Results for 'Non-cooperative games'

981 found
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  1. Games, goals, and bounded rationality.Leigh Tesfatsion - 1984 - Theory and Decision 17 (2):149-175.
    A generalization of the standard n-person game is presented, with flexible information requirements suitable for players constrained by bounded rationality. Strategies (complete contingency plans) are replaced by "policies," i. e., end-mean pairs of candidate goals and "controls" (partial contingency plans). The existence of individual objective functions over the joint policy choice set is axiomatized in terms of primitive preference and probability orders. Conditions are given for the existence of pure policy Nash equilibrium points in n-person games, and pure policy (...)
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  2. Prisoners of Reason: Game Theory and Neoliberal Political Economy.S. M. Amadae (ed.) - 2015 - New York: Cambridge University Press.
    Is capitalism inherently predatory? Must there be winners and losers? Is public interest outdated and free-riding rational? Is consumer choice the same as self-determination? Must bargainers abandon the no-harm principle? Prisoners of Reason recalls that classical liberal capitalism exalted the no-harm principle. Although imperfect and exclusionary, modern liberalism recognized individual human dignity alongside individuals' responsibility to respect others. Neoliberalism, by contrast, views life as ceaseless struggle. Agents vie for scarce resources in antagonistic competition in which every individual seeks dominance. This (...)
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  3. Game Theory.Giacomo Bonanno - 2018 - North Charleston, SC, USA: CreateSpace Independent Publishing Platform.
    This is a two-volume set that provides an introduction to non-cooperative Game Theory. Volume 1 covers the basic concepts, while Volume 2 is devoted to advanced topics. The book is richly illustrated with approximately 400 figures. It is suitable for both self-study and as the basis for an undergraduate course in game theory as well as a first-year graduate-level class. It is written to be accessible to anybody with high-school level knowledge of mathematics. At the end of each chapter (...)
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  4. Minimal Cooperation and Group Roles.Katherine Ritchie - 2020 - In Anika Fiebich (ed.), Minimal Cooperation and Shared Agency. Springer.
    Cooperation has been analyzed primarily in the context of theories of collective intentionality. These discussions have primarily focused on interactions between pairs or small groups of agents who know one another personally. Cooperative game theory has also been used to argue for a form of cooperation in large unorganized groups. Here I consider a form of minimal cooperation that can arise among members of potentially large organized groups (e.g., corporate teams, committees, governmental bodies). I argue that members of organized (...)
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  5. What Is Minimally Cooperative Behavior?Kirk Ludwig - 2020 - In Anika Fiebich (ed.), Minimal Cooperation and Shared Agency. Springer. pp. 9-40.
    Cooperation admits of degrees. When factory workers stage a slowdown, they do not cease to cooperate with management in the production of goods altogether, but they are not fully cooperative either. Full cooperation implies that participants in a joint action are committed to rendering appropriate contributions as needed toward their joint end so as to bring it about, consistently with the type of action and the generally agreed upon constraints within which they work, as efficiently as they can, where (...)
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  6. Conspiring with the Enemy: The Ethic of Cooperation in Warfare.Yvonne Chiu - 2019 - New York, NY, USA: Columbia University Press.
    *North American Society for Social Philosophy (NASSP) Book Award 2019.* -/- *International Studies Association (ISA) - International Ethics Section Book Award 2021.* -/- Although military mores have relied primarily on just war theory, the ethic of cooperation in warfare (ECW)—between enemies even as they are trying to kill each other—is as central to the practice of warfare and to conceptualization of its morality. Neither game theory nor unilateral moral duties (God-given or otherwise) can explain the explicit language of cooperation in (...)
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  7. Theory of Cooperative-Competitive Intelligence: Principles, Research Directions, and Applications.Robert Hristovski & Natàlia Balagué - 2020 - Frontiers in Psychology 11.
    We present a theory of cooperative-competitive intelligence (CCI), its measures, research program, and applications that stem from it. Within the framework of this theory, satisficing sub-optimal behavior is any behavior that does not promote a decrease in the prospective control of the functional action diversity/unpredictability (D/U) potential of the agent or team. This potential is defined as the entropy measure in multiple, context-dependent dimensions. We define the satisficing interval of behaviors as CCI. In order to manifest itself at individual (...)
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  8. The Prisoner’s versus Pardoner’s Dilemmas: A Juxtaposition of Two Strategic Decision-Game Theoretic Approaches in Social Sciences.Saad Malook - 2024 - Journal of Social and Organizational Matters 3 (3):52-74.
    This article introduces a strategic decision-game theoretic approach, the Pardoner’s Dilemma, and juxtaposes it with the Prisoner’s Dilemma. Game theory has emerged as a significant approach in the twentieth century for explaining strategic decision-making in numerous arenas, including economics, business, politics, ethics, international relations, biology, law, and war studies. ‘Game theory’ explains how and why players/actors/agents cooperate or conflict to procure their self-interests in a social world. Life is a game, and human, corporate, and artificial intelligent agents are players who (...)
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  9. Evolution and Autonomy.Paul Studtmann & Shyam Gouri-Suresh - manuscript
    The use of evolutionary game theory to explain the evolution of human norms and the behavior of humans who act according to those norms is widespread. Both the aims and motivation for its use are clearly articulated by Harms and Skyrms (2008) in the following passage: "A good theory of evolution of norms might start by explaining the evolution of altruism in Prisoner’s Dilemma, of Stag Hunting, and of the equal split in the symmetric bargaining game. These are not well-explained (...)
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  10. Collective Agency: From Philosophical and Logical Perspectives.Yiyan Wang - 2023 - Dissertation, University of Amsterdam
    People inhabit a vast and intricate social network nowadays. In addition to our own decisions and actions, we confront those of various groups every day. Collective decisions and actions are more complex and bewildering compared to those made by individuals. As members of a collective, we contribute to its decisions, but our contributions may not always align with the outcome. We may also find ourselves excluded from certain groups and passively subjected to their influences without being aware of the source. (...)
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  11. An Incomplete Inclusion of Non-cooperators into a Rawlsian Theory of Justice.Chong-Ming Lim - 2016 - Res Philosophica 93 (4):893-920.
    John Rawls’s use of the “fully cooperating assumption” has been criticized for hindering attempts to address the needs of disabled individuals, or non-cooperators. In response, philosophers sympathetic to Rawls’s project have extended his theory. I assess one such extension by Cynthia Stark, that proposes dropping Rawls’s assumption in the constitutional stage (of his four-stage sequence), and address the needs of non-cooperators via the social minimum. I defend Stark’s proposal against criticisms by Sophia Wong, Christie Hartley, and Elizabeth Edenberg and Marilyn (...)
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  12. The Plant Ontology as a Tool for Comparative Plant Anatomy and Genomic Analyses.Laurel Cooper, Ramona Walls, Justin Elser, Maria A. Gandolfo, Dennis W. Stevenson, Barry Smith & Others - 2013 - Plant and Cell Physiology 54 (2):1-23..
    The Plant Ontology (PO; http://www.plantontology.org/) is a publicly-available, collaborative effort to develop and maintain a controlled, structured vocabulary (“ontology”) of terms to describe plant anatomy, morphology and the stages of plant development. The goals of the PO are to link (annotate) gene expression and phenotype data to plant structures and stages of plant development, using the data model adopted by the Gene Ontology. From its original design covering only rice, maize and Arabidopsis, the scope of the PO has been expanded (...)
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  13. Varieties of moral motivation: Empirical perspectives.Mark Alfano - 2006 - In David Copp (ed.), The Oxford handbook of ethical theory. New York: Oxford University Press.
    This chapter examines three recent empirical approaches to the study of moral motivation: moral foundations theory, deep pragmatism, and morality-as-cooperation. All three approaches conceptualize moral motivation as a suite of desires, emotions, sentiments, dispositions, values, and relationships that move people to think, judge, and act in accordance with morality. Moral foundations theory posits five or six basic foundations: care, fairness, loyalty, authority, sanctity, and sometimes liberty. People are thought to be emotionally attuned to each foundation, though some are more sensitive (...)
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  14. WG-A: A Framework for Exploring Analogical Generalization and Argumentation.Michael Cooper, Lindsey Fields, Marc Gabriel Badilla & John Licato - 2020 - CogSci 2020.
    Reasoning about analogical arguments is known to be subject to a variety of cognitive biases, and a lack of clarity about which factors can be considered strengths or weaknesses of an analogical argument. This can make it difficult both to design empirical experiments to study how people reason about analogical arguments, and to develop scalable tutoring tools for teaching how to reason and analyze analogical arguments. To address these concerns, we describe WG-A (Warrant Game — Analogy), a framework for people (...)
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  15. Game-Theoretic Robustness in Cooperation and Prejudice Reduction: A Graphic Measure.Patrick Grim - 2006 - In L. M. Rocha, L. S. Yaeger, M. A. Bedeau, D. Floreano, R. L. Goldstone & Alessandro Vespignani (eds.), Artificial Life X. Mit Press (Cambridge). pp. 445-451.
    Talk of ‘robustness’ remains vague, despite the fact that it is clearly an important parameter in evaluating models in general and game-theoretic results in particular. Here we want to make it a bit less vague by offering a graphic measure for a particular kind of robustness— ‘matrix robustness’— using a three dimensional display of the universe of 2 x 2 game theory. In a display of this form, familiar games such as the Prisoner’s Dilemma, Stag Hunt, Chicken and Deadlock (...)
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  16. Non-Perceptual Representational Immersion in Video Games: A Response to David Chalmers' 'Reality+'.James Cartlidge - 2024 - Philosophy and Technology 37 (85):1-27.
    This article criticises David Chalmers’ ‘Reality+’ by interrogating its distinction of virtual reality (VR) from 2D, non-VR video games, a distinction made on the grounds that VR is immersive and these types of video games are not because immersion is a distinct characteristic of 3D perceptually represented VR. Building on the Balcerak Jacksons’ account of ‘representational immersion’, which they acknowledge has ‘perceptual’ and ‘non-perceptual’ elements, I develop an account of ‘non-perceptual representational immersion’ and use it to critique Chalmers’ (...)
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  17.  78
    Know Your Game, From in-Real Life Experts to Video Game Experts: Discriminating in-Real Life Experts From Non-Experts Using Blinks and EAR-Derived Features.Gianluca Guglielmo, Michal Klincewicz, Elisabeth Huis in'T. Veld & Pieter Spronck - 2024 - IEEE Transactions on Games 1:1-12.
    Serious games are an effective method of reproducing aspects of the complex interplay between environments and stakeholders in business situations. In the game we describe here, The Sustainable Port, players experience what it is like to make decisions in such a complex environment. Their aim in the game is to grow the Port of Rotterdam while keeping economic growth in balance with sustainability goals. In this study, we assessed whether experienced Port of Rotterdam employees (PoR employees) show different psychophysiological (...)
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  18. 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 possible (...)
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  19. 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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  20. 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 (...)
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  21. 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 (...)
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  22. Rational Cooperation, Irrational Retaliation.Joseph Mintoff - 1993 - Pacific Philosophical Quarterly 74 (4):362-380.
    David Gauthier argues that it can be rational to perform a non-maximizing cooperative act, since there are certain situations in which it is rational to adopt an intention to perform a non-maximizing cooperative act, and since if it is rational to adopt an intention to do something, then it is rational to do that thing. An important objection to this argument focuses on the move from the rationality of adopting intentions to the rationality of acting on them. Gregory (...)
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  23. Communication, Conflict and Cooperation.Steffen Borge - 2012 - ProtoSociology 29.
    According to Steven Pinker and his associates the cooperative model of human communication fails, because evolutionary biology teaches us that most social relationships, including talk-exchange, involve combinations of cooperation and conflict. In particular, the phenomenon of the strategic speaker who uses indirect speech in order to be able to deny what he meant by a speech act (deniability of conversational implicatures) challenges the model. In reply I point out that interlocutors can aim at understanding each other (cooperation), while being (...)
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  24. Communication, Cooperation and Conflict.Steffen Borge - 2012 - ProtoSociology 29:223-241.
    According to Steven Pinker and his associates the cooperative model of human communication fails, because evolutionary biology teaches us that most social relationships, including talk-exchange, involve combinations of cooperation and conflict. In particular, the phenomenon of the strategic speaker who uses indirect speech in order to be able to deny what he meant by a speech act (deniability of conversational implicatures) challenges the model. In reply I point out that interlocutors can aim at understanding each other (cooperation), while being (...)
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  25. Modeling social and evolutionary games.Angela Potochnik - 2012 - Studies in History and Philosophy of Science Part C: Studies in History and Philosophy of Biological and Biomedical Sciences 43 (1):202-208.
    When game theory was introduced to biology, the components of classic game theory models were replaced with elements more befitting evolutionary phenomena. The actions of intelligent agents are replaced by phenotypic traits; utility is replaced by fitness; rational deliberation is replaced by natural selection. In this paper, I argue that this classic conception of comprehensive reapplication is misleading, for it overemphasizes the discontinuity between human behavior and evolved traits. Explicitly considering the representational roles of evolutionary game theory brings to attention (...)
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  26. Cooperative Grace, Cooperative Agency.Timpe Kevin - 2015 - European Journal for Philosophy of Religion 7 (3):223--245.
    In an earlier paper, I argued for an account of the metaphysics of grace which was libertarian in nature but also non-Pelagian. My goal in the present paper is to broaden my focus on how the human and divine wills relate in graced activities. While there is widespread agreement in Christian theology that the two do interact in an important way, what’s less clear is how the wills of two agents can be united in one of them performing a particular (...)
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  27. Games 2.0 jako próba konstrukcji społeczno-kulturowego perpetuum mobile.Andrzej Klimczuk - 2008 - Homo Communicativus 5:177--187.
    Increase in popularity of games like "Second Life" has contributed not only to significant changes in the development of the electronic entertainment industry. Promoting Games 2.0, the new trend of video game production that are assumed to be the virtual worlds that contain user-generated content makes both measured with a specific technological innovation, as well as a serious change in the organization of socio-cultural heritage. The article presents problems of the existing difficulties of terminology, the implications of the (...)
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  28.  62
    Games, Play and Gamification in the Bucharest Metropolitan Library as Seen Through Facebook Posts.Paula-Gratiela Cernamorit - 2024 - Acta Universitatis Danubius. Communicatio 18 (1):76-119.
    Games, play and gamification, used in organized public library programs, are ways in which libraries can attract a larger audience, especially those who are not yet interested in reading. In this way, contact with the library would enable them to find out about other resources that these cultural institutions offer, thus encouraging them to become regular patrons of non-game services. This paper aims to find out whether these new ways have been used in activities carried out with the public (...)
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  29. Psychology for cooperators.Adam Morton - 2001 - In Christopher W. Morris & Arthur Ripstein (eds.), Practical Rationality and Preference: Essays for David Gauthier. New York: Cambridge University Press. pp. 153.
    I discuss what learned and innate routines of self and other attribution agents need to possess if they are to enter into cooperative arrangements as described game theoretically. I conclude that these are not so different from belief desire psychology as described by philosophers of mind.
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  30. Morality Games.Steve Brewer - 2020 - Philosophy Now 137:58-58.
    A dialogue arguing that morality has an objective basis in the mathematical object describing the "tit for tat" game theory. To play the game, a contractual obligation is freely made to cooperate and to fairly distribute the gains. Failure to meet these obligations results in social punishment.
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  31. Game Theory and Demonstratives.J. P. Smit - 2024 - Erkenntnis 89 (8).
    This paper argues, based on Lewis’ claim that communication is a coordination game (Lewis in Minnesota studies in the philosophy of science, University of Minnesota Press, Minneapolis, pp 3–35, 1975), that we can account for the communicative function of demonstratives without assuming that they semantically refer. The appeal of such a game theoretical version of the case for non-referentialism is that the communicative role of demonstratives can be accounted for without entering the cul de sac of trying to construct conventions (...)
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  32. A Game-Based Tool for Freshmen Design Students During the Pandemic Distance Learning.Sepehr Vaez Afshar, Sarvin Eshaghi & Muhammed Ali Ornek - 2021 - In Sepehr Vaez Afshar, Sarvin Eshaghi & Muhammed Ali Ornek (eds.), 4th International Symposium on Art and Design Education: Art and design during and after the Covid- 19 Period. Başkent University: pp. 77-83.
    The emergence of the need for orientation since the past times led the universities to invent innovative ways to prepare their students for the activities and courses they will face. Hence, various types of orientation have been provided during history. However, today with the outbreak of the Covid-19 and the closure of the schools, most of the students are continuing their studies as distance learning. While this situation is very disappointing for all freshmen students who do not know the university's (...)
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  33. Cooperative Intuitionism.Stephen Ingram - 2020 - The Philosophical Quarterly 70 (281):780-799.
    According to pluralistic intuitionist theories, some of our moral beliefs are non-inferentially justified, and these beliefs come in both an a priori and an a posteriori variety. In this paper I present new support for this pluralistic form of intuitionism by examining the deeply social nature of moral inquiry. This is something that intuitionists have tended to neglect. It does play an important role in an intuitionist theory offered by Bengson, Cuneo, and Shafer-Landau (forth), but whilst they invoke the social (...)
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  34. Game theory modeling for the Cold War on both sides of the Iron Curtain.Harald Hagemann, Vadim Kufenko & Danila Raskov - 2016 - History of the Human Sciences 29 (4-5):99-124.
    The bi-polar confrontation between the Soviet Union and the USA involved many leading game theorists from both sides of the Iron Curtain: Oskar Morgenstern, John von Neumann, Michael Intriligator, John Nash, Thomas Schelling and Steven Brams from the United States and Nikolay Vorob’ev, Leon A. Petrosyan, Elena B. Yanovskaya and Olga N. Bondareva from the Soviet Union. The formalization of game theory (GT) took place prior to the Cold War but the geopolitical confrontation hastened and shaped its evolution. In our (...)
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  35. Game Counterpossibles.Felipe Morales Carbonell - 2020 - Argumenta 6 (1):117-133.
    Counterpossibles, counterfactuals conditional with impossible antecedents, are notoriously contested; while the standard view makes them trivially true, some authors argue that they can be non-trivially true. In this paper, I examine the use of counterfactuals in the context of games, and argue that there is a case to be made for their non-triviality in a restricted sense. In particular, I examine the case of retro problems in chess, where it can happen that one is tasked with evaluating counterfactuals about (...)
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  36. Two Kinds of Games.Filip Kobiela - 2011 - Acta Universitatis Carolinae Kinanthropologica 47 (1):61-67.
    The article presents an ontological analysis of games. In every game one could distinct four constitutive elements: players, game rules, material substratum of the game and intentional world of the game. The last element correspond with make-believe quality of games. These are two kinds of acts of playing (creating the world of the game): performative and kinetic. The article presents an analysis of these two kinds of acts of playing and present the division of games (performative-based/kinetic-based) which (...)
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  37. A graphic measure for game-theoretic robustness.Randy Au Patrick Grim, Robert Rosenberger Nancy Louie, Evan Selinger William Braynen & E. Eason Robb - 2008 - Synthese 163 (2):273-297.
    Robustness has long been recognized as an important parameter for evaluating game-theoretic results, but talk of ‘robustness’ generally remains vague. What we offer here is a graphic measure for a particular kind of robustness (‘matrix robustness’), using a three-dimensional display of the universe of 2 × 2 game theory. In such a measure specific games appear as specific volumes (Prisoner’s Dilemma, Stag Hunt, etc.), allowing a graphic image of the extent of particular game-theoretic effects in terms of those (...). The measure also allows for an easy comparison between different effects in terms of matrix robustness. Here we use the measure to compare the robustness of Tit for Tat’s well-known success in spatialized games (Axelrod, R. (1984). The evolution of cooperation . New York: Basic Books; Grim, P. et al. (1998). The philosophical computer: Exploratory essays in philosophical computer modeling . Cambridge, Mass: MIT Press) with the robustness of a recent game-theoretic model of the contact hypothesis regarding prejudice reduction (Grim et al. 2005. Public Affairs Quarterly, 19 , 95–125). (shrink)
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  38. 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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  39. VIRTUAL LANDSCAPE IN SERIOUS GAMES: A FRAMEWORK FOR ENHANCING THE PLAYER INTERACTION FOCUSING ON THE LEARNING RATE.Sepehr Vaez Afshar - 2021 - Dissertation, Istanbul Technical University
    Throughout history, education has always been essential for humanity's justice and fundamental for the creation of a free and satisfying society with the dissemination of knowledge. Hence, in addition to the life occurrences educating people, traditional higher education methods have played an important role for a long period. However, the age of technology has changed the educational system along with the people's lifestyles to meet the continuously changing conditions. During the past twenty years, the Information and Communication Technologies (ICTs) led (...)
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  40. Ambassadors of the game: do famous athletes have special obligations to act virtuously?Christopher C. Yorke & Alfred Archer - 2020 - Journal of the Philosophy of Sport 47 (2):301-317.
    Do famous athletes have special obligations to act virtuously? A number of philosophers have investigated this question by examining whether famous athletes are subject to special role model obligations (Wellman 2003; Feezel 2005; Spurgin 2012). In this paper we will take a different approach and give a positive response to this question by arguing for the position that sport and gaming celebrities are ‘ambassadors of the game’: moral agents whose vocations as rule-followers have unique implications for their non-lusory lives. According (...)
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  41. Productive versus destructive cooperation.Sheldon Wein & Radu Neculau - 2011 - In Frank Zenker (ed.), Argument Cultures: Proceedings of the 8th International Conference of the Ontario Society for the Study of Argumentation (OSSA) (University of Windsor, ON 18-21 May 2011). OSSA.
    Many of the problems we face can usefully be modeled as prisoners’ dilemmas. All the standard game-theoretic solutions to prisoners’ dilemmas lead, in the real world, to assurance games. But too often some aspects of our social interaction are as much obscured by, as illuminated by, game theory. Removing some of the epistemic constraints often accepted by game theorists will enable us to distinguish between productive and destructive prisoners’ dilemmas. Doing so is an important step in understanding the nature (...)
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  42. McClennen’s Early Cooperative Solution to the Prisoner’s Dilemma.Duncan MacIntosh - 1991 - Southern Journal of Philosophy 29 (3):341-358.
    This paper reviews six attempts to give cooperative solutions to Prisoners Dilemmas: symmetry (agents are in identical situations, so should choose the same way, so should both choose cooperation because that’s better for each), mechanism (each agent should delegate the decision to a machine which will choose cooperation for them provided the other does likewise), inducement (the agents should make a side bet which pays off only upon both cooperating), resolution (each agent should resolve to cooperate, then act on (...)
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  43. Simon-Task Reveals Balanced Visuomotor Control in Experienced Video-Game Players.Andrew J. Latham, Christine Westermann, Lucy L. M. Patston, Nathan A. Ryckman & Lynette J. Tippett - 2019 - Journal of Cognitive Enhancement 3 (1):104-110.
    Both short and long-term video-game play may result in superior performance on visual and attentional tasks. To further these findings, we compared the performance of experienced male video-game players (VGPs) and non-VGPs on a Simon-task. Experienced-VGPs began playing before the age of 10, had a minimum of 8 years of experience and a minimum play time of over 20 h per week over the past 6 months. Our results reveal a significantly reduced Simon-effect in experienced-VGPs relative to non-VGPs. However, this (...)
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  44. Earlier visual N1 latencies in expert video-game players: a temporal basis of enhanced visuospatial performance.Andrew J. Latham, Lucy L. M. Patston, Christine Westermann, Ian J. Kirk & Lynette J. Tippett - 2013 - PLoS ONE 8 (9).
    Increasing behavioural evidence suggests that expert video game players (VGPs) show enhanced visual attention and visuospatial abilities, but what underlies these enhancements remains unclear. We administered the Poffenberger paradigm with concurrent electroencephalogram (EEG) recording to assess occipital N1 latencies and interhemispheric transfer time (IHTT) in expert VGPs. Participants comprised 15 right-handed male expert VGPs and 16 non-VGP controls matched for age, handedness, IQ and years of education. Expert VGPs began playing before age 10, had a minimum 8 years experience, and (...)
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  45. Explaining Universal Social Institutions: A Game-Theoretic Approach.Michael Vlerick - 2016 - Topoi 35 (1):291-300.
    Universal social institutions, such as marriage, commons management and property, have emerged independently in radically different cultures. This requires explanation. As Boyer and Petersen point out ‘in a purely localist framework would have to constitute massively improbable coincidences’ . According to Boyer and Petersen, those institutions emerged naturally out of genetically wired behavioural dispositions, such as marriage out of mating strategies and borders out of territorial behaviour. While I agree with Boyer and Petersen that ‘unnatural’ institutions cannot thrive, this one-sided (...)
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  46. Classification by decomposition: a novel approach to classification of symmetric 2×22\times 2 games.Mikael Böörs, Tobias Wängberg, Tom Everitt & Marcus Hutter - 2022 - Theory and Decision 93 (3):463-508.
    In this paper, we provide a detailed review of previous classifications of 2 × 2 games and suggest a mathematically simple way to classify the symmetric 2 × 2 games based on a decomposition of the payoff matrix into a cooperative and a zero-sum part. We argue that differences in the interaction between the parts is what makes games interesting in different ways. Our claim is supported by evolutionary computer experiments and findings in previous literature. In (...)
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  47. Understanding Your Game: A Mathematician's Advice for Rational and Safe Gambling.Catalin Barboianu - 2022 - Târgu Jiu, Romania: PhilScience Press.
    The author proposes in this practical guide for both problem and non-problem gamblers a new pragmatic, conceptual approach of gambling mathematics. The primary aim of this guide is the adequate understanding of the essence and complexity of gambling through its mathematical dimension. The author starts from the premise that formal gambling mathematics, which is hardly even digestible for the non-math-inclined gamblers, is ineffective alone in correcting the specific cognitive distortions associated with gambling. By applying the latest research results in this (...)
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  48. Rethinking quasispecies theory: From fittest type to cooperative consortia.Luis Villarreal & Guenther Witzany - 2013 - World Journal of Biological Chemistry 4:79-90.
    Recent investigations surprisingly indicate that single RNA "stem-loops" operate solely by chemical laws that act without selective forces, and in contrast, self-ligated consortia of RNA stem-loops operate by biological selection. To understand consortial RNA selection, the concept of single quasi-species and its mutant spectra as drivers of RNA variation and evolution is rethought here. Instead, we evaluate the current RNA world scenario in which consortia of cooperating RNA stem-loops are the basic players. We thus redefine quasispecies as RNA quasispecies consortia (...)
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  49. The precision of experienced action video-game players: Line bisection reveals reduced leftward response bias.Andrew J. Latham, Lucy L. M. Patston & Lynette J. Tippett - 2014 - Attention, Perception, and Psychophysics 76 (8):2193-2198.
    Twenty-two experienced action video-game players (AVGPs) and 18 non-VGPs were tested on a pen-and-paper line bisection task that was untimed. Typically, right-handers bisect lines 2 % to the left of true centre, a bias thought to reflect the dominance of the right-hemisphere for visuospatial attention. Expertise may affect this bias, with expert musicians showing no bias in line bisection performance. Our results show that experienced-AVGPs also bisect lines with no bias with their right hand and a significantly reduced bias with (...)
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  50. The Logic of Joint Ability in Two-Player Tacit Games.Peter Hawke - 2017 - Review of Symbolic Logic 10 (3):481-508.
    Logics of joint strategic ability have recently received attention, with arguably the most influential being those in a family that includes Coalition Logic (CL) and Alternating-time Temporal Logic (ATL). Notably, both CL and ATL bypass the epistemic issues that underpin Schelling-type coordination problems, by apparently relying on the meta-level assumption of (perfectly reliable) communication between cooperating rational agents. Yet such epistemic issues arise naturally in settings relevant to ATL and CL: these logics are standardly interpreted on structures where agents move (...)
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