Results for 'self-assembling games'

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  1. Self-Assembling Networks.Jeffrey A. Barrett, Brian Skyrms & Aydin Mohseni - 2019 - British Journal for the Philosophy of Science 70 (1):1-25.
    We consider how an epistemic network might self-assemble from the ritualization of the individual decisions of simple heterogeneous agents. In such evolved social networks, inquirers may be significantly more successful than they could be investigating nature on their own. The evolved network may also dramatically lower the epistemic risk faced by even the most talented inquirers. We consider networks that self-assemble in the context of both perfect and imperfect communication and compare the behaviour of inquirers in each. This (...)
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  2. Naturalizing Natural Salience.Jacob VanDrunen & Daniel Herrmann - forthcoming - British Journal for the Philosophy of Science.
    Grice, Lewis, and Skyrms proposed similar distinctions between kinds of meaning. The meaning of terms in human language, as Lewis and Skyrms had it, is ‘conventional’. Skyrms presented models showing how it is possible for conventional meaning to evolve in a population without reliance on pre-existing meaning. But one might think of conventionality as coming in degrees, based on whether the evolutionary process begins with ‘natural saliences’. We propose a theory of natural salience and several extensions of Skyrms’s models to (...)
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  3. Video Games as Self‐Involving Interactive Fictions.Jon Robson & Aaron Meskin - 2012 - Journal of Aesthetics and Art Criticism 74 (2):165-177.
    This article explores the nature and theoretical import of a hitherto neglected class of fictions which we term ‘self-involving interactive fictions’. SIIFs are interactive fictions, but they differ from standard examples of interactive fictions by being, in some important sense, about those who consume them. In order to better understand the nature of SIIFs, and the ways in which they differ from other fictions, we focus primarily on the most prominent example of the category: video-game fictions. We argue that (...)
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  4. Game Theory and the Self-Fulfilling Climate Tragedy.Matthew Kopec - 2017 - Environmental Values 26 (2):203-221.
    Game theorists tend to model climate negotiations as a so-called ‘tragedy of the commons’. This is rather worrisome, since the conditions under which such commons problems have historically been solved are almost entirely absent in the case of international greenhouse gas emissions. In this paper, I will argue that the predictive accuracy of the tragedy model might not stem from the model’s inherent match with reality but rather from the model’s ability to make self-fulfilling predictions. I then sketch some (...)
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  5. Appropriate Self-Perceived Behaviors in Primary Education Pupils During Sports Games.Pedro Gil-Madrona, José Luis Gómez, Miguel Ángel Aguilar-Jurado & Eva Cristina Gutiérrez-Marín - 2020 - Frontiers in Psychology 11.
    Based on the results obtained from primary education students—fifth and sixth graders—the aim of this work is to check the appropriate self-perceived behaviors during and at the end of the game. The study population was made up of 698 students from fifth and sixth grade in the Autonomous Region of Castilla–La Mancha (Spain). Data were collected through a questionnaire (scale) on the social skills of primary school students linked to the adequate skills when losing, the adequate skills when winning, (...)
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  6. The Status of Video Games as Self-Involving Interactive Fictions: Fuzzy Intervals and Hard Identifications.Kristina Šekrst - 2023 - Sic: Journal of Literature, Culture and Literary Translation 3.
    The goal of this paper is to see how mental and language representations are unique from a video-game perspective, using two main criteria. First, I will posit that the level of being both an interactive work of fiction and a self-involving interactive fiction belongs to a fuzzy interval and that some works – and, therefore, some video games – are more immersive than others. Second, I will observe how propositions tie the player’s representations of the real world and (...)
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  7. Consciousness and self-consciousness: Inner games and alternative realities.J. Shotter - 1983 - In G. Underwood (ed.), Aspects of Consciousness, Volume 3: Awareness and Self-Awareness. Academic Press.
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  8. Jacob’s Ladder: Logics of Magic, Metaphor and Metaphysics: Narratives of the Unconscious, the Self, and the Assembly.Julio Michael Stern - 2020 - Sophia 59 (2):365-385.
    In this article, we discuss some issues concerning magical thinking—forms of thought and association mechanisms characteristic of early stages of mental development. We also examine good reasons for having an ambivalent attitude concerning the later permanence in life of these archaic forms of association, and the coexistence of such intuitive but informal thinking with logical and rigorous reasoning. At the one hand, magical thinking seems to serve the creative mind, working as a natural vehicle for new ideas and innovative insights, (...)
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  9. 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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  10. Self-reflexive videogames: observations and corollaries on virtual worlds as philosophical artifacts.Stefano Gualeni - 2016 - G.A.M.E. - The Italian Journal of Game Studies 5 (1).
    Self-reflexive videogames are videogames designed to materialize critical and/or satirical perspectives on the ways in which videogames themselves are designed, played, sold, manipulated, experienced, and understood as social objects. This essay focuses on the use of virtual worlds as mediators, and in particular on the use of videogames to guide and encourage reflections on technical, interactive, and thematic conventions in videogame design and development. Structurally, it is composed of two interconnected parts: -/- 1) In the first part of this (...)
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  11. Universal Game Theory.Kevin Nicholas Thomson - 2008 - Proceedings of the Xxii World Congress of Philosophy 34:57-61.
    Universal Game Theory - The theory that all of life is a game played by consciousness’es, (Living Beings). The board is a dream like structure of the universe. The progression is through an active process of intent witnessing, and passive meditation. Which releases the tension in the nerves of the body and leads to selfless actions, moral goodness, and eventually the finish, Enlightenment. Just like a wounded creature only cares about it’s own self. Man in tensionthrough self-centered thought (...)
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  12. 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. (...)
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  13. 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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  14. A Game-Theoretic Solution to the Inconsistency Between Thrasymachus and Glaucon in Plato’s Republic.Hun Chung - 2016 - Ethical Perspectives 23 (2):383-410.
    In Book 1 of Plato’s Republic, Thrasymachus contends two major claims: (1) justice is the advantage of the stronger, and (2) justice is the good of the other, while injustice is to one’s own profit and advantage. In the beginning of Book II, Glaucon self-proclaims that he will be representing Thrasymachus’ claims in a better way, and provides a story of how justice has originated from a state of nature situation. However, Glaucon’s story of the origin of justice has (...)
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  15. 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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  16. Ludic Unreliability and Deceptive Game Design.Stefano Gualeni & Nele Van de Mosselaer - 2021 - Journal of the Philosophy of Games 3 (1):1-22.
    Drawing from narratology and design studies, this article makes use of the notions of the ‘implied designer’ and ‘ludic unreliability’ to understand deceptive game design as a specific sub-set of transgressive game design. More specifically, in this text we present deceptive game design as the deliberate attempt to misguide players’ inferences about the designers’ intentions. Furthermore, we argue that deceptive design should not merely be taken as a set of design choices aimed at misleading players in their efforts to understand (...)
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  17. Gaming the Attention Economy.Daniel Estrada & Jon Lawhead - 2013 - In Pietro Michelucci (ed.), The Handbook of Human Computation. Springer. pp. 961-978.
    The future of human computation benefits from examining tasks that agents already perform and designing environments to give those tasks computational significance. We call this natural human computation. We consider the possible future of NHC through the lens of Swarm!, an application under development for Google Glass. Swarm! motivates users to compute the solutions to a class of economic optimization problems by engaging the attention dynamics of crowds. We argue that anticipating and managing economies of attention provides one of the (...)
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  18. Games: Agency as Art by C Thi Nguyen (Oxford University Press, 2020). [REVIEW]Jonathan Gingerich - 2023 - Philosophy 98 (1):111-118.
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  19. 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 (...)
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  20. Life as a Trust Game: a comment on The Option Value of Life.Gregory Ponthiere - 2022 - Economics and Philosophy 38 (2):300-308.
    According to Burri, a major reason why suicide is often irrational lies in the option value of life. Remaining alive is valuable because this allows for a larger menu of options, and the possibility of committing suicide in the future adds further value to the act of remaining alive now. In this note, I represent life as a trust game played by two selves – the young self and the old self – and I argue that the possibility (...)
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  21. The Game of Thinking: A Book for the Free Mind.Stephen Muires - 2018 - London, UK: Flowing Books.
    We exist inside a Game of Thinking. We call it the universe, life, reality. But it is the Game of Thinking, a game not played by us, but by thought. Thinking is a fact; everything else is theory. Thought wants us to think. If that was not true, we would be able to stop thinking. But we are not. Our thinking process runs our lives, yet we do not control it, create it, or guide it. Nor can we switch it (...)
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  22. "Self-Made Person: The Reality and the Myth".Hugh LaFollette - manuscript
    To varying degrees, many of us think we are “self-made.” Some explicitly state—while others imply—that our accomplishments resulted (almost) entirely from our intelligence, ingenuity, and hard work There is qualified truth in this supposition, even although it is commonly overstated. Others think they are pawns in the chess game of life. However, although some have less control than those more privileged, few are devoid of control. This tandem of judgments is akin to our propensity to make asymmetrical judgments about (...)
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  23. Salience reasoning in coordination games.Julius Schönherr - 2021 - Synthese 199 (3-4):6601-6620.
    Salience reasoning, many have argued, can help solve coordination problems, but only if such reasoning is supplemented by higher-order predictions, e.g. beliefs about what others believe yet others will choose. In this paper, I will argue that this line of reasoning is self-undermining. Higher-order behavioral predictions defeat salience-based behavioral predictions. To anchor my argument in the philosophical literature, I will develop it in response and opposition to the popular Lewisian model of salience reasoning in coordination games. This model (...)
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  24. Self-Knowledge, Transformation and Redemption (Ch.9 in "Our Other Mind").Barry Klein - manuscript
    This process is the transformation of the self, even to the extent that we no longer recognize ourselves although, oddly, something in us will then recognize our ‘new’ self as being what we really are, or at least what we started out to be. Then, in a way, we are like the seedling of some wonderful tree which has been overtaken by a parasitic plant until very little of the original tree is recognizable – it may have become (...)
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  25. The Self The Soul and The World: Affect Reason and Complexity.Avijit Lahiri - manuscript
    This book looks at the affective-cognitive roots of how the human mind inquires into the workings of nature and, more generally, how the mind confronts reality. Reality is an infinitely complex system, in virtue of which the mind can comprehend it only in bits and pieces, by making up interpretations of the myriads of signals received from the world by way of integrating those with information stored from the past. This constitutes a piecemeal interpretation by which we assemble our phenomenal (...)
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  26. Evolving Self-taught Neural Networks: The Baldwin Effect and the Emergence of Intelligence.Nam Le - 2019 - In AISB Annual Convention 2019 -- 10th Symposium on AI & Games.
    The so-called Baldwin Effect generally says how learning, as a form of ontogenetic adaptation, can influence the process of phylogenetic adaptation, or evolution. This idea has also been taken into computation in which evolution and learning are used as computational metaphors, including evolving neural networks. This paper presents a technique called evolving self-taught neural networks – neural networks that can teach themselves without external supervision or reward. The self-taught neural network is intrinsically motivated. Moreover, the self-taught neural (...)
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  27. Still Self-Involved: A Reply to Patridge.Jon Robson & Aaron Meskin - 2017 - Journal of Aesthetics and Art Criticism 75 (2):184-187.
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  28. Team Reasoning, Framing and Self-Control: An Aristotelian Account.Natalie Gold - 2013 - In Neil Levy (ed.), Addiction and SelfControl.
    Decision theory explains weakness of will as the result of a conflict of incentives between different transient agents. In this framework, self-control can only be achieved by the I-now altering the incentives or choice-sets of future selves. There is no role for an extended agency over time. However, it is possible to extend game theory to allow multiple levels of agency. At the inter-personal level, theories of team reasoning allow teams to be agents, as well as individuals. I apply (...)
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  29. Paradigms and self-reference: what is the point of asserting paradoxical sentences?Jakub Mácha - 2019 - In Shyam Wuppuluri & Newton da Costa (eds.), Wittgensteinian : Looking at the World From the Viewpoint of Wittgenstein's Philosophy. Springer Verlag. pp. 123-134.
    A paradox, according to Wittgenstein, is something surprising that is taken out of its context. Thus, one way of dealing with paradoxical sentences is to imagine the missing context of use. Wittgenstein formulates what I call the paradigm paradox: ‘one sentence can never describe the paradigm in another, unless it ceases to be a paradigm.’ (PG, p.346) There are several instances of this paradox scattered throughout Wittgenstein’s writings. I argue that this paradox is structurally equivalent to Russell’s paradox. The above (...)
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  30. On arguments from self-interest for the Nash solution and the Kalai egalitarian solution to the bargaining problem.Luc Bovens - 1987 - Theory and Decision 23 (3):231-260.
    I argue in this paper that there are two considerations which govern the dynamics of a two-person bargaining game, viz. relative proportionate utility loss from conceding to one's opponent's proposal and relative non-proportionate utility loss from not conceding to one's opponent's proposal, if she were not to concede as well. The first consideration can adequately be captured by the information contained in vNM utilities. The second requires measures of utility which allow for an interpersonal comparison of utility differences. These considerations (...)
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  31. The facilitator as self-liberator and enabler: ethical responsibility in communities of philosophical inquiry.Arie Kizel - 2021 - Childhood and Philosophy 17:1-20.
    From its inception, philosophy for/with children (P4wC) has sought to promote philosophical discussion with children based on the latter’s own questions and a pedagogic method designed to encourage critical, creative, and caring thinking. Communities of inquiry can be plagued by power struggles prompted by diverse identities, however. These not always being highlighted in the literature or P4wC discourse, this article proposes a two-stage model for facilitators as part of their ethical responsibility. In the first phase, they should free themselves from (...)
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  32. The Solution to Poor Opinions is More Opinions: Peircean Pragmatist Tactics for the Epistemic Long Game.Catherine Legg - 2018 - In Michael Peters, Sharon Rider, Tina Besley & Mats Hyvonen (eds.), Post-Truth, Fake News: Viral Modernity & Higher Education. Springer. pp. 43-58.
    Although certain recent developments in mendacious political manipulation of public discourse are horrifying to the academic mind, I argue that we should not panic. Charles Peirce’s pragmatist epistemology with its teleological arc, long horizon, and rare balance between robust realism and contrite fallibilism offers guidance to weather the storm, and perhaps even see it as inevitable in our intellectual development. This paper explores Peirce’s classic “four methods of fixing belief”, which takes us on an entertaining and still very pertinent tour (...)
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  33. Virtual reality as a path to self-knowledge.Lukas Schwengerer - 2023 - Synthese 202 (87):1-21.
    I discuss how virtual reality can be used to acquire self-knowledge. Lawlor (Philos Phenomenol Res 79(1):47–75, 2009) and Cassam (Vices of the mind: from the intellectual to the political. OUP, Oxford, 2014) develop inferential accounts of self-knowledge in which one can use imagination to acquire self-knowledge. This is done by actively prompting imaginary scenarios and observing one’s reactions to those scenarios. These reactions are then used as the inferential basis for acquiring self-knowledge. I suggest that the (...)
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  34.  57
    Commentary: Amid fears of youth radicalisation via gaming, are we blaming technology for a human problem?Jonathan Y. H. Sim - 2023 - Channel News Asia.
    The drive for human connection and to discover one’s identity is not limited to the online world: It is a universal human need that we all share. It is crucial to understand that problems we typically attribute to gaming platforms (like self-radicalisation) are not special tech problems or gaming problems. They can and do happen offline as well. What we are dealing with is essentially a human problem that so happens to occur on technological platforms.
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  35. The Actual Infinite as a Day or the Games.Pascal Massie - 2007 - Review of Metaphysics 60 (3):573-596.
    It is commonly assumed that Aristotle denies any real existence to infinity. Nothing is actually infinite. If, in order to resolve Zeno’s paradoxes, Aristotle must talk of infinity, it is only in the sense of a potentiality that can never be actualized. Aristotle’s solution has been both praised for its subtlety and blamed for entailing a limitation of mathematic. His understanding of the infinite as simply indefinite (the “bad infinite” that fails to reach its accomplishment), his conception of the cosmos (...)
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  36. Offending White Men: Racial Vilification, Misrecognition, and Epistemic Injustice.Louise Richardson-Self - 2018 - Feminist Philosophy Quarterly 4 (4):1-24.
    In this article I analyse two complaints of white vilification, which are increasingly occurring in Australia. I argue that, though the complainants (and white people generally) are not harmed by such racialized speech, the complainants in fact harm Australians of colour through these utterances. These complaints can both cause and constitute at least two forms of epistemic injustice (willful hermeneutical ignorance and comparative credibility excess). Further, I argue that the complaints are grounded in a dual misrecognition: the complainants misrecognize themselves (...)
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  37. Reengineering Metaphysics: Modularity, Parthood, and Evolvability in Metabolic Engineering.Catherine Kendig & Todd T. Eckdahl - 2017 - Philosophy, Theory, and Practice in Biology 9 (8).
    The premise of biological modularity is an ontological claim that appears to come out of practice. We understand that the biological world is modular because we can manipulate different parts of organisms in ways that would only work if there were discrete parts that were interchangeable. This is the foundation of the BioBrick assembly method widely used in synthetic biology. It is one of a number of methods that allows practitioners to construct and reconstruct biological pathways and devices using DNA (...)
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  38. The Markov blankets of life: autonomy, active inference and the free energy principle.Michael David Kirchhoff - 2018 - Journal of the Royal Society Interface 15 (138).
    This work addresses the autonomous organization of biological systems. It does so by considering the boundaries of biological systems, from individual cells to Home sapiens, in terms of the presence of Markov blankets under the active inference scheme—a corollary of the free energy principle. A Markov blanket defines the boundaries of a system in a statistical sense. Here we consider how a collective of Markov blankets can self-assemble into a global system that itself has a Markov blanket; thereby providing (...)
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  39. The Cultural Evolution of Cultural Evolution.Jonathan Birch & Cecilia Heyes - 2021 - Philosophical Transactions of the Royal Society B: Biological Sciences 376:20200051.
    What makes fast, cumulative cultural evolution work? Where did it come from? Why is it the sole preserve of humans? We set out a self-assembly hypothesis: cultural evolution evolved culturally. We present an evolutionary account that shows this hypothesis to be coherent, plausible, and worthy of further investigation. It has the following steps: (0) in common with other animals, early hominins had significant capacity for social learning; (1) knowledge and skills learned by offspring from their parents began to spread (...)
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  40. Avoiding the potentiality trap: thinking about the moral status of synthetic embryos.Monika Piotrowska - 2019 - Monash Bioethics Review 38 (2):166-180.
    Research ethics committees must sometimes deliberate about objects that do not fit nicely into any existing category. This is currently the case with the “gastruloid,” which is a self-assembling blob of cells that resembles a human embryo. The resemblance makes it tempting to group it with other members of that kind, and thus to ask whether gastruloids really are embryos. But fitting an ambiguous object into an existing category with well-worn pathways in research ethics, like the embryo, is (...)
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  41. The only wrong cell is the dead one: On the enactive approach to normativity.Manuel Heras-Escribano, Jason Noble & Manuel De Pinedo García - 2013 - In Advances in Artificial Life (ECAL 2013). Cambridge, Massachusetts, EE. UU.: pp. 665-670.
    In this paper we challenge the notion of ‘normativity’ used by some enactive approaches to cognition. We define some varieties of enactivism and their assumptions and make explicit the reasoning behind the co-emergence of individuality and normativity. Then we argue that appealing to dispositions for explaining some living processes can be more illuminating than claiming that all such processes are normative. For this purpose, we will present some considerations, inspired by Wittgenstein, regarding norm-establishing and norm-following and show that attributions of (...)
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  42. The Origin of Cellular Life and Biosemiotics.Attila Grandpierre - 2013 - Biosemiotics (3):1-15.
    Recent successes of systems biology clarified that biological functionality is multilevel. We point out that this fact makes it necessary to revise popular views about macromolecular functions and distinguish between local, physico-chemical and global, biological functions. Our analysis shows that physico-chemical functions are merely tools of biological functionality. This result sheds new light on the origin of cellular life, indicating that in evolutionary history, assignment of biological functions to cellular ingredients plays a crucial role. In this wider picture, even if (...)
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  43. What Follows from Defensive Non-Liaibility?Gerald Lang - 2017 - Proceedings of the Aristotelian Society 117 (3):231-252.
    Theories of self-defence tend to invest heavily in ‘liability justifications’: if the Attacker is liable to have defensive violence deployed against him by the Defender, then he will not be wronged by such violence, and selfdefence becomes, as a result, morally unproblematic. This paper contends that liability justifications are overrated. The deeper contribution to an explanation of why defensive permissions exist is made by the Defender’s non-liability. Drawing on both canonical cases of self-defence, featuring Culpable Attackers, and more (...)
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  44. Instinct as Form: The Challenge of Bergson.Stephen Robbins - 2022 - In Anne Malasse (ed.), Self-Organization as a New Paradigm in Evolutionary Biology: From Theory to Applied Cases in the Tree of Life. Springer.
    Abstract In Creative Evolution (1907/1911), a pivotal discussion is the extreme complexity of instinctual behavior. As one of many examples, a member of the Hymenoptera “knows” precisely the three locations of motor-neuron complexes at which to sting a cricket such that it is paralyzed, yet remains fully alive for the wasp’s larvae. Two points: a) This behavior is as much an “irreducible” complex of acts as the structural organization of the wasp’s body, and just as inexplicably formed by natural selection, (...)
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  45. Opinions and Outlooks on Morphological Computation.Helmut Hauser, Rudolf M. Füchslin & Rolf Pfeifer (eds.) - 2014 - E-Book.
    Morphological Computation is based on the observation that biological systems seem to carry out relevant computations with their morphology (physical body) in order to successfully interact with their environments. This can be observed in a whole range of systems and at many different scales. It has been studied in animals – e.g., while running, the functionality of coping with impact and slight unevenness in the ground is "delivered" by the shape of the legs and the damped elasticity of the muscle-tendon (...)
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  46. What is The Reason to Use Clifford Algebra in Quantum Cognition? Part I: “It from Qubit” On The Possibility That the Amino Acids Can Discern Between Two Quantum Spin States.Elio Conte - 2012 - Neuroquantology 10 (3):561-565.
    Starting with 1985, we discovered the possible existence of electrons with net helicity in biomolecules as amino acids and their possibility to discern between the two quantum spin states. It is well known that the question of a possible fundamental role of quantum mechanics in biological matter constitutes still a long debate. In the last ten years we have given a rather complete quantum mechanical elaboration entirely based on Clifford algebra whose basic entities are isomorphic to the well known spin (...)
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  47. Prisoner's Dilemma.S. M. Amadae - 2015 - In Prisoners of Reason: Game Theory and Neoliberal Political Economy. New York: Cambridge University Press. pp. 24-61.
    As these opening quotes acknowledge, the Prisoner’s Dilemma (PD) represents a core puzzle within the formal mathematics of game theory.3 Its rise in conspicuity is evident figure 2.1 above demonstrating a relatively steady rise in incidences of the phrase’s usage between 1960 to 1995, with a stable presence persisting into the twenty first century. This famous two-person “game,” with a stock narrative cast in terms of two prisoners who each independently must choose whether to remain silent or speak, each advancing (...)
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  48. De-Roling from Experiences and Identities in Virtual Worlds.Stefano Gualeni - 2017 - Journal of Virtual Worlds Research 10 (2).
    Within dramatherapy and psychodrama, the term ‘de-roling’ indicates a set of activities that assist the subjects of therapy in ‘disrobing’ themselves from their fictional characters. Starting from the psychological needs and the therapeutic goals that ‘de-roling’ techniques address in dramatherapy and psychodrama, this text provides a broader understanding of procedures and exercises that define and ease transitional experiences across cultural practices such as religious rituals and spatial design. After this introductory section, we propose a tentative answer as to why game (...)
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  49. Experiential Awareness: Do You Prefer “It” to “Me”?Miguel Ángel Sebastián - 2012 - Philosophical Topics 40 (2):155-177.
    In having an experience one is aware of having it. Having an experience requires some form of access to one's own state, which distinguishes phenomenally conscious mental states from other kinds of mental states. Until very recently, Higher-Order (HO) theories were the only game in town aiming at offering a full-fledged account of this form of awareness within the analytical tradition. Independently of any objections that HO theories face, First/Same-Order (F/SO) theorists need to offer an account of such access to (...)
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  50. Algorithm exploitation: humans are keen to exploit benevolent AI.Jurgis Karpus, Adrian Krüger, Julia Tovar Verba, Bahador Bahrami & Ophelia Deroy - 2021 - iScience 24 (6):102679.
    We cooperate with other people despite the risk of being exploited or hurt. If future artificial intelligence (AI) systems are benevolent and cooperative toward us, what will we do in return? Here we show that our cooperative dispositions are weaker when we interact with AI. In nine experiments, humans interacted with either another human or an AI agent in four classic social dilemma economic games and a newly designed game of Reciprocity that we introduce here. Contrary to the hypothesis (...)
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