Results for 'learning in games'

984 found
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  1.  63
    Bidirectional Optimization from Reasoning and Learning in Games.Michael Franke & Gerhard Jäger - 2012 - Journal of Logic, Language and Information 21 (1):117-139.
    We reopen the investigation into the formal and conceptual relationship between bidirectional optimality theory (Blutner in J Semant 15(2):115–162, 1998 , J Semant 17(3):189–216, 2000 ) and game theory. Unlike a likeminded previous endeavor by Dekker and van Rooij (J Semant 17:217–242, 2000 ), we consider signaling games not strategic games, and seek to ground bidirectional optimization once in a model of rational step-by-step reasoning and once in a model of reinforcement learning. We give sufficient conditions for (...)
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  2.  26
    Genetic learning in strategic form games.Herbert Dawid & Alexander Mehlmann - 1996 - Complexity 1 (5):51-59.
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  3.  15
    Learning in the trust game.Claude Meidinger & Antoine Terracol - 2012 - Revue de Philosophie Économique 13 (1):155-174.
    Résumé À partir de données expérimentales issues d’un jeu de la confiance répété, nous estimons des modèles structurels de formation des croyances permettant de distinguer les modes d’apprentissage des deux joueurs. Nous trouvons que les deux joueurs ne peuvent être décrits par le même mode d’apprentissage. Des simulations sur longue période montrent ensuite que l’interaction de ces deux types d’agents peut conduire à des issues contrastées.
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  4. Theoretical analyses of bounded rationality and learning A review of Ariel Rubinstein's Modeling Bounded Rationality and Drew Fundenberg and David K. Levine's The Theory of Learning in Games.E. van Damme - 2000 - Journal of Economic Methodology 7 (1):141-145.
  5. Learning in Perturbed Asymmetric Games.Josef Hofbauer & Ed Hopkins - unknown
    We investigate the stability of mixed strategy equilibria in 2 person (bimatrix) games under perturbed best response dynamics. A mixed equilibrium is asymptotically stable under all such dynamics if and only if the game is linearly equivalent to a zero sum game. In this case, the mixed equilibrium is also globally asymptotically stable. Global convergence to the set of perturbed equilibria is shown also for (rescaled) partnership games, also known as potential games. Lastly, mixed equilibria of partnership (...)
     
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  6. Learning in Perturbed Asymmetric Games.Ed Hopkins - unknown
    We investigate the stability of mixed strategy equilibria in 2 person (bimatrix) games under perturbed best response dynamics. A mixed equilibrium is asymptotically stable under all such dynamics if and only if the game is linearly equivalent to a zero sum game. In this case, the mixed equilibrium is also globally asymptotically stable. Global convergence to the set of perturbed equilibria is shown also for (rescaled) partnership games, also known as potential games. Lastly, mixed equilibria of partnership (...)
     
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  7.  18
    Meaningful learning in weighted voting games: an experiment.Eric Guerci, Nobuyuki Hanaki & Naoki Watanabe - 2017 - Theory and Decision 83 (1):131-153.
    By employing binary committee choice problems, this paper investigates how varying or eliminating feedback about payoffs affects: subjects’ learning about the underlying relationship between their nominal voting weights and their expected payoffs in weighted voting games; the transfer of acquired learning from one committee choice problem to a similar but different problem. In the experiment, subjects choose to join one of two committees and obtain a payoff stochastically determined by a voting theory. We found that: subjects learned (...)
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  8.  19
    Characterizing the Dynamics of Learning in Repeated Reference Games.Robert D. Hawkins, Michael C. Frank & Noah D. Goodman - 2020 - Cognitive Science 44 (6):e12845.
    The language we use over the course of conversation changes as we establish common ground and learn what our partner finds meaningful. Here we draw upon recent advances in natural language processing to provide a finer‐grained characterization of the dynamics of this learning process. We release an open corpus (>15,000 utterances) of extended dyadic interactions in a classic repeated reference game task where pairs of participants had to coordinate on how to refer to initially difficult‐to‐describe tangram stimuli. We find (...)
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  9.  9
    Out of the Maze: Investigating Fluid Intelligence and Numeracy as Predictive Factors of Planning Skills Using Video Games.Gianluca Guglielmo, Elisabeth Huis in 'T. Veld, Michal Klincewicz & Pieter Spronck - 2022 - In Kristian Kiili, Koskinen Antti, Francesca de Rosa, Muhterem Dindar, Michael Kickmeier-Rust & Francesco Bellotti (eds.), Games and Learning Alliance. GALA 2022. Lecture Notes in Computer Science, vol 13647. Springer International Publishing. pp. 202--211.
    The aim of this study was to test whether an online video game can be used to investigate planning ability and whether fluid intelligence, objective numeracy, and subjective numeracy are predictive of game performance. Our results demonstrate that fluid intelligence is particularly important, which is in line with previous non-game-based studies that show a relationship between classical planning tests and fluid intelligence. Video games have been previously used for research into cognitive processes and taking them online facilitates data collection (...)
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  10.  14
    The efficacy of human learning in Lewis signalling games.Calvin Thomas Cochran & Jeffrey Barrett - forthcoming - British Journal for the Philosophy of Science.
  11. Review of the book The Theory of Learning in Games, D. Fudenberg & DK Levine, 2000. [REVIEW]E. E. C. van Damme - 2000 - Journal of Economic Methodology 7 (1):141-146.
  12.  6
    End games? Consumer-based learning in higher education and its implications for lifelong learning.Michael Tomlinson - 2013 - Perspectives: Policy and Practice in Higher Education 17 (4):124-128.
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  13.  96
    Mindful Learning Experience Facilitates Mastery Experience Through Heightened Flow and Self-Efficacy in Game-Based Creativity Learning.Yu-chu Yeh, Szu-Yu Chen, Elisa Marie Rega & Chin-Shan Lin - 2019 - Frontiers in Psychology 10:460587.
    To date, game-based learning programs that include comprehensive creativity skills and disposition training are still very limited. The present researchers developed a comprehensive game-based creativity learning program for fifth and sixth grade pupils. Further analysis presented relationship trends between mindful learning experience, flow experience, self-efficacy, and mastery experience. Eighty-three 5th and 6th grade participants undertook the six-week game-based creativity learning program. Upon the completion of experimental instruction, those who scored higher on the concerned variables improved more (...)
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  14.  95
    Lost in Learning: Hypertext Navigational Efficiency Measures Are Valid for Predicting Learning in Virtual Reality Educational Games.Chris Ferguson & Herre van Oostendorp - 2020 - Frontiers in Psychology 11.
    The lostness measure, an implicit and unobtrusive measure originally designed for assessing the usability of hypertext systems, could be useful in Virtual Reality (VR) games where players need to find information to complete a task. VR locomotion systems with node-based movement mimic actions for exploration and browsing found in hypertext systems. For that reason, hypertext usability measures, such as “lostness” can be used to identify how disoriented a player is when completing tasks in an educational game by examining steps (...)
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  15. Foreword vii Acknowledgements viii.Essays on Cooperative Games, in Honor of Guillermo Owen & Gianfranco Gambarelli - 2004 - Theory and Decision 56:405-408.
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  16.  5
    A near-optimal polynomial time algorithm for learning in certain classes of stochastic games.Ronen I. Brafman & Moshe Tennenholtz - 2000 - Artificial Intelligence 121 (1-2):31-47.
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  17.  79
    An evolutionary game theoretic perspective on learning in multi-agent systems.Karl Tuyls, Ann Nowe, Tom Lenaerts & Bernard Manderick - 2004 - Synthese 139 (2):297 - 330.
    In this paper we revise Reinforcement Learning and adaptiveness in Multi-Agent Systems from an Evolutionary Game Theoretic perspective. More precisely we show there is a triangular relation between the fields of Multi-Agent Systems, Reinforcement Learning and Evolutionary Game Theory. We illustrate how these new insights can contribute to a better understanding of learning in MAS and to new improved learning algorithms. All three fields are introduced in a self-contained manner. Each relation is discussed in detail with (...)
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  18.  18
    ‘Wicked problems’ as catalysts for learning in educational ethics games.Aline Nardo & Matthew Gaydos - 2021 - Ethics and Education 16 (4):492-509.
    ABSTRACT In this paper we discuss the potential of digital games to create meaningful educational experiences that contribute to the learning of ethics in higher education Science, Technology, Engineering and Mathematics degrees. We describe the design of a new digital ethics game with a focus on the challenges we encountered when applying existing theoretical frameworks for educational games and propose ways to address these challenges. We contend that existing design frameworks fail to account for the ‘wickedness’ of (...)
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  19.  31
    Gamification in Learning and Education: Enjoy Learning Like Gaming.Jingjing Hu - 2020 - British Journal of Educational Studies 68 (2):265-267.
  20.  27
    Learning in dramatic and virtual worlds: What do students say about complementarity and future directions?John O’Toole & Julie Dunn - 2008 - Journal of Aesthetic Education 42 (4):89-104.
    In lieu of an abstract, here is a brief excerpt of the content:Learning in Dramatic and Virtual Worlds:What Do Students Say About Complementarity and Future Directions?John O'Toole (bio) and Julie Dunn (bio)A top financial backer has arrived to determine which team of computer interaction designers has developed the most exciting and innovative proposal for the Everest component of the Virtually Impossible Computer Company's Conquerors of the World Series. Tension is high as the presentations begin, but this tension soon turns (...)
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  21. 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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  22.  37
    Best Practices for the Design and Development of Ethical Learning Video Games.Rudy McDaniel & Stephen M. Fiore - 2012 - International Journal of Cyber Ethics in Education 2 (4):1-23.
    This article builds upon earlier research in which the authors presented case studies focused on the design and development of two original ethical learning video games. Through this case study and a review of relevant literature, the authors explored the content creation of, and theoretical rationale for, the design and development of ethics games. Both games were geared toward an undergraduate student audience as casual learning games to be completed in a few hours of (...)
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  23. Explaining Games: The Epistemic Programme in Game Theory.Boudewijn de Bruin - 2010 - Dordrecht, Netherland: Springer.
    Contents. Introduction. 1. Preliminaries. 2. Normal Form Games. 3. Extensive Games. 4. Applications of Game Theory. 5. The Methodology of Game Theory. Conclusion. Appendix. Bibliography. Index. Does game theory—the mathematical theory of strategic interaction—provide genuine explanations of human behaviour? Can game theory be used in economic consultancy or other normative contexts? Explaining Games: The Epistemic Programme in Game Theory—the first monograph on the philosophy of game theory—is an attempt to combine insights from epistemic logic and the philosophy (...)
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  24.  18
    The Explanation Game: A Formal Framework for Interpretable Machine Learning.David S. Watson & Luciano Floridi - 2021 - In Josh Cowls & Jessica Morley (eds.), The 2020 Yearbook of the Digital Ethics Lab. Springer Verlag. pp. 109-143.
    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 (...)
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  25.  4
    Measuring Cognitive Load Using In-Game Metrics of a Serious Simulation Game.Natalia Sevcenko, Manuel Ninaus, Franz Wortha, Korbinian Moeller & Peter Gerjets - 2021 - Frontiers in Psychology 12.
    Serious games have become an important tool to train individuals in a range of different skills. Importantly, serious games or gamified scenarios allow for simulating realistic time-critical situations to train and also assess individual performance. In this context, determining the user’s cognitive load during training seems crucial for predicting performance and potential adaptation of the training environment to improve training effectiveness. Therefore, it is important to identify in-game metrics sensitive to users’ cognitive load. According to Barrouillets’ time-based resource-sharing (...)
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  26.  98
    On salience and signaling in sender–receiver games: partial pooling, learning, and focal points.Travis LaCroix - 2020 - Synthese 197 (4):1725-1747.
    I introduce an extension of the Lewis-Skyrms signaling game, analysed from a dynamical perspective via simple reinforcement learning. In Lewis’ (Convention, Blackwell, Oxford, 1969) conception of a signaling game, salience is offered as an explanation for how individuals may come to agree upon a linguistic convention. Skyrms (Signals: evolution, learning & information, Oxford University Press, Oxford, 2010a) offers a dynamic explanation of how signaling conventions might arise presupposing no salience whatsoever. The extension of the atomic signaling game examined (...)
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  27.  44
    Evidence for Learning to Learn Behavior in Normal Form Games.Timothy C. Salmon - 2004 - Theory and Decision 56 (4):367-404.
    Evidence presented in Salmon (2001; Econometrica 69(6) 1597) indicates that typical tests to identify learning behavior in experiments involving normal form games possess little power to reject incorrect models. This paper begins by presenting results from an experiment designed to gather alternative data to overcome this problem. The results from these experiments indicate support for a learning-to-learn or rule learning hypothesis in which subjects change their decision rule over time. These results are then used to construct (...)
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  28. Rational Dynamics and Epistemic Logic in Games.Johan van Benthem - unknown
    Game-theoretic solution concepts describe sets of strategy profiles that are optimal for all players in some plausible sense. Such sets are often found by recursive algorithms like iterated removal of strictly dominated strategies in strategic games, or backward induction in extensive games. Standard logical analyses of solution sets use assumptions about players in fixed epistemic models for a given game, such as mutual knowledge of rationality. In this paper, we propose a different perspective, analyzing solution algorithms as processes (...)
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  29.  11
    The Map/Territory Relationship in Game-Theoretic Modeling of Cultural Evolution.Tim Elmo Feiten - forthcoming - Philosophy of Science:1-14.
    The cultural red king effect occurs when discriminatory bargaining practices emerge because of a disparity in learning speed between members of a minority and a majority. This effect has been shown to occur in some Nash Demand Game models and has been proposed as a tool for shedding light on the origins of sexist and racist discrimination in academic collaborations. This paper argues that none of the three main strategies used in the literature to support the epistemic value of (...)
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  30. Active learning strategies in a spatial concept learning game.Todd M. Gureckis & Doug Markant - 2009 - In N. A. Taatgen & H. van Rijn (eds.), Proceedings of the 31st Annual Conference of the Cognitive Science Society. pp. 3145--3150.
  31. 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 (...)
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  32.  9
    Language games: Reimagining learning conversations in art education.John M. Hammersley - 2016 - Arts and Humanities in Higher Education 18 (1):49-59.
    This paper discusses how language games might facilitate a reimagining of learning conversations in art education, by comparing them with Socratic, Kantian and post-structuralist dialogical perspectives that inform group critique. It proposes that language games may facilitate the construction of more personal and layered modes of conversation, instead of prescribing processes intended to seek universal truths, authentic self-knowledge, or disruptive critical scepticism. It argues that they promote the recognition of all co-learners as people who come with their (...)
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  33. Wisdom of the Crowds vs. Groupthink: Learning in Groups and in Isolation.Conor Mayo-Wilson, Kevin Zollman & David Danks - 2013 - International Journal of Game Theory 42 (3):695-723.
    We evaluate the asymptotic performance of boundedly-rational strategies in multi-armed bandit problems, where performance is measured in terms of the tendency (in the limit) to play optimal actions in either (i) isolation or (ii) networks of other learners. We show that, for many strategies commonly employed in economics, psychology, and machine learning, performance in isolation and performance in networks are essentially unrelated. Our results suggest that the appropriateness of various, common boundedly-rational strategies depends crucially upon the social context (if (...)
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  34.  29
    The explanation game: a formal framework for interpretable machine learning.David S. Watson & Luciano Floridi - 2021 - Synthese 198 (10):9211-9242.
    We propose a formal framework for interpretable machine learning. Combining elements from statistical learning, causal interventionism, and decision theory, we design an idealisedexplanation gamein which players collaborate to find the best explanation(s) 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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  35.  14
    The Impact of Cognitive Style Diversity on Implicit Learning in Teams.Ishani Aggarwal, Anita Williams Woolley, Christopher F. Chabris & Thomas W. Malone - 2019 - Frontiers in Psychology 10:428707.
    Organizations are increasingly looking for ways to reap the benefits of cognitive diversity for problem solving. A major unanswered question concerns the implications of cognitive diversity for longer-term outcomes such as team learning, with its broader effects on organizational learning and productivity. We study how cognitive style diversity in teams—or diversity in the way that team members encode, organize and process information—indirectly influences team learning through collective intelligence, or the general ability of a team to work together (...)
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  36.  36
    Riding: Embodying the Centaur.Ann Game - 2001 - Body and Society 7 (4):1-12.
    Through a phenomenological study of horse-human relations, this article explores the ways in which, as embodied beings, we live relationally, rather than as separate human identities. Conceptually this challenges oppositional logic and humanist assumptions, but where poststructuralist treatments of these issues tend to remain abstract, this article is concerned with an embodied demonstration of the ways in which we experience a relational or in-between logic in our everyday lives.
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  37.  4
    Toward Sociotechnical AI: Mapping Vulnerabilities for Machine Learning in Context.Roel Dobbe & Anouk Wolters - 2024 - Minds and Machines 34 (2):1-51.
    This paper provides an empirical and conceptual account on seeing machine learning models as part of a sociotechnical system to identify relevant vulnerabilities emerging in the context of use. As ML is increasingly adopted in socially sensitive and safety-critical domains, many ML applications end up not delivering on their promises, and contributing to new forms of algorithmic harm. There is still a lack of empirical insights as well as conceptual tools and frameworks to properly understand and design for the (...)
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  38.  10
    Testing Sleep Consolidation in Skill Learning: A Field Study Using an Online Game.Tom Stafford & Erwin Haasnoot - 2017 - Topics in Cognitive Science 9 (2):485-496.
    Using an observational sample of players of a simple online game, we are able to trace the development of skill in that game. Information on playing time, and player location, allows us to estimate time of day during which practice took place. We compare those whose breaks in practice probably contained a night's sleep and those whose breaks in practice probably did not contain a night's sleep. Our analysis confirms experimental evidence showing a benefit of spacing for skill learning, (...)
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  39.  5
    Promoting prosocial behaviors in children through games and play: making social emotional learning fun.Renee O. Hawkins & Laura Anne Nabors (eds.) - 2018 - New York: Nova Science Publishers.
    This ground-breaking textbook focuses on the use of play techniques and games to facilitate the positive behavioral, social, and emotional development of children with and without special needs. The chapters in this book center on the use of games and play to facilitate emotional expression, develop friendships and encourage appropriate behaviors in community contexts, such as schools, that are critical to children's adaptation in the world. For example, there are chapters explaining the importance of playground interactions for children, (...)
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  40.  16
    Testing Sleep Consolidation in Skill Learning: A Field Study Using an Online Game.Tom Stafford & Erwin Haasnoot - 2016 - Topics in Cognitive Science 8 (4).
    Using an observational sample of players of a simple online game, we are able to trace the development of skill in that game. Information on playing time, and player location, allows us to estimate time of day during which practice took place. We compare those whose breaks in practice probably contained a night's sleep and those whose breaks in practice probably did not contain a night's sleep. Our analysis confirms experimental evidence showing a benefit of spacing for skill learning, (...)
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  41.  12
    Past Gaming Experience and Cognition as Selective Predictors of Novel Game Learning Across Different Gaming Genres.Evan T. Smith, Bhargavi Bhaskar, Alex Hinerman & Chandramallika Basak - 2020 - Frontiers in Psychology 11.
    Past experience with video games and cognitive abilities have been hypothesized to independently facilitate a greater ability to learn new video games and other complex tasks. The present study was conducted to examine this “learning to learn” hypothesis. We examined the predictive effects of gaming habits and cognitive abilities on learning of two novel video games in 107 participants. One video game was from the action genre, and the other was from the strategy genre. Hours (...)
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  42. It's All in the Game: A 3D Learning Model for Business Ethics.Suzy Jagger, Haytham Siala & Diane Sloan - 2016 - Journal of Business Ethics 137 (2):383-403.
    How can we improve business ethics education for the twenty first century? This study evaluates the effectiveness of a visual case exercise in the form of a 3D immersive game given to undergraduate students at two UK Universities as part of a mandatory business ethics module. We propose that due to evolving learning styles, the immersive nature of interactive games lends itself as a vehicle to make the learning of ethics more ‘concrete’ and ‘personal’ and therefore more (...)
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  43.  20
    A factorial analysis of verbal learning tasks.Paul A. Games - 1962 - Journal of Experimental Psychology 63 (1):1.
  44.  48
    The Teacher’s Vocation: Ontology of Response.Ann Game & Andrew Metcalfe - 2008 - Studies in Philosophy and Education 27 (6):461-473.
    We argue that pedagogic authority relies on love, which is misunderstood if seen as a matter of actions and subjects. Love is based not on finite subjects and objects existing in Euclidean space and linear time, but, rather, on the non-finite ontology, space and time of relations. Loving authority is a matter of calling and vocation, arising from the spontaneous and simultaneous call-and-response of a lively relation. We make this argument through a reading of Buber’s I–You relation and Murdoch’ s (...)
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  45.  25
    The Action Game: A computational model for learning repertoires of goals and vocabularies to express them in a population of agents.Bart Jansen & Jan Cornelis - 2012 - Interaction Studies 13 (2):285-313.
    This article introduces a computational model which illustrates how a population of agents can coordinate a vocabulary for goal oriented behavior through repeated local interactions, called “Action Games”. Using principles of self organization and specific assumptions on their behavior, the agents learn the goals and a vocabulary for them. It is shown that the proposed model can be used to investigate the coordination of vocabularies for goal oriented behavior both in a vertical and in a horizontal transmission scheme. Furthermore, (...)
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  46.  17
    The Action Game: A computational model for learning repertoires of goals and vocabularies to express them in a population of agents.Bart Jansen & Jan Cornelis - 2012 - Interaction Studiesinteraction Studies Social Behaviour and Communication in Biological and Artificial Systems 13 (2):285-313.
    This article introduces a computational model which illustrates how a population of agents can coordinate a vocabulary for goal oriented behavior through repeated local interactions, called “Action Games”. Using principles of self organization and specific assumptions on their behavior, the agents learn the goals and a vocabulary for them. It is shown that the proposed model can be used to investigate the coordination of vocabularies for goal oriented behavior both in a vertical and in a horizontal transmission scheme. Furthermore, (...)
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  47.  29
    Do brokers act in the best interests of their clients? New evidence from electronic trading systems.Annilee M. Game & Andros Gregoriou - 2014 - Business Ethics: A European Review 25 (2):187-197.
    Prior research suggests brokers do not always act in the best interests of clients, although morally obligated to do so. We empirically investigated this issue focusing on trades executed at best execution price, before and after the introduction of electronic limit-order trading, on the London Stock Exchange. As a result of limit-order trading, the proportion of trades executed at the best execution price for the customer significantly increased. We attribute this to a sustained increase in the liquidity of stocks as (...)
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  48.  42
    Gaming, Texting, Learning? Teaching Engineering Ethics Through Students' Lived Experiences With Technology.Georgina Voss - 2013 - Science and Engineering Ethics 19 (3):1375-1393.
    This paper examines how young peoples’ lived experiences with personal technologies can be used to teach engineering ethics in a way which facilitates greater engagement with the subject. Engineering ethics can be challenging to teach: as a form of practical ethics, it is framed around future workplace experience in a professional setting which students are assumed to have no prior experience of. Yet the current generations of engineering students, who have been described as ‘digital natives’, do however have immersive personal (...)
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  49.  16
    Learning logic, logical games.Zoltan P. Dienes - 1966 - [New York]: Herder & Herder. Edited by E. W. Golding.
  50.  16
    A Question of Fit: Cultural and Individual Differences in Interpersonal Justice Perceptions.Annilee M. Game & Jonathan R. Crawshaw - 2017 - Journal of Business Ethics 144 (2):279-291.
    This study examined the link between employees’ adult attachment orientations and perceptions of line managers’ interpersonal justice behaviors, and the moderating effect of national culture. Participants from countries categorized as low collectivistic and high collectivistic completed an online survey. Attachment anxiety and avoidance were negatively related to interpersonal justice perceptions. Cultural differences did not moderate the effects of avoidance. However, the relationship between attachment anxiety and interpersonal justice was non-significant in the Southern Asia cultural cluster. Our findings indicate the importance (...)
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