of completeness of mathematics is linked to its counterpart in quantum mechanics. That model includes two Peano arithmetics or Turing machines independent of each other. The complex Hilbert space underlying quantum mechanics as the base of its mathematical formalism is interpreted as a generalization of Peano arithmetic: It is a doubled infinite set of doubled Peano arithmetics having (...)
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  20. Wolpert, Chaitin and Wittgenstein on impossibility, incompleteness, the limits of computation, theism and the universe as computer-the ultimate Turing Theorem.Michael Starks - 2017 - Philosophy, Human Nature and the Collapse of Civilization Michael Starks 3rd Ed. (2017).
    I have read many recent discussions of the limits of computation and the universe as computer, hoping to find some comments on the amazing work of polymath physicist and decision theorist David Wolpert but have not found a single citation and so I present this very brief summary. Wolpert proved some stunning impossibility or incompleteness theorems (1992 to 2008-see arxiv.org) on the limits to inference (computation) that are so general they are independent of the device doing the computation, and even (...)
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  21. How to Study Animal Minds.Kristin Andrews - 2020 - Cambridge UK: Cambridge University Press.
    The birth of a new science is long, drawn out, and often fairly messy. Comparative psychology has its roots in Darwin’s Descent of Man, was fertilized in academic psychology departments, and has branched across the universities into departments of biology, anthropology, primatology, zoology, and philosophy. Both the insights and the failings of comparative psychology are making their way into contemporary discussions of artificial intelligence and machine learning (Chollett 2019; Lapuschkin et al. 2019; Watson 2019). It is the right time to (...)
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  22. Wrenching from Context: The Manipulation of Commitments.Douglas Walton & Fabrizio Macagno - 2010 - Argumentation 24 (3):283-317.
    This article analyses the fallacy of wrenching from context, using the dialectical notions of commitment and implicature as tools. The data, a set of key examples, is used to sharpen the conceptual borderlines around the related fallacies of straw man, accent, misquotation, and neglect of qualifications. According to the analysis, the main characteristics of wrenching from context are the manipulation of the meaning of the other’s statement through devices such as the use of misquotations, selective quotations, and quoting out of (...)
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  23. Classical AI linguistic understanding and the insoluble Cartesian problem.Rodrigo González - 2020 - AI and Society 35 (2):441-450.
    This paper examines an insoluble Cartesian problem for classical AI, namely, how linguistic understanding involves knowledge and awareness of u’s meaning, a cognitive process that is irreducible to algorithms. As analyzed, Descartes’ view about reason and intelligence has paradoxically encouraged certain classical AI researchers to suppose that linguistic understanding suffices for machine intelligence. Several advocates of the Turing Test, for example, assume that linguistic understanding only comprises computational processes which can be recursively decomposed into algorithmic mechanisms. Against this background, in (...)
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  24. Evaluating the State of Nature through Gameplay.Ryan Pollock - 2014 - Teaching Philosophy 37 (1):57-72.
    In this paper I present an in-class game designed to simulate the dynamics of the state of nature. I first explain the mechanics of the game, and how to administer it in the classroom. Then I address how the game can help introduce students to a number of important topics in political philosophy. In broad terms, the game serves to generate discussion regarding to main questions. (1) How does civil society come about? (2) Is the (...)
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  25. Behavioral Functions of Aesthetics: Science and Art, Reason, and Emotion.Travis Thompson - 2019 - The Psychological Record 68 (1).
    In his landmark article for this journal, Francis Mechner (2018) presents a novel analysis of the confluence of unique combinations of variables accounting for aesthetic experiences, a phenomenon he calls synergetics. He proposes that artists, musicians, and writers use novel devices to capitalize on those effects. In my response to Mechner's fascinating article, I question the generality of such synergetic experiences to a wide array of audience members. I also question whether the evolutionary basis for aesthetic creativity accounts for the (...)
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  26. Architecture and Deconstruction. The Case of Peter Eisenman and Bernard Tschumi.Cezary Wąs - 2015 - Dissertation, University of Wrocław
    Architecture and Deconstruction Case of Peter Eisenman and Bernard Tschumi -/- Introduction Towards deconstruction in architecture Intensive relations between philosophical deconstruction and architecture, which were present in the late 1980s and early 1990s, belong to the past and therefore may be described from a greater than before distance. Within these relations three basic variations can be distinguished: the first one, in which philosophy of deconstruction deals with architectural terms but does not interfere with real architecture, the second one, in which (...)
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  27. Intelligence Info, Volumul 2, 2023.Nicolae Sfetcu - 2023 - Intelligence Info 2.
    Revista Intelligence Info este o publicație trimestrială din domeniile intelligence, geopolitică și securitate, și domenii conexe de studiu și practică. -/- Cuprins: -/- EDITORIALE / EDITORIALS -/- Tiberiu TĂNASE Considerații privind necesitatea educării și formării resursei umane pentru intelligence–ul național Considerations regarding the need to educate and train human resources for national intelligence Nicolae SFETCU Epistemologia activității de intelligence Epistemology of intelligence Nicolae SFETCU Rolul serviciilor de informații în război The role of the intelligence agencies in a war Nicolae SFETCU (...)
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  28. Nobody Bodily Knows Possibility.Daniel Dohrn - 2017 - Journal of Philosophy 114 (12):678-686.
    Against modal rationalism, Manolo Martínez argues that elementary bodily mechanisms allow cognizers to know possibility. He presents an exemplary behavioral mechanism adapted to maximizing expected outcome in a random game. The bodily mechanism purportedly tracks probabilities and related possibilities. However, it is doubtful that cognizers like us can know metaphysical modalities purely by virtue of bodily mechanisms without using rational capacities. Firstly, Martínez’s mechanism is limited. But knowledge of probabilities arguably has to cover a variety of probabilistic outcomes. One (...)
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  29. Quantum linguistics and Searle's Chinese room argument.J. M. Bishop, S. J. Nasuto & B. Coecke - 2013 - In Vincent Müller (ed.), Philosophy and Theory of Artificial Intelligence. Springer. pp. 17-29.
    Viewed in the light of the remarkable performance of ‘Watson’ - IBMs proprietary artificial intelligence computer system capable of answering questions posed in natural language - on the US general knowledge quiz show ‘Jeopardy’, we review two experiments on formal systems - one in the domain of quantum physics, the other involving a pictographic languaging game - whereby behaviour seemingly characteristic of domain understanding is generated by the mere mechanical application of simple rules. By re-examining both experiments in the (...)
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  30. Logical model of Personality and Cognition with possible Applications.Miro Brada - 2016 - In Park Woosuk (ed.), KAIST/KSBS International Workshop. KAIST. pp. 89-100.
    Although the cognition is significant in strategic reasoning, its role has been weakly analyzed, because only the average intelligence is usually considered. For example, prisoner's dilemma in game theory, would have different outcomes for persons with different intelligence. I show how various levels of intelligence influence the quality of reasoning, decision, or the probability of psychosis. I explain my original methodology developed for my MA thesis in clinical psychology in 1998, and grant research in 1999, demonstrating the bias of (...)
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  31. Collective and Individual Rationality: Some Episodes in the History of Economic Thought.Andy Denis - 2002 - Dissertation, City, University of London
    This thesis argues for the fundamental importance of the opposition between holistic and reductionistic world-views in economics. Both reductionism and holism may nevertheless underpin laissez-faire policy prescriptions. Scrutiny of the nature of the articulation between micro and macro levels in the writings of economists suggests that invisible hand theories play a key role in reconciling reductionist policy prescriptions with a holistic world. An examination of the prisoners' dilemma in game theory and Arrow's impossibility theorem in social choice theory sets (...)
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  32. Minds in the Matrix: Embodied Cognition and Virtual Reality (2nd edition).Paul Smart - 2014 - In Lawrence A. Shapiro (ed.), The Routledge Handbook of Embodied Cognition. New York: Routledge.
    The present chapter discusses the implications of virtual reality for the theory and practice of embodied cognitive science. The chapter discusses how recent technological innovations are poised to reshape our understanding of the materially-embodied and environmentally-situated mind, providing us with a new means of studying the mechanisms responsible for intelligent behavior. The chapter also discusses how a synthetically-oriented shift in our approach to embodied intelligence alters our view of familiar problems, most notably the distinction between embedded and extended cognition. The (...)
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  33.  50
    Quantum linguistics and Searle's Chinese room argument.J. M. Bishop, S. J. Nasuto & B. Coecke - 2013 - In Vincent Müller (ed.), Philosophy and Theory of Artificial Intelligence. Springer. pp. 17-29.
    Viewed in the light of the remarkable performance of ‘Watson’ - IBMs proprietary artificial intelligence computer system capable of answering questions posed in natural language - on the US general knowledge quiz show ‘Jeopardy’, we review two experiments on formal systems - one in the domain of quantum physics, the other involving a pictographic languaging game - whereby behaviour seemingly characteristic of domain understanding is generated by the mere mechanical application of simple rules. By re-examining both experiments in the (...)
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  34. Explaining Altruism: A Simulation-Based Approach and its Limits.Eckhart Arnold - 2008 - Ontos Verlag.
    Employing computer simulations for the study of the evolution of altruism has been popular since Axelrod's book "The Evolution of Cooperation". But have the myriads of simulation studies that followed in Axelrod's footsteps really increased our knowledge about the evolution of altruism or cooperation? This book examines in detail the working mechanisms of simulation based evolutionary explanations of altruism. It shows that the "theoretical insights" that can be derived from simulation studies are often quite arbitrary and of little use for (...)
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  35. Advantageous comparison: using Twitter responses to understand similarities between cybercriminals (“Yahoo Boys”) and politicians (“Yahoo men”).Suleman Lazarus, Mark Button & Afe Adogame - 2022 - Heliyon Journal 8 (11):1-10.
    This article is about the manifestations of similarities between two seemingly distinct groups of Nigerians: cybercriminals and politicians. Which linguistic strategies do Twitter users use to express their opinions on cybercriminals and politicians? The study undertakes a qualitative analysis of ‘engaged’ tweets of an elite law enforcement agency in West Africa. We analyzed and coded over 100,000 ‘engaged’ tweets based on a component of mechanisms of moral disengagement (i.e., advantageous comparison), a linguistic device. The results reveal how respondents defend the (...)
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  36. From Analysis to Synthesis: Conceiving a Transformative Metaphysics for the Twenty-First Century.Mikhail Epstein - 2020 - In Mikhail Sergeev, Alexander Nikolaevich Chumakov & Mary Elizabeth Theis (eds.), Russian Philosophy in the Twenty-First Century: An Anthology. Boston: Brill | Rodopi. pp. 74–100.
    The article aims to substantiate the philosophy of synthesis, which is built on the basis of analysis, but gives it a constructive direction. The turning point from analysis to synthesis is the problematization of the elements identified in the analysis, their criticism, replacement, or rearrangement, leading to the construction of alternative concepts and propositions that expand the field of the thinkable and innovate the categorical apparatus of philosophy. This article provides examples of philosophical synthesis at different levels: alternative terms and (...)
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  37. Games: Agency as Art.C. Thi Nguyen - 2020 - New York: Oxford University Press.
    Games occupy a unique and valuable place in our lives. Game designers do not simply create worlds; they design temporary selves. Game designers set what our motivations are in the game and what our abilities will be. Thus: games are the art form of agency. By working in the artistic medium of agency, games can offer a distinctive aesthetic value. They support aesthetic experiences of deciding and doing. -/- And the fact that we play games shows something (...)
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  38. Games and the art of agency.C. Thi Nguyen - 2019 - Philosophical Review 128 (4):423-462.
    Games may seem like a waste of time, where we struggle under artificial rules for arbitrary goals. The author suggests that the rules and goals of games are not arbitrary at all. They are a way of specifying particular modes of agency. This is what make games a distinctive art form. Game designers designate goals and abilities for the player; they shape the agential skeleton which the player will inhabit during the game. Game designers work in the (...)
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  39. Video Games as Self‐Involving Interactive Fictions.Jon Robson & Aaron Meskin - 2012 - Journal of Aesthetics and Art Criticism 74 (2):165-177.
    This article explores the nature and theoretical import of a hitherto neglected class of fictions which we term ‘self-involving interactive fictions’. SIIFs are interactive fictions, but they differ from standard examples of interactive fictions by being, in some important sense, about those who consume them. In order to better understand the nature of SIIFs, and the ways in which they differ from other fictions, we focus primarily on the most prominent example of the category: video-game fictions. We argue that (...)
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  40. Game Theory and the Self-Fulfilling Climate Tragedy.Matthew Kopec - 2017 - Environmental Values 26 (2):203-221.
    Game theorists tend to model climate negotiations as a so-called ‘tragedy of the commons’. This is rather worrisome, since the conditions under which such commons problems have historically been solved are almost entirely absent in the case of international greenhouse gas emissions. In this paper, I will argue that the predictive accuracy of the tragedy model might not stem from the model’s inherent match with reality but rather from the model’s ability to make self-fulfilling predictions. I then sketch some (...)
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  41. Games and the good.Thomas Hurka & John Tasioulas - 2006 - Proceedings of the Aristotelian Society 106 (1):237-264.
    Using Bernard Suits’s brilliant analysis (contra Wittgenstein) of playing a game, this paper examines the intrinsic value of game-playing. It argues that two elements in Suits’s analysis make success in games difficult, which is one ground of value, while a third involves choosing a good activity for the property that makes it good, which is a further ground. The paper concludes by arguing that game-playing is the paradigm modern (Marx, Nietzsche) as against classical (Aristotle) value: since its (...)
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  42. Pre-Game Cheating and Playing the Game.Alex Wolf-Root - 2018 - Sport, Ethics and Philosophy 13 (3-4):334-347.
    There are well-known problems for formalist accounts of game-play with regards to cheating. Such accounts seem to be committed to cheaters being unable to win–or even play–the game, yet it seems that there are instances of cheaters winning games. In this paper, I expand the discussion of such problems by introducing cases of pre-game cheating, and see how a formalist–specifically a Suitsian–account can accommodate such problems. Specifically, I look at two (fictional) examples where the alleged game-players (...)
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  43. Philosophy of games.C. Thi Nguyen - 2017 - Philosophy Compass 12 (8):e12426.
    What is a game? What are we doing when we play a game? What is the value of playing games? Several different philosophical subdisciplines have attempted to answer these questions using very distinctive frameworks. Some have approached games as something like a text, deploying theoretical frameworks from the study of narrative, fiction, and rhetoric to interrogate games for their representational content. Others have approached games as artworks and asked questions about the authorship of games, about the ontology of (...)
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  44. A Game-Theoretic Analysis of the Waterloo Campaign and Some Comments on the Analytic Narrative Project.Philippe Mongin - 2018 - Cliometrica 12:451–480.
    The paper has a twofold aim. On the one hand, it provides what appears to be the first game-theoretic modeling of Napoleon’s last campaign, which ended dramatically on 18 June 1815 at Waterloo. It is specifically concerned with the decision Napoleon made on 17 June 1815 to detach part of his army against the Prussians he had defeated, though not destroyed, on 16 June at Ligny. Military historians agree that this decision was crucial but disagree about whether it was (...)
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  45. A Game-Theoretic Approach to Peer Disagreement.Remco Heesen & Pieter van der Kolk - 2016 - Erkenntnis 81 (6):1345-1368.
    In this paper we propose and analyze a game-theoretic model of the epistemology of peer disagreement. In this model, the peers' rationality is evaluated in terms of their probability of ending the disagreement with a true belief. We find that different strategies---in particular, one based on the Steadfast View and one based on the Conciliatory View---are rational depending on the truth-sensitivity of the individuals involved in the disagreement. Interestingly, the Steadfast and the Conciliatory Views can even be rational simultaneously (...)
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  46. Defending Games: Reply to Hurka, Kukla and Noë.C. Thi Nguyen - 2021 - Analysis 81 (2):317-337.
    This is my reply to commentators in the symposium on my book, GAMES: AGENCY AS ART. The symposium features commentary by Thomas Hurka, Quill Kukla, and Alva Noe, and originally appeared in Analysis 81 (2).
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  47. Philosophical Games.Stefano Gualeni - 2022 - The Encyclopedia of Ludic Terms.
    Philosophical games are games designed to invite players to think philosophically within (and about) their gameworlds. They are interactive fictions allowing players to engage with philosophical themes in ways that often set them apart from non-interactive kinds of speculative fictions (such as philosophical novels or thought experiments). To better understand philosophical games, this entry proposes to distinguish two primary ways in which a philosophical game can approach its themes: dialectically or rhetorically.
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  48. Roleplaying Game–Based Engineering Ethics Education: Lessons from the Art of Agency.Trystan S. Goetze - forthcoming - Proceedings of the 2024 American Society for Engineering Education St. Lawrence Section Annual Conference.
    How do we prepare engineering students to make ethical and responsible decisions in their professional work? This paper presents an approach that enhances engineering students’ engagement with ethical reasoning by simulating decision-making in a complex scenario. The approach has two principal inspirations. The first is Anthony Weston’s scenario-based teaching. Weston’s concept of a scenario is a situation that changes in response to choices made by participants, according to an inner logic. Scenarios can dynamically explore open-ended complex problems without imposing predetermined (...)
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  49. Constitutive Rules: Games, Language, and Assertion.Indrek Reiland - 2018 - Philosophy and Phenomenological Research 100 (1):136-159.
    Many philosophers think that games like chess, languages like English, and speech acts like assertion are constituted by rules. Lots of others disagree. To argue over this productively, it would be first useful to know what it would be for these things to be rule-constituted. Searle famously claimed in Speech Acts that rules constitute things in the sense that they make possible the performance of actions related to those things (Searle 1969). On this view, rules constitute games, languages, and speech (...)
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  50. Games Unlike Life.C. Thi Nguyen - 2023 - Journal of Ethics and Social Philosophy 23 (3).
    This is a reply to Elisabeth Camp's and Elijah Millgram's probing discussions of "Games and the Art of Agency", in a symposium in Journal of Ethics and Social Philosophy. Millgram argues that games cannot function as a guide to life, because they are too different from life. Games are limited in a special way: in life, we deliberate about what goals we want to take on, but in games, the goals are fixed and given to us. Camp argues that there (...)
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