Results for 'Rule game'

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  1. 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 (...)
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  2. RULE OF THE GAME OF ORGANIZING YOUTH FOOTBALL PLAYER COMPETITIONS: CAN IMPROVE LEVEL OF ENJOYMENT IN COACHING INTERACTIONS?Louie Gula, Sulistiyono, Sumaryanto & Sigit Nugroho - 2022 - MEDIKORA 21 (2):111-120.
    The level of enjoyment in participating in sports activities is one component that causes young athletes to decide to stop or become more motivated to pursue sports activities. Practicing and participating in competitions are the main activities in sports coaching interactions towards optimal performance. This study aims to determine the effect of modifying the match rules implemented in youth soccer competitions on the level of enjoyment of players. Using an experimental method with 20 soccer schools participating in a competition with (...)
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  3. Interpreting the Rules of the Game.C. Mantzavinos - 2007 - In Christoph Engel Firtz Strack (ed.), The Impact of Court Procedure on the Psychology of Judicial Decision-Making. Baden-Baden: Nomos. pp. 16-30.
    After providing a brief overview of the economic theory of judicial decisions this paper presents an argument for why not only the economic theory of judicial decisions, but also the rational approach in general, most often fails in explaining decision-making. Work done within the research program of New Institutionalism is presented as a possible alternative. Within this research program judicial activity is conceptualized as the activity of "interpreting the rules of the game", i.e. the institutions that frame the economic (...)
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  4. 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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  5.  31
    Reasoning about causality in games.Lewis Hammond, James Fox, Tom Everitt, Ryan Carey, Alessandro Abate & Michael Wooldridge - 2023 - Artificial Intelligence 320 (C):103919.
    Causal reasoning and game-theoretic reasoning are fundamental topics in artificial intelligence, among many other disciplines: this paper is concerned with their intersection. Despite their importance, a formal framework that supports both these forms of reasoning has, until now, been lacking. We offer a solution in the form of (structural) causal games, which can be seen as extending Pearl's causal hierarchy to the game-theoretic domain, or as extending Koller and Milch's multi-agent influence diagrams to the causal domain. We then (...)
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  6. 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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  7. 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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  8. Squid games and the lusory attitude.Indrek Reiland - 2022 - Analysis 82 (4):638-646.
    On Bernard Suits’s celebrated analysis, to play a game is to engage in a ‘voluntary attempt to overcome unnecessary obstacles’. Voluntariness is understood in terms of the players having the ‘lusory attitude’ of accepting the constitutive rules of the game just because they make possible playing it. In this paper I suggest that the players in Netflix’s hit show Squid Game play the ‘squid games’, but they do not do so voluntarily; they are forced to play. I (...)
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  9. Explanatory Games.C. Mantzavinos - 2013 - Journal of Philosophy 110 (11):606-632.
    A philosophical theory of explanation should provide solutions to a series of problems, both descriptive and normative. The aim of this essay is to establish the claim that this can be best done if one theorizes in terms of explanatory games rather than focusing on the explication of the concept of explanation. The position that is adopted is that of an explanatory pluralism and it is elaborated in terms of the rules that incorporate the normative standards that guide the processes (...)
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  10. 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 illegal (...)
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  11. Rule Based System for Diagnosing Wireless Connection Problems Using SL5 Object.Samy S. Abu Naser, Wadee W. Alamawi & Mostafa F. Alfarra - 2016 - International Journal of Information Technology and Electrical Engineering 5 (6):26-33.
    There is an increase in the use of in-door wireless networking solutions via Wi-Fi and this increase infiltrated and utilized Wi-Fi enable devices, as well as smart mobiles, games consoles, security systems, tablet PCs and smart TVs. Thus the demand on Wi-Fi connections increased rapidly. Rule Based System is an essential method in helping using the human expertise in many challenging fields. In this paper, a Rule Based System was designed and developed for diagnosing the wireless connection problems (...)
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  12. Constitutive Rules and Internal Criticism of Assertion.Jaakko Reinikainen - 2023 - In Panu Raatikainen (ed.), Essays in the Philosophy of Language. Helsinki: Acta Philosophica Fennica. pp. 301-315.
    Timothy Williamson famously argued that assertion is constituted either by the knowledge rule or some similar epistemic rule. If true, the proposal has important implications for criticism of assertions. If assertions are analogical to other rule-constituted kinds like games, we can criticize assertions either on external or internal grounds, depending on whether the criticism draws from the necessary norms of assertion or some contingent ones. More recently, authors like Goldberg and MacFarlane have argued against other theories of (...)
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  13. 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 (...)
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  14. Language Games: Wittgenstien's Later Philosophy.Robert Allen - 1991 - Dissertation, Wayne State University
    This dissertation is a discussion of Wittgenstein's later philosophy. In it, Wittgenstein's answer to the "going on problem" will be presented: I will give his reply to the skeptic who denies that rule-following is possible. Chapter One will describe this problem. Chapter Two will give Wittgenstein's answer to it. Chapter Three will show how Wittgenstein used this answer to give the standards of mathematics. Chapter Four will compare Wittgenstein's answer to the going on problem to Plato's. Chapter Five will (...)
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  15. Language Games: Wittgenstein's Later Philosophy.Robert Allen - 1991 - Dissertation, Wayne State University
    This dissertation is a discussion of Wittgenstein's later philosophy. In it, Wittgenstein's answer to the "going on problem" will be presented: I will give his reply to the skeptic who denies that rule-following is possible. Chapter One will describe this problem. Chapter Two will give Wittgenstein's answer to it. Chapter Three will show how Wittgenstein used this answer to give the standards of mathematics. Chapter Four will compare Wittgenstein's answer to the going on problem to Plato's. Chapter Five will (...)
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  16. Too Much Playing Games – A Response to Kretchmar.Alex Wolf-Root - 2020 - Sport, Ethics and Philosophy 14 (2):264-268.
    Scott Kretchmar recently put forth a new definition of what it is to play a game. Unfortunately, it must be rejected. In this paper, I show that this new definition is far too broad by discussing an activity that is not an instance of playing a game but is wrongfully ruled as one on this new definition.
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  17. Rules as constitutive practices defined by correlated equilibria.Ásgeir Berg Matthíasson - 2022 - Inquiry: An Interdisciplinary Journal of Philosophy 65.
    In this paper, I present a game-theoretic solution to the rule-following paradox in terms of what I will call basic constitutive practices. The structure of such a practice P constitutes what it is to take part in P by defining the correctness conditions of our most basic concepts as those actions that lie on the correlated equilibrium of P itself. Accordingly, an agent S meant addition by his use of the term ‘+’ because S is taking part in (...)
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  18. Developing an understanding of social norms and games : Emotional engagement, nonverbal agreement, and conversation.Ingar Brinck - 2014 - Theory and Psychology 24 (6):737–754.
    The first part of the article examines some recent studies on the early development of social norms that examine young children’s understanding of codified rule games. It is argued that the constitutive rules than define the games cannot be identified with social norms and therefore the studies provide limited evidence about socio-normative development. The second part reviews data on children’s play in natural settings that show that children do not understand norms as codified or rules of obligation, and that (...)
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  19. Patterns, Rules, and Inferences.Achille C. Varzi - 2008 - In Jonathan E. Adler & Lance J. Rips (eds.), Reasoning: Studies of Human Inference and its Foundations. Cambridge University Press. pp. 282-290.
    The “Game of the Rule” is easy enough: I give you the beginning of a sequence of numbers (say) and you have to figure out how the sequence continues, to uncover the rule by means of which the sequence is generated. The game depends on two obvious constraints, namely (1) that the initial segment uniquely identify the sequence, and (2) that the sequence be non-random. As it turns out, neither constraint can fully be met, among other (...)
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  20. Player Engagement with Games: Formal Reliefs and Representation Checks.Karl Egerton - 2022 - Journal of Aesthetics and Art Criticism 80 (1):95-104.
    Alongside the direct parallels and contrasts between traditional narrative fiction and games, there lie certain partial analogies that provide their own insights. This article begins by examining a direct parallel between narrative fiction and games—the role of fictional reliefs and reality checks in shaping aesthetic engagement—before arguing that from this a partial analogy can be developed stemming from a feature that distinguishes most games from most traditional fictions: the presence of rules. The relation between rules and fiction in games has (...)
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  21. Assertion: The Constitutive Rule Account and the Engagement Condition Objection.Felix Bräuer - 2023 - Erkenntnis 88 (6):2259–2276.
    Many philosophers, following Williamson (The Philosophical Review 105(4): 489–523, 1996), Williamson (Knowledge and its Limits, Oxford, Oxford Univer- sity Press, 2000), subscribe to the constitutive rule account of assertion (CRAA). They hold that the activity of asserting is constituted by a single constitutive rule of assertion. However, in recent work, Maitra (in: Brown & Cappelen (ed). Assertion: new philosophical essays, Oxford, Oxford University Press, 2011), Johnson (Acta Analytica 33(1): 51–67, 2018), and Kelp and Simion (Synthese 197(1): 125–137, 2020a), (...)
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  22. 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 (...)
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  23. VALIDITY: A Learning Game Approach to Mathematical Logic.Steven James Bartlett - 1973 - Hartford, CT: Lebon Press. Edited by E. J. Lemmon.
    The first learning game to be developed to help students to develop and hone skills in constructing proofs in both the propositional and first-order predicate calculi. It comprises an autotelic (self-motivating) learning approach to assist students in developing skills and strategies of proof in the propositional and predicate calculus. The text of VALIDITY consists of a general introduction that describes earlier studies made of autotelic learning games, paying particular attention to work done at the Law School of Yale University, (...)
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  24. The Nozick Game.Galen Barry - 2017 - Teaching Philosophy 40 (1):1-10.
    In this article I introduce a simple classroom exercise intended to help students better understand Robert Nozick’s famous Wilt Chamberlain thought experiment. I outline the setup and rules of the Basic Version of the Game and explain its primary pedagogical benefits. I then offer several more sophisticated versions of the Game which can help to illustrate the difference between Nozick’s libertarianism and luck egalitarianism.
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  25. Doesn't everybody jaywalk? On codified rules that are seldom followed and selectively punished.Jordan Wylie & Ana Gantman - 2023 - Cognition 231 (C):105323.
    Rules are meant to apply equally to all within their jurisdiction. However, some rules are frequently broken without consequence for most. These rules are only occasionally enforced, often at the discretion of a third-party observer. We propose that these rules—whose violations are frequent, and enforcement is rare—constitute a unique subclass of explicitly codified rules, which we call ‘phantom rules’ (e.g., proscribing jaywalking). Their apparent punishability is ambiguous and particularly susceptible to third-party motives. Across six experiments, (N = 1440) we validated (...)
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  26. Code is Law: Subversion and Collective Knowledge in the Ethos of Video Game Speedrunning.Michael Hemmingsen - 2020 - Sport, Ethics and Philosophy 15 (3):435-460.
    Speedrunning is a kind of ‘metagame’ involving video games. Though it does not yet have the kind of profile of multiplayer e-sports, speedrunning is fast approaching e-sports in popularity. Aside from audience numbers, however, from the perspective of the philosophy of sport and games, speedrunning is particularly interesting. To the casual player or viewer, speedrunning appears to be a highly irreverent, even pointless, way of playing games, particularly due to the incorporation of “glitches”. For many outside the speedrunning community, the (...)
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  27. Understanding social norms and constitutive rules: Perspectives from developmental psychology and philosophy.Ingar Brinck - 2015 - Phenomenology and the Cognitive Sciences 14 (4):699-718.
    An experimental paradigm that purports to test young children’s understanding of social norms is examined. The paradigm models norms on Searle’s notion of a constitutive rule. The experiments and the reasons provided for their design are discussed. It is argued that the experiments do not provide direct evidence about the development of social norms and that the concepts of a social norm and constitutive rule are distinct. The experimental data are re-interpreted, and suggestions for how to deal with (...)
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  28. The right way to play a game.C. Thi Nguyen - 2019 - Game Studies 19 (1).
    Is there a right or wrong way to play a game? Many think not. Some have argued that, when we insist that players obey the rules of a game, we give too much weight to the author’s intent. Others have argued that such obedience to the rules violates the true purpose of games, which is fostering free and creative play. Both of these responses, I argue, misunderstand the nature of games and their rules. The rules do not tell (...)
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  29. Does language have a downtown? Wittgenstein, Brandom, and the game of “giving and asking for reasons”.Pietro Salis - 2019 - Disputatio. Philosophical Research Bulletin 8 (9):1-22.
    Wittgenstein’s Investigations proposed an egalitarian view about language games, emphasizing their plurality (“language has no downtown”). Uses of words depend on the game one is playing, and may change when playing another. Furthermore, there is no privileged game dictating the rules for the others: games are as many as purposes. This view is pluralist and egalitarian, but it says little about the connection between meaning and use, and about how a set of rules is responsible for them in (...)
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  30. Selling "The Reason Game".Susan T. Gardner - 2015 - Teaching Ethics 15 (1):129-136.
    There is a clear distinction between genuine and fraudulent reasoning. Being seduced by the latter can result in horrific consequences. This paper explores how we can arm ourselves, and others with the ability to recognize the difference between genuine and pseudo-reasoning, with the motivation to maintain an unbending commitment to follow the “impersonal” “norm-driven” rules of reason even in situations in which “non-reasonable” strategies appear to support short-term bests interests, and with the confidence that genuine reasoning is the best defense (...)
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  31. The Adinkra Game: An Intercultural Communicative and Philosophical Praxis.Kofi Dorvlo & A. S. C. A. Muijen - 2021 - In Cultures at School and at Home. Rauma, Finland: pp. 32.
    In 2020, an international team of intercultural philosophers and African linguists created a multilinguistic game named Adinkra. This name refers to a medieval rooted symbolic language in Ghana that is actively used by the Akan and especially the Asante among them to communicate indirectly. The Akan is both the meta-ethnic name of the largest Ghanaian cultural-linguistic group of which the Asante is an Akan cultural subgroup and of a Central Tano language of which Asante-Twi is a dialect. The Adinkra (...)
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  32. The norm of assertion: a ‘constitutive’ rule?Neri Marsili - 2019 - Inquiry: An Interdisciplinary Journal of Philosophy:1-22.
    According to an influential hypothesis, the speech act of assertion is subject to a single 'constitutive' rule, that takes the form: "One must: assert that p only if p has C". Scholars working on assertion interpret the assumption that this rule is 'constitutive' in different ways. This disagreement, often unacknowledged, threatens the foundations of the philosophical debate on assertion. This paper reviews different interpretations of the claim that assertion is governed by a constitutive rule. It argues that (...)
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  33. What Makes Jeopardy! a Good Game?Brendan Shea - 2013 - In Shaun P. Young (ed.), Jeopardy! and Philosophy: What is Knowledge in the Form of a Question? Open Court. pp. 27-39.
    Competitive quiz shows, and Jeopardy! in particular, occupy a unique place among TV game shows. The most successful Jeopardy! contestants—Ken Jennings, Brad Rutter, Frank Sparenberg, and so on—have appeared on late night talk shows, been given book contracts, and been interviewed by major newspapers. This sort of treatment is substantially different than, say, the treatment that the winners of The Price is Right or Deal or No Deal are afforded. The distinctive status of quiz shows is evidenced in other (...)
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  34. Cheaters Never Prosper? Winning by Deception in Purely Professional Games of Pure Chance.Michael Hemmingsen - 2020 - Sport, Ethics and Philosophy 15 (2):266-284.
    I argue that in purely professional games of pure chance, such as slot machines, roulette, baccarat or pachinko, any instance of cheating that successfully deceives the judge can be ‘part of the game’. I examine, and reject, various proposals for the ‘ethos’ that determines how we ought to interpret the formal rules of games of pure chance, such as being a test of skill, a matter of entertainment, a display of aesthetic beauty, an opportunity for hedonistic pleasure, and a (...)
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  35. Merciless justice: the dialectic of the universal and the particular in Kantian ethics, competitive games, and Bhagavad Gītā.Michael Yudanin - 2013 - Journal of Indian Philosophy and Religion 18:124-143.
    Morality is traditionally understood as comprised of two components: justice and mercy. The first component, justice, the universal component of the form, is frequently seen as foundational for any moral system – which poses a challenge of explaining the second component, mercy, the particular component of content. Kantian ethics provides an example of this approach. After formulating his universalist theory of ethics in the Groundwork of the metaphysics of morals and further developing it in the Critique of practical reason, he (...)
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  36. Social Norms in Virtual Worlds of Computer Games.Daria Bylieva & Tatiana Nam - 2018 - In Advances in Social Science, Education and Humanities Research. Proceedings of the International Conference Communicative Strategies of Information Society (CSIS 2018). pp. 369-373.
    Immersing in the virtual world of the Internet, information and communication technologies are changing the human being. In spite of the apparent similarity of on-line and off-line, social laws of their existence are different. According to the analysis of games, based on the violation of the accepted laws of the world off-line, their censoring, as well as the cheating, features of formation and violations of social norms in virtual worlds were formulated. Although the creators of the games have priority in (...)
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  37. Give What You Can, Take What You Need – The Effect of Framing on Rule-Breaking Behavior in Social Dilemmas.Marc Wyszynski & Alexander Max Bauer - manuscript
    To investigate the impact of framing on rule-breaking behavior in social dilemmas, we incorporated a rule in a one-shot resource game with two framing-treatments: One frame was a give-some dilemma (i.e., a variant of a public goods game) and the other frame a take-some dilemma (i.e., a variant of a commons dilemma game). In each frame, all participants were part of one single collective sharing a common good. Each participant was initially equipped with one of (...)
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  38. A Critique of Saul Kripke's "Wittgenstein on Rules and Private Language".Chrysoula Gitsoulis - 2008 - Dissertation, Graduate Center, City University of New York
    In Wittgenstein on Rules and Private Language, Saul Kripke presents a controversial skeptical argument, which he attributes to Wittgenstein’s interlocutor in the Philosophical Investigations [PI]. The argument purports to show that there are no facts that correspond to what we mean by our words. Kripke maintains, moreover, that the conclusion of Wittgenstein’s so-called private language argument is a corollary of results Wittgenstein establishes in §§137-202 of PI concerning the topic of following-a-rule, and not the conclusion of an independently developed (...)
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  39. Inquiries into Cognition: Wittgenstein’s Language-Games and Peirce’s Semeiosis for the Philosophy of Cognition.Andrey Pukhaev - 2013 - Dissertation, Gregorian University
    SUMMARY Major theories of philosophical psychology and philosophy of mind are examined on the basis of the fundamental questions of ontology, metaphysics, epistemology, semantics and logic. The result is the choice between language of eliminative reductionism and dualism, neither of which answers properly the relation between mind and body. In the search for a non–dualistic and non–reductive language, Wittgenstein’s notion of language–games as the representative links between language and the world is considered together with Peirce’s semeiosis of cognition. The result (...)
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  40. Roulette Odds and Profits: The Mathematics of Complex Bets.Catalin Barboianu - 2008 - Craiova, Romania: Infarom.
    Continuing his series of books on the mathematics of gambling, the author shows how a simple-rule game such as roulette is suited to a complex mathematical model whose applications generate improved betting systems that take into account a player's personal playing criteria. The book is both practical and theoretical, but is mainly devoted to the application of theory. About two-thirds of the content is lists of categories and sub-categories of improved betting systems, along with all the parameters that (...)
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  41. Taking War Seriously.Charles Blattberg - 2019 - Philosophy 94 (1):139-60.
    Just war theory − as advanced by Michael Walzer, among others − fails to take war seriously enough. This is because it proposes that we regulate war with systematic rules that are comparable to those of a game. Three types of claims are advanced. The first is phenomenological: that the theory's abstract nature interferes with our judgment of what is, and should be, going on. The second is meta-ethical: that the theory's rules are not, in fact, systematic after all, (...)
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  42. Strategy-proof judgment aggregation.Franz Dietrich & Christian List - 2005 - Economics and Philosophy 23 (3):269-300.
    Which rules for aggregating judgments on logically connected propositions are manipulable and which not? In this paper, we introduce a preference-free concept of non-manipulability and contrast it with a preference-theoretic concept of strategy-proofness. We characterize all non-manipulable and all strategy-proof judgment aggregation rules and prove an impossibility theorem similar to the Gibbard--Satterthwaite theorem. We also discuss weaker forms of non-manipulability and strategy-proofness. Comparing two frequently discussed aggregation rules, we show that “conclusion-based voting” is less vulnerable to manipulation than “premise-based voting”, (...)
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  43. The Evolution of Social Contracts.Michael Vlerick - 2019 - Journal of Social Ontology 5 (2):181-203.
    Influential thinkers such as Young, Sugden, Binmore, and Skyrms have developed game-theoretic accounts of the emergence, persistence and evolution of social contracts. Social contracts are sets of commonly understood rules that govern cooperative social interaction within societies. These naturalistic accounts provide us with valuable and important insights into the foundations of human societies. However, current naturalistic theories focus mainly on how social contracts solve coordination problems in which the interests of the individual participants are aligned, not competition problems in (...)
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  44. Communism and the Incentive to Share in Science.Remco Heesen - 2017 - Philosophy of Science 84 (4):698-716.
    The communist norm requires that scientists widely share the results of their work. Where did this norm come from, and how does it persist? Michael Strevens provides a partial answer to these questions by showing that scientists should be willing to sign a social contract that mandates sharing. However, he also argues that it is not in an individual credit-maximizing scientist's interest to follow this norm. I argue against Strevens that individual scientists can rationally conform to the communist norm, even (...)
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  45. Evolving to Generalize: Trading Precision for Speed.Cailin O’Connor - 2017 - British Journal for the Philosophy of Science 68 (2).
    Biologists and philosophers of biology have argued that learning rules that do not lead organisms to play evolutionarily stable strategies (ESSes) in games will not be stable and thus not evolutionarily successful. This claim, however, stands at odds with the fact that learning generalization---a behavior that cannot lead to ESSes when modeled in games---is observed throughout the animal kingdom. In this paper, I use learning generalization to illustrate how previous analyses of the evolution of learning have gone wrong. It has (...)
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  46. After Qbism, Contextual Quantum Realism (Response to C. Fuchs’s Question).Francois-Igor Pris - 2023 - ФИЛОСОФИЯ НАУКИ 3 (98):143-165.
    In his recent paper, C. Fuchs formulates QBism in the form of eight postulates. We criticise QBism as an anti-realist position and propose an alternative – contextual quantum realism (QCR). 1. A quantum state is not “an agent’s personal judgement” (QBism), nor is it subjective (QBism), but objective (QCR). It describes not the current experience (QBism), but a state of a physical system in context (QCR). 2. A quantum measurement is a (literally) measurement of quantum reality (QCR), rather than an (...)
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  47. Sur les notions d’usage chez Wittgenstein et Heidegger.Frédérique Laurent & François-Igor Pris - 2015 - AL-MUKHATABAT (13):132-146.
    Nous comparons les notions d’usage et de signification chez Ludwig Wittgenstein et Martin Heidegger. Contrairement à Jocelyn Benoist, nous pensons que l’analogie entre Wittgenstein et Heidegger n’est pas superficielle. La métaphysique de Heidegger explicite certaines présuppositions implicites de la seconde philosophie de Wittgenstein. Le pragmatisme naturaliste de Wittgenstein peut être théorisé. Notamment la notion wittgensteinienne d’usage, ou de jeu de langage, peut être comprise comme une pratique à la fois naturelle et normative régie par des règles. -/- Wittgenstein’s notions of (...)
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  48. Language Acquisition: Seeing through Wittgenstein.Sanjit Chakraborty - 2018 - Indian Philosophical Quarterly 45 (2-3):113-126.
    This paper aims to exemplify the language acquisition model by tracing back to the Socratic model of language learning procedure that sets down inborn knowledge, a kind of implicit knowledge that becomes explicit in our language. Jotting down the claims in Meno, Plato triggers a representationalist outline basing on the deductive reasoning, where the conclusion follows from the premises (inborn knowledge) rather than experience. This revolution comes from the pen of Noam Chomsky, who amends the empiricist position on the creativity (...)
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  49. Is Common Ground a Word or Just a Sound?Paola Cantù - 2007 - In H. V. Hanson (ed.), Proceedings of the International Conference: Dissensus & The Search for Common Ground. Ontario Society for the Study of Argumentation. pp. 1--9.
    The paper analyses the role played by the concept of ‘common ground’ in argumentation theories. If a common agreement on all the rules of a discursive exchange is required, either at the beginning or at the end of an argumentative practice, then no violation of the rules is possible. The paper suggests an alternative understanding of ‘common ground’ as something that can change during the development of the argumentative practice, and in particular something that can change without the practice being (...)
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  50. Drugie Życie, czyli problemy z przedłużaniem rzeczywistości.Andrzej Klimczuk - manuscript
    Linden Lab studies massive online game "Second Life" unexpectedly gained worldwide fame after a few years after release. To the surprise of many game has met with great interest, despite the lack of promotional campaigns. It can be assumed that the reason why "second life" reached a wider audience was a special type of offered entertainment. Network game proved to be no longer a game that was known so far, but an example of a mass media, (...)
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