Results for 'iterated games'

976 found
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  1. (2 other versions)The explanation game: a formal framework for interpretable machine learning.David S. Watson & Luciano Floridi - 2020 - Synthese 198 (10):1–⁠32.
    We propose a formal framework for interpretable machine learning. Combining elements from statistical learning, causal interventionism, and decision theory, we design an idealised explanation game in which players collaborate to find the best explanation for a given algorithmic prediction. Through an iterative procedure of questions and answers, the players establish a three-dimensional Pareto frontier that describes the optimal trade-offs between explanatory accuracy, simplicity, and relevance. Multiple rounds are played at different levels of abstraction, allowing the players to explore overlapping causal (...)
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  2. Oyun: A New, Free Program for Iterated Prisoner’s Dilemma Tournaments in the Classroom.Charles H. Pence & Lara Buchak - 2012 - Evolution Education and Outreach 5 (3):467-476.
    Evolutionary applications of game theory present one of the most pedagogically accessible varieties of genuine, contemporary theoretical biology. We present here Oyun (OY-oon, http://charlespence.net/oyun), a program designed to run iterated prisoner’s dilemma tournaments, competitions between prisoner’s dilemma strategies developed by the students themselves. Using this software, students are able to readily design and tweak their own strategies, and to see how they fare both in round-robin tournaments and in “evolutionary” tournaments, where the scores in a given “generation” directly determine (...)
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  3. The referee’s dilemma. The ethics of scientific communities and game theory.Tomislav Bracanovic - 2002 - Prolegomena 1 (1):55-74.
    This article argues that various deviations from the basic principles of the scientific ethos – primarily the appearance of pseudoscience in scientific communities – can be formulated and explained using specific models of game theory, such as the prisoner’s dilemma and the iterated prisoner’s dilemma. The article indirectly tackles the deontology of scientific work as well, in which it is assumed that there is no room for moral skepticism, let alone moral anti-realism, in the ethics of scientific communities. Namely, (...)
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  4. In Defense of Moderate Envy.Bernd Lahno - 2000 - Analyse & Kritik 22 (1):98-113.
    In contrast to Axelrod’s advice “don’t be envious” it is argued that the emotion of envy may enhance cooperation. TIT FOR TAT does exhibit a certain degree of envy. But, it does so in inconsistent ways. Two variants of TIT FOR TAT are introduced and their strategic properties are analyzed. Both generate the very same actual play as TIT FOR TAT in a computer tournament without noise. However, if noise is introduced they display some greater degree of stability. This is (...)
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  5. Political realism and anarchy in international relations.Tvrtko Jolić - 2011 - Prolegomena 10 (1):113-130.
    In this paper I critically examine an influential argument in favor of political realism. The argument claims that international relations, by analogy with Hobbes’s state of nature at the individual level, are governed by anarchy which makes it irrational for states to observe the principles of morality and justice since there are no guarantees that they will be observed by other states. However, this analogy is unsustainable due to the differences that exist between agents on the international and individual levels. (...)
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  6. Egocentric Bias and Doubt in Cognitive Agents.Nanda Kishore Sreenivas & Shrisha Rao - forthcoming - 18th International Conference on Autonomous Agents and Multiagent Systems (AAMAS 2019), Montreal, Canada, May 2019.
    Modeling social interactions based on individual behavior has always been an area of interest, but prior literature generally presumes rational behavior. Thus, such models may miss out on capturing the effects of biases humans are susceptible to. This work presents a method to model egocentric bias, the real-life tendency to emphasize one's own opinion heavily when presented with multiple opinions. We use a symmetric distribution, centered at an agent's own opinion, as opposed to the Bounded Confidence (BC) model used in (...)
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  7. Does trait interpersonal fairness moderate situational influence on fairness behavior?Blaine Fowers, Bradford Cokelet & 5 Other Authors in Psychology - 2022 - Personality and Individual Differences 193 (July 2022).
    Although fairness is a key moral trait, limited research focuses on participants' observed fairness behavior because moral traits are generally measured through self-report. This experiment focused on day-to-day interpersonal fairness rather than impersonal justice, and fairness was assessed as observed behavior. The experiment investigated whether a self-reported fairness trait would moderate a situational influence on observed fairness behavior, such that individuals with a stronger fairness trait would be less affected by a situational influence than those with a weaker fairness trait. (...)
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  8. From Pluralistic Normative Principles to Autonomous-Agent Rules.Beverley Townsend, Colin Paterson, T. T. Arvind, Gabriel Nemirovsky, Radu Calinescu, Ana Cavalcanti, Ibrahim Habli & Alan Thomas - 2022 - Minds and Machines 1 (4):1-33.
    With recent advancements in systems engineering and artificial intelligence, autonomous agents are increasingly being called upon to execute tasks that have normative relevance. These are tasks that directly—and potentially adversely—affect human well-being and demand of the agent a degree of normative-sensitivity and -compliance. Such norms and normative principles are typically of a social, legal, ethical, empathetic, or cultural nature. Whereas norms of this type are often framed in the abstract, or as high-level principles, addressing normative concerns in concrete applications of (...)
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  9. 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 (...)
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  10. 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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  11. (1 other version)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 appreciating (...)
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  12. 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. (...)
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  13. Four Questions of Iterated Grounding.David Mark Kovacs - 2020 - Philosophy and Phenomenological Research 101 (2):341-364.
    The Question of Iterated Grounding (QIG) asks what grounds the grounding facts. Although the question received a lot of attention in the past few years, it is usually discussed independently of another important issue: the connection between metaphysical explanation and the relation or relations that supposedly “back” it. I will show that once we get clear on the distinction between metaphysical explanation and the relation(s) backing it, we can distinguish no fewer than four questions lumped under QIG. I will (...)
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  14.  60
    Iteration and Dependence Again.Luca Incurvati - 2023 - In Carolin Antos, Neil Barton & Giorgio Venturi, The Palgrave Companion to the Philosophy of Set Theory. Palgrave.
    In the first part of the paper, I clarify what is at stake in the debate between accounts of the iterative conception based on the notion of metaphysical dependence and the minimalist account I have defended in previous work (Incurvati 2012; 2020). I argue that the debate concerns how to understand and motivate the central tenet of the iterative conception that every set occurs at some level of the cumulative hierarchy. This debate, I contend, should be distinguished from the debate (...)
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  15. The iterative solution to paradoxes for propositions.Bruno Whittle - 2022 - Philosophical Studies 180 (5-6):1623-1650.
    This paper argues that we should solve paradoxes for propositions (such as the Russell–Myhill paradox) in essentially the same way that we solve Russellian paradoxes for sets. That is, the standard, iterative approach to sets is extended to include properties, and then the resulting hierarchy of sets and properties is used to construct propositions. Propositions on this account are structured in the sense of mirroring the sentences that express them, and they would seem to serve the needs of philosophers of (...)
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  16. Spectating games can be a form of gameplay.A. Declos - forthcoming - British Journal of Aesthetics.
    Watching other people play videogames —a.k.a. ‘spectator gaming’— is a widespread practice. Yet, it is considered by some as an inadequate form of engagement with games. In this paper, I show that the strongest objection to spectator gaming relies on the claim that some properties of videogames are better, if not exclusively, accessible to the player. After that, I propose two replies to this challenge. The first is that ‘secondary players’, i.e., individuals who indirectly take part in the game, (...)
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  17. Against the iterative conception of set.Edward Ferrier - 2019 - Philosophical Studies 176 (10):2681-2703.
    According to the iterative conception of set, each set is a collection of sets formed prior to it. The notion of priority here plays an essential role in explanations of why contradiction-inducing sets, such as the Russell set, do not exist. Consequently, these explanations are successful only to the extent that a satisfactory priority relation is made out. I argue that attempts to do this have fallen short: understanding priority in a straightforwardly constructivist sense threatens the coherence of the empty (...)
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  18. Games and the fluidity of layered agency.Luca Ferrero - 2021 - Journal of the Philosophy of Sport 48 (3):344-355.
    What can the philosophy of agency learn from Nguyen’s book on games? The most important lesson concerns, to use Nguyen’s terms, the ‘layered’ structure of our agency and the ‘fluidity’ requ...
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  19. Iterated Knowledge.Simon Goldstein - 2024 - Oxford: Oxford University Press.
    You omega know p when you possess every iteration of knowledge of p. This book argues that omega knowledge plays a central role in philosophy. In particular, the book argues that omega knowledge is necessary for permissible assertion, action, inquiry, and belief. Although omega knowledge plays this important role, existing theories of omega knowledge are unsatisfying. One theory, KK, identifies knowledge with omega knowledge. This theory struggles to accommodate cases of inexact knowledge. The other main theory is skeptical, claiming that (...)
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  20. 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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  21. Iterated ultrapowers and prikry forcing.Patrick Dehornoy - 1978 - Annals of Mathematical Logic 15 (2):109-160.
    If $U$ is a normal ultrafilter on a measurable cardinal $\kappa$, then the intersection of the $\omega$ first iterated ultrapowers of the universe by $U$ is a Prikry generic extension of the $\omega$th iterated ultrapower.
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  22. 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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  23. Are there iterated essentialist truths?Andreas Ditter - 2023 - Analysis 84 (1):3-12.
    Let an iterated essentialist statement be a statement of the form 'It lies in the nature of x1,x2,... that it lies in the nature of y1,y2,... that φ'. Let Iteration be the thesis that there are true iterated essentialist statements. Iteration has recently been disputed by Dasgupta (2014) and Glazier (2017). Both authors take the falsity of Iteration to be central to the explanatory role of essentialist truths. An important consequence that is not explicitly noted by them is (...)
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  24. 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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  25. Gaming the Gods: How Mythology Inspires Game Development.Asal Fallahnejad - 2025 - Philpeople. Translated by Asal Fallahneajd.
    In the ever-evolving landscape of video game development, mythology serves as a rich source of inspiration, providing developers with a wellspring of narratives, characters, and themes that resonate with players. This article, "Gaming the Gods: How Mythology Inspires Game Development" explores the intricate relationship between ancient myths and contemporary gaming. We uncover how these stories enhance gameplay, deepen character development, and create immersive worlds by examining various titles that draw upon mythological elements—from the pantheons of Greek and Norse mythology to (...)
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  26. Gaming the Gods: How Mythology Inspires Game Development.Asal Fallahnejad - unknown - Isis 1:18. Translated by Asal Fallahneajd.
    In the ever-evolving landscape of video game development, mythology serves as a rich source of inspiration, providing developers with a wellspring of narratives, characters, and themes that resonate with players. This article, "Gaming the Gods: How Mythology Inspires Game Development," explores the intricate relationship between ancient myths and contemporary gaming. By examining various titles that draw upon mythological elements—from the pantheons of Greek and Norse mythology to the folklore of diverse cultures—we uncover how these stories enhance gameplay, deepen character development, (...)
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  27.  65
    Iterating Both and Neither: With Applications to the Paradoxes.Levin Hornischer - 2025 - Notre Dame Journal of Formal Logic -1:1-43.
    A common response to the paradoxes of vagueness and truth is to introduce the truth-values “neither true nor false” or “both true and false” (or both). However, this infamously runs into trouble with higher-order vagueness or the revenge paradox. This, and other considerations, suggest iterating “both” and “neither”: as in “neither true nor neither true nor false.” We present a novel explication of iterating “both” and “neither.” Unlike previous approaches, each iteration will change the logic, and the logic in the (...)
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  28. Indicative conditionals without iterative epistemology.Ben Holguín - 2019 - Noûs 55 (3):560-580.
    This paper argues that two widely accepted principles about the indicative conditional jointly presuppose the falsity of one of the most prominent arguments against epistemological iteration principles. The first principle about the indicative conditional, which has close ties both to the Ramsey test and the “or‐to‐if” inference, says that knowing a material conditional suffices for knowing the corresponding indicative. The second principle says that conditional contradictions cannot be true when their antecedents are epistemically possible. Taken together, these principles entail that (...)
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  29. 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 cheat prior to (...)
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  30.  34
    Iterative Teleology: The Impact of AI on Human Motivation.Esteban Manuel Gudiño Acevedo - 2025 - Teleologia.
    Iterative Teleology: The Impact of AI on Human Motivation Introduction The increasing interaction between humans and artificial intelligence raises new philosophical and psychological questions about purpose and motivation. This article explores how iterative teleology redefines human objectives in this context.
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  31. Iteration and Infinite Regress in Walter Chatton's Metaphysics.Rondo Keele - 2013 - In Charles Bolyard & Rondo Keele, Later Medieval Metaphysics: Ontology, Language, and Logic. New York: Fordham University Press. pp. 206-222.
    Rondo Keele makes a foray into what he calls 'applied logic', investigating a complex argument strategy employed against Ockham by his greatest contemporary opponent, Walter Chatton. Chatton conceives a two-part strategy which attempts to force a kind of iteration of conceptual analysis, together with an infinite explanatory regress, in order to establish that one particular philosophical analysis is ultimately dependent on another. Chatton uses this strategy against Ockham in order to show that the latter's reductionist metaphysics depends ultimately upon a (...)
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  32. Evitable iterates of the consistency operator.James Walsh - 2023 - Computability 12 (1):59--69.
    Why are natural theories pre-well-ordered by consistency strength? In previous work, an approach to this question was proposed. This approach was inspired by Martin's Conjecture, one of the most prominent conjectures in recursion theory. Fixing a reasonable subsystem $T$ of arithmetic, the goal was to classify the recursive functions that are monotone with respect to the Lindenbaum algebra of $T$. According to an optimistic conjecture, roughly, every such function must be equivalent to an iterate $\mathsf{Con}_T^\alpha$ of the consistency operator ``in (...)
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  33. 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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  34. Games of Partial Information and Predicates of Personal Taste.Mihai Hîncu - 2016 - Logos and Episteme 7 (1):7-29.
    A predicate of personal taste occurring in a sentence in which the perspectival information is not linguistically articulated by an experiencer phrase may have two different readings. In case the speaker of a bare sentence formed with a predicate of personal taste uses the subjective predicate encoding perspectival information in one way and the hearer interprets it in another way, the agents’ acts are not coordinated. In this paper I offer an answer to the question of how a hearer can (...)
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  35. 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 in (...)
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  36. 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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  37. 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, 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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  38. 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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  39. The iterative conception of function and the iterative conception of set.Tim Button - 2023 - In Carolin Antos, Neil Barton & Giorgio Venturi, The Palgrave Companion to the Philosophy of Set Theory. Palgrave.
    Hilary Putnam once suggested that “the actual existence of sets as ‘intangible objects’ suffers… from a generalization of a problem first pointed out by Paul Benacerraf… are sets a kind of function or are functions a sort of set?” Sadly, he did not elaborate; my aim, here, is to do so on his behalf. There are well-known methods for treating sets as functions and functions as sets. But these do not raise any obvious philosophical or foundational puzzles. For that, we (...)
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  40. 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 argue that (...)
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  41. Iterated privation and positive predication.Bjørn Jespersen, Massimiliano Carrara & Marie Duží - 2017 - Journal of Applied Logic 25:S48-S71.
    The standard rule of single privative modification replaces privative modifiers by Boolean negation. This rule is valid, for sure, but also simplistic. If an individual a instantiates the privatively modified property (MF) then it is true that a instantiates the property of not being an F, but the rule fails to express the fact that the properties (MF) and F have something in common. We replace Boolean negation by property negation, enabling us to operate on contrary rather than contradictory properties. (...)
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  42. The Irreducibility of Iterated to Single Revision.Jake Chandler & Richard Booth - 2017 - Journal of Philosophical Logic 46 (4):405-418.
    After a number of decades of research into the dynamics of rational belief, the belief revision theory community remains split on the appropriate handling of sequences of changes in view, the issue of so-called iterated revision. It has long been suggested that the matter is at least partly settled by facts pertaining to the results of various single revisions of one’s initial state of belief. Recent work has pushed this thesis further, offering various strong principles that ultimately result in (...)
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  43. Game Technologies to Assist Learning of Communication Skills in Dialogic Settings for Persons with Aphasia.Ylva Backman, Viktor Gardelli & Peter Parnes - 2021 - International Journal of Emerging Technologies in Learning 16 (3):190-205.
    Persons with aphasia suffer from a loss of communication ability as a consequence of a brain injury. A small strand of research indicates effec- tiveness of dialogic interventions for communication development for persons with aphasia, but a vast amount of research studies shows its effectiveness for other target groups. In this paper, we describe the main parts of the hitherto technological development of an application named Dialogica that is (i) aimed at facilitating increased communicative participation in dialogic settings for persons (...)
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  44. Conjunction, disjunction and iterated conditioning of conditional events.Angelo Gilio & Giuseppe Sanfilippo - 2013 - In R. Kruse, Advances in Intelligent Systems and Computing. Springer.
    Starting from a recent paper by S. Kaufmann, we introduce a notion of conjunction of two conditional events and then we analyze it in the setting of coherence. We give a representation of the conjoined conditional and we show that this new object is a conditional random quantity, whose set of possible values normally contains the probabilities assessed for the two conditional events. We examine some cases of logical dependencies, where the conjunction is a conditional event; moreover, we give the (...)
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  45. 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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  46. Iterated Modalities, Meaning and A Priori Knowledge.Dominic Gregory - 2011 - Philosophers' Imprint 11.
    Recent work on the philosophy of modality has tended to pass over questions about iterated modalities in favour of constructing ambitious metaphysical theories of possibility and necessity, despite the central importance of iterated modalities to modal logic. Yet there are numerous unresolved but fundamental issues involving iterated modalities: Chandler and Salmon have provided forceful arguments against the widespread assumption that all necessary truths are necessarily necessary, for example. The current paper examines a range of ways in which (...)
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  47. 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, (...)
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  48. Knowledge attributions in iterated fake barn cases.John Turri - 2017 - Analysis 77 (1):104-115.
    In a single-iteration fake barn case, the agent correctly identifies an object of interest on the first try, despite the presence of nearby lookalikes that could have mislead her. In a multiple-iteration fake barn case, the agent first encounters several fakes, misidentifies each of them, and then encounters and correctly identifies a genuine item of interest. Prior work has established that people tend to attribute knowledge in single-iteration fake barn cases, but multiple-iteration cases have not been tested. However, some theorists (...)
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  49. Roleplaying Game–Based Engineering Ethics Education: Lessons from the Art of Agency.Trystan S. Goetze - 2024 - 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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  50. 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 rational. (...)
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