Results for 'Linear game'

993 found
Order:
  1.  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’ (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark   5 citations  
  2.  42
    A game semantics for linear logic.Andreas Blass - 1992 - Annals of Pure and Applied Logic 56 (1-3):183-220.
    We present a game semantics in the style of Lorenzen for Girard's linear logic . Lorenzen suggested that the meaning of a proposition should be specified by telling how to conduct a debate between a proponent P who asserts and an opponent O who denies . Thus propositions are interpreted as games, connectives as operations on games, and validity as existence of a winning strategy for P. We propose that the connectives of linear logic can be naturally (...)
    Direct download (4 more)  
     
    Export citation  
     
    Bookmark   56 citations  
  3.  53
    Games and full completeness for multiplicative linear logic.Abramsky Samson & Jagadeesan Radha - 1994 - Journal of Symbolic Logic 59 (2):543-574.
    We present a game semantics for Linear Logic, in which formulas denote games and proofs denote winning strategies. We show that our semantics yields a categorical model of Linear Logic and prove full completeness for Multiplicative Linear Logic with the MIX rule: every winning strategy is the denotation of a unique cut-free proof net. A key role is played by the notion of history-free strategy; strong connections are made between history-free strategies and the Geometry of Interaction. (...)
    Direct download (8 more)  
     
    Export citation  
     
    Bookmark   37 citations  
  4.  7
    Linear Programming Tools for Analyzing Strategic Games of Independence-Friendly Logic and Applications.Merlijn Sevenster - 2018 - In Hans van Ditmarsch & Gabriel Sandu (eds.), Jaakko Hintikka on Knowledge and Game Theoretical Semantics. Cham, Switzerland: Springer. pp. 475-497.
    In recent work, semantic games of independence-friendly logic were studied in strategic form in terms of Nash equilibria. The class of strategic games of independence-friendly logic is contained in the class of win-loss, zero-sum two-player games. In this note we draw on the theory of linear programming to develop tools to analyze the value of such games. We give two applications of these tools to independence-friendly logic under the so-called equilibrium semantics.
    No categories
    Direct download  
     
    Export citation  
     
    Bookmark  
  5.  49
    Linear logic proof games and optimization.Patrick D. Lincoln, John C. Mitchell & Andre Scedrov - 1996 - Bulletin of Symbolic Logic 2 (3):322-338.
    § 1. Introduction. Perhaps the most surprising recent development in complexity theory is the discovery that the class NP can be characterized using a form of randomized proof checker that only examines a constant number of bits of the “proof” that a string is in a language [6, 5, 31, 3, 4]. More specifically, writing ∣x∣ for the length of a string x, a language L in the class NP of languages recognizable in Nondeterministic polynomial time is traditionally given by (...)
    Direct download (11 more)  
     
    Export citation  
     
    Bookmark  
  6.  21
    A parallel game semantics for Linear Logic.Stefano Baratella & Stefano Berardi - 1997 - Archive for Mathematical Logic 36 (3):189-217.
    We describe the constructive content of proofs in a fragment of propositional Infinitary Linear Logic in terms of strategies for a suitable class of games. Such strategies interpret linear proofs as parallel algorithms as long as the asymmetry of the connectives ? and ! allows it.
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark  
  7.  12
    Pebble games and linear equations.Martin Grohe & Martin Otto - 2015 - Journal of Symbolic Logic 80 (3):797-844.
  8.  9
    Petri nets, Horn programs, Linear Logic and vector games.Max I. Kanovich - 1995 - Annals of Pure and Applied Logic 75 (1-2):107-135.
    Linear Logic was introduced by Girard as a resource-sensitive refinement of classical logic. In this paper we establish strong connections between natural fragments of Linear Logic and a number of basic concepts related to different branches of Computer Science such as Concurrency Theory, Theory of Computations, Horn Programming and Game Theory. In particular, such complete correlations allow us to introduce several new semantics for Linear Logic and to clarify many results on the complexity of natural fragments (...)
    Direct download (4 more)  
     
    Export citation  
     
    Bookmark   5 citations  
  9.  30
    A constructive game semantics for the language of linear logic.Giorgi Japaridze - 1997 - Annals of Pure and Applied Logic 85 (2):87-156.
    I present a semantics for the language of first-order additive-multiplicative linear logic, i.e. the language of classical first-order logic with two sorts of disjunction and conjunction. The semantics allows us to capture intuitions often associated with linear logic or constructivism such as sentences = games, SENTENCES = resources or sentences = problems, where “truth” means existence of an effective winning strategy.The paper introduces a decidable first-order logic ET in the above language and gives a proof of its soundness (...)
    Direct download (4 more)  
     
    Export citation  
     
    Bookmark   7 citations  
  10.  18
    Ehrenfeucht-fraïssé games on a class of scattered linear orders.Feresiano Mwesigye & John Kenneth Truss - 2020 - Journal of Symbolic Logic 85 (1):37-60.
    Two structures A and B are n-equivalent if Player II has a winning strategy in the n-move Ehrenfeucht-Fraïssé game on A and B. In earlier articles we studied n-equivalence classes of ordinals and coloured ordinals. In this article we similarly treat a class of scattered order-types, focussing on monomials and sums of monomials in ω and its reverse ω*.
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  11. Philosophy of games.C. Thi Nguyen - 2017 - Philosophy Compass 12 (8):e12426.
    What is a game? What are we doing when we play a game? What is the value of playing games? Several different philosophical subdisciplines have attempted to answer these questions using very distinctive frameworks. Some have approached games as something like a text, deploying theoretical frameworks from the study of narrative, fiction, and rhetoric to interrogate games for their representational content. Others have approached games as artworks and asked questions about the authorship of games, about the ontology of (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark   17 citations  
  12.  18
    Market-based Approach in Shift from Linear Economy Towards Circular Economy Supported by Game Theory Analysis.Stephan Maier & Martin Dolinsky - 2015 - Creative and Knowledge Society 5 (2):1-10.
    Purpose of the article is to partially describe underpinning economics for the circular economy. A circular economy is an advancement from the linear economy which behaves according to the hierarchy of 6R, preferring reuse, remanufacture or recycle solutions insead of disposal. This new approach is a trigger of new business models seeking many times vor various kinds of support from the side of government. However, governmental support is not neither the only option nor the most functional one. Underpinning economics (...)
    No categories
    Direct download  
     
    Export citation  
     
    Bookmark  
  13. BLASS. A., A game semantics for linear logic CENZER, D. and REMMEL, J., Polynomial-time Abehan groups CLOTE, P. and TAKEUTI, G., Bounded arithmetic for NC, ALogTIME, L and NL. [REVIEW]P. Lincoln, J. Mitchell & A. Scedrov - 1992 - Annals of Pure and Applied Logic 56:365.
     
    Export citation  
     
    Bookmark   1 citation  
  14.  60
    Hierarchies achievable in simple games.Josep Freixas & Montserrat Pons - 2010 - Theory and Decision 68 (4):393-404.
    A previous work by Friedman et al. (Theory and Decision, 61:305–318, 2006) introduces the concept of a hierarchy of a simple voting game and characterizes which hierarchies, induced by the desirability relation, are achievable in linear games. In this paper, we consider the problem of determining all hierarchies, conserving the ordinal equivalence between the Shapley–Shubik and the Penrose–Banzhaf–Coleman power indices, achievable in simple games. It is proved that only four hierarchies are non-achievable in simple games. Moreover, it is (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark   2 citations  
  15.  8
    Linear Programming from Fibonacci to Farkas.Norman Biggs - 2021 - Annals of Science 78 (1):1-21.
    ABSTRACT At the beginning of the 13th century Fibonacci described the rules for making mixtures of all kinds, using the Hindu-Arabic system of arithmetic. His work was repeated in the early printed books of arithmetic, many of which contained chapters on ‘alligation', as the subject became known. But the rules were expressed in words, so the subject often appeared difficult, and occasionally mysterious. Some clarity began to appear when Thomas Harriot introduced a modern form of algebraic notation around 1600, and (...)
    No categories
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  16.  45
    Indecomposable linear orderings and hyperarithmetic analysis.Antonio Montalbán - 2006 - Journal of Mathematical Logic 6 (1):89-120.
    A statement of hyperarithmetic analysis is a sentence of second order arithmetic S such that for every Y⊆ω, the minimum ω-model containing Y of RCA0 + S is HYP, the ω-model consisting of the sets hyperarithmetic in Y. We provide an example of a mathematical theorem which is a statement of hyperarithmetic analysis. This statement, that we call INDEC, is due to Jullien [13]. To the author's knowledge, no other already published, purely mathematical statement has been found with this property (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark   11 citations  
  17. 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 (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark  
  18.  30
    A linear generalization of Stackelberg’s model.Thierry Lafay - 2010 - Theory and Decision 69 (2):317-326.
    We study an extension of Stackelberg’s model in which many firms can produce at many different times. Demand is affine, while cost is linear. In this setting, we investigate whether Stackelberg’s results in a two-firm game are robust when the number of firms increases. We show that firms may not need to anticipate further entries, leaders might earn less than in the simultaneous game, and, whatever its cost and its time of entry, the firm’s entry always improves (...)
    No categories
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark   1 citation  
  19. Differential Games in Economics and Management Science.Engelbert J. Dockner, Steffen Jorgensen, Ngo Van Long & Gerhard Sorger - 2000 - Cambridge University Press.
    A comprehensive, self-contained survey of the theory and applications of differential games, one of the most commonly used tools for modelling and analysing economics and management problems which are characterised by both multiperiod and strategic decision making. Although no prior knowledge of game theory is required, a basic knowledge of linear algebra, ordinary differential equations, mathematical programming and probability theory is necessary. Part One presents the theory of differential games, starting with the basic concepts of game theory (...)
    No categories
     
    Export citation  
     
    Bookmark   1 citation  
  20.  27
    Polarized games.Olivier Laurent - 2004 - Annals of Pure and Applied Logic 130 (1-3):79-123.
    We generalize the intuitionistic Hyland–Ong games to a notion of polarized games allowing games with plays starting by proponent moves. The usual constructions on games are adjusted to fit this setting yielding game models for both Intuitionistic Linear Logic and Polarized Linear Logic. We prove a definability result for this polarized model and this gives complete game models for various classical systems: , λμ-calculus, … for both call-by-name and call-by-value evaluations.
    Direct download (4 more)  
     
    Export citation  
     
    Bookmark   3 citations  
  21.  34
    A construction for recursive linear orderings.C. J. Ash - 1991 - Journal of Symbolic Logic 56 (2):673-683.
    We re-express a previous general result in a way which seems easier to remember, using the terminology of infinite games. We show how this can be applied to construct recursive linear orderings, showing, for example, that if there is a ▵ 0 2β + 1 linear ordering of type τ, then there is a recursive ordering of type ω β · τ.
    Direct download (8 more)  
     
    Export citation  
     
    Bookmark   9 citations  
  22.  6
    Game Analysis of Dynamic Planning Evolution for the Optimization of Community Governance Structure in Smart Cities.Gaofeng Liang - 2021 - Complexity 2021:1-10.
    In this paper, we study the structural optimization of community governance in smart cities and optimize the structure based on the game analysis of dynamic planning evolution. Theoretically, the connotation and extension of the concept of “self-organization” are cleared, and the environment and conditions of community self-organization formation, the formation process of community self-organization, and the types of community self-organization are discussed. The so-called “self-organization” is a process of spontaneously moving from disorder to order, and the environment and conditions (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  23.  29
    Assistive HCI-Serious Games Co-design Insights: The Case Study of i-PROGNOSIS Personalized Game Suite for Parkinson’s Disease.Sofia Balula Dias, José Alves Diniz, Evdokimos Konstantinidis, Theodore Savvidis, Vicky Zilidou, Panagiotis D. Bamidis, Athina Grammatikopoulou, Kosmas Dimitropoulos, Nikos Grammalidis, Hagen Jaeger, Michael Stadtschnitzer, Hugo Silva, Gonçalo Telo, Ioannis Ioakeimidis, George Ntakakis, Fotis Karayiannis, Estelle Huchet, Vera Hoermann, Konstantinos Filis, Elina Theodoropoulou, George Lyberopoulos, Konstantinos Kyritsis, Alexandros Papadopoulos, Anastasios Depoulos, Dhaval Trivedi, Ray K. Chaudhuri, Lisa Klingelhoefer, Heinz Reichmann, Sevasti Bostantzopoulou, Zoe Katsarou, Dimitrios Iakovakis, Stelios Hadjidimitriou, Vasileios Charisis, George Apostolidis & Leontios J. Hadjileontiadis - 2021 - Frontiers in Psychology 11.
    Human-Computer Interaction and games set a new domain in understanding people’s motivations in gaming, behavioral implications of game play, game adaptation to player preferences and needs for increased engaging experiences in the context of HCI serious games. When the latter relate with people’s health status, they can become a part of their daily life as assistive health status monitoring/enhancement systems. Co-designing HCI-SGs can be seen as a combination of art and science that involves a meticulous collaborative process. The (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   1 citation  
  24.  44
    Logics for Qualitative Coalitional Games.Thomas Agotnes, Wiebe van der Hoek & Michael Wooldridge - 2009 - Logic Journal of the IGPL 17 (3):299-321.
    Qualitative Coalitional Games are a variant of coalitional games in which an agent's desires are represented as goals that are either satisfied or unsatisfied, and each choice available to a coalition is a set of goals, which would be jointly satisfied if the coalition made that choice. A coalition in a QCG will typically form in order to bring about a set of goals that will satisfy all members of the coalition. Our goal in this paper is to develop and (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  25.  22
    Representing and Reasoning about Game Strategies.Dongmo Zhang & Michael Thielscher - 2015 - Journal of Philosophical Logic 44 (2):203-236.
    As a contribution to the challenge of building game-playing AI systems, we develop and analyse a formal language for representing and reasoning about strategies. Our logical language builds on the existing general Game Description Language and extends it by a standard modality for linear time along with two dual connectives to express preferences when combining strategies. The semantics of the language is provided by a standard state-transition model. As such, problems that require reasoning about games can be (...)
    Direct download (5 more)  
     
    Export citation  
     
    Bookmark   2 citations  
  26.  60
    A recursion principle for linear orderings.Juha Oikkonen - 1992 - Journal of Symbolic Logic 57 (1):82-96.
    The idea of this paper is to approach linear orderings as generalized ordinals and to study how they are made from their initial segments. First we look at how the equality of two linear orderings can be expressed in terms of equality of their initial segments. Then we shall use similar methods to define functions by recursion with respect to the initial segment relation. Our method is based on the use of a game where smaller and smaller (...)
    Direct download (8 more)  
     
    Export citation  
     
    Bookmark   3 citations  
  27.  15
    Unraveling Braid: Puzzle Games and Storytelling in the Imperative Mood.Luke Arnott - 2012 - Bulletin of Science, Technology and Society 32 (6):433-440.
    “Unraveling Braid” analyzes how unconventional, non-linear narrative fiction can help explain the ways in which video games signify. Specifically, this essay looks at the links between the semiotic features of Jonathan Blow’s 2008 puzzle-platform video game Braid and similar elements in Georges Perec’s 1978 novel Life A User’s Manual, as well as in other puzzle-themed literary precursors. Blow’s game design concepts “dynamical meaning” and “game play rhetoric” are explained in relation to a number of Braid levels; (...)
    Direct download  
     
    Export citation  
     
    Bookmark   1 citation  
  28. Endogenous Timing in a Gaming Tournament.Jason F. Shogren, Stephan Kroll, Todd L. Cherry & Kyung Hwan Baik - 1999 - Theory and Decision 47 (1):1-21.
    This paper examines the theoretical background and actual behavior in a gaming tournament with endogenous timing where a person has more incentive, structure, and time to form a strategy. The baseline treatment suggests that subgame perfection is a reasonable predictor of behavior –- subjects made 170 of 208 theoretically predicted choices of best actions, with the majority of mistakes made in timing choices by the players who did not survive the cut to the second round. Four sensitivity treatments established that (...)
    Direct download (5 more)  
     
    Export citation  
     
    Bookmark  
  29.  75
    Totality in arena games.Pierre Clairambault & Russ Harmer - 2010 - Annals of Pure and Applied Logic 161 (5):673-689.
    We tackle the problem of preservation of totality by composition in arena games. We first explain how this problem reduces to a finiteness theorem on what we call pointer structures, similar to the parity pointer functions of Harmer, Hyland and Mélliès and the interaction sequences of Coquand. We discuss how this theorem relates to normalization of linear head reduction in simply-typed lambda-calculus, leading us to a semantic realizability proof à la Kleene of our theorem. We then present another proof (...)
    Direct download (4 more)  
     
    Export citation  
     
    Bookmark  
  30.  10
    Endogenous Timing in a Gaming Tournament.Kyung Hwan Baik, Todd Cherry, Stephan Kroll & Jason Shogren - 1999 - Theory and Decision 47 (1):1-21.
    This paper examines the theoretical background and actual behavior in a gaming tournament with endogenous timing where a person has more incentive, structure, and time to form a strategy. The baseline treatment suggests that subgame perfection is a reasonable predictor of behavior –- subjects made 170 of 208 theoretically predicted choices of best actions, with the majority of mistakes made in timing choices by the players who did not survive the cut to the second round. Four sensitivity treatments established that (...)
    No categories
    Direct download  
     
    Export citation  
     
    Bookmark  
  31.  19
    On winning Ehrenfeucht games and monadic NP.Thomas Schwentick - 1996 - Annals of Pure and Applied Logic 79 (1):61-92.
    Inexpressibility results in Finite Model Theory are often proved by showing that Duplicator, one of the two players of an Ehrenfeucht game, has a winning strategy on certain structures.In this article a new method is introduced that allows, under certain conditions, the extension of a winning strategy of Duplicator on some small parts of two finite structures to a global winning strategy.As applications of this technique it is shown that • — Graph Connectivity is not expressible in existential monadic (...)
    Direct download (4 more)  
     
    Export citation  
     
    Bookmark   5 citations  
  32. 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 games (...)
     
    Export citation  
     
    Bookmark  
  33. 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 games (...)
     
    Export citation  
     
    Bookmark  
  34. Imperative programs as proofs via game semantics.Martin Churchill, Jim Laird & Guy McCusker - 2013 - Annals of Pure and Applied Logic 164 (11):1038-1078.
    Game semantics extends the Curry–Howard isomorphism to a three-way correspondence: proofs, programs, strategies. But the universe of strategies goes beyond intuitionistic logics and lambda calculus, to capture stateful programs. In this paper we describe a logical counterpart to this extension, in which proofs denote such strategies. The system is expressive: it contains all of the connectives of Intuitionistic Linear Logic, and first-order quantification. Use of Lairdʼs sequoid operator allows proofs with imperative behaviour to be expressed. Thus, we can (...)
    Direct download (6 more)  
     
    Export citation  
     
    Bookmark  
  35. The γ-core in Cournot oligopoly TU-games with capacity constraints.Aymeric Lardon - 2012 - Theory and Decision 72 (3):387-411.
    In cooperative Cournot oligopoly games, it is known that the β-core is equal to the α-core, and both are non-empty if every individual profit function is continuous and concave (Zhao, Games Econ Behav 27:153–168, 1999b). Following Chander and Tulkens (Int J Game Theory 26:379–401, 1997), we assume that firms react to a deviating coalition by choosing individual best reply strategies. We deal with the problem of the non-emptiness of the induced core, the γ-core, by two different approaches. The first (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark   2 citations  
  36.  69
    Proof and refutation in MALL as a game.Olivier Delande, Dale Miller & Alexis Saurin - 2010 - Annals of Pure and Applied Logic 161 (5):654-672.
    We present a setting in which the search for a proof of B or a refutation of B can be carried out simultaneously: in contrast, the usual approach in automated deduction views proving B or proving ¬B as two, possibly unrelated, activities. Our approach to proof and refutation is described as a two-player game in which each player follows the same rules. A winning strategy translates to a proof of the formula and a counter-winning strategy translates to a refutation (...)
    Direct download (6 more)  
     
    Export citation  
     
    Bookmark   4 citations  
  37.  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 (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  38.  39
    A Note On The Owen Set Of Linear.Vito Fragnelli - 2004 - Theory and Decision 56 (1-2):205-213.
    No categories
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark  
  39.  6
    Performance Optimization Method of Community Sports Facilities Configuration Based on Linear Planning Model.Xuefeng Tan, Chenggen Guo, Pu Sun & Shaojie Zhang - 2022 - Complexity 2022:1-7.
    The conventional community sports facility allocation methods have high minimum costs, and a new community sports facility allocation performance optimization method is designed based on a linear programming model in order to reduce the performance capital investment. The standardized community sports facility allocation performance objective function is established, and a pairwise model is built to divide the feasible and optimal solutions, and the feasible solutions and their constraints are found out. Establish a community sports facility configuration performance optimization model, (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  40. The puzzle of cooperation in a game of chicken: an experimental study. [REVIEW]Marie-Laure Cabon-Dhersin & Nathalie Etchart-Vincent - 2012 - Theory and Decision 72 (1):65-87.
    The objective of this article is to investigate the impact of agent heterogeneity (as regards their attitude towards cooperation) and payoff structure on cooperative behaviour, using an experimental setting with incomplete information. A game of chicken is played considering two types of agents: ‘unconditional cooperators’, who always cooperate, and ‘strategic cooperators’, who do not cooperate unless it is in their interest to do so. Overall, our data show a much higher propensity to cooperate than predicted by theory. They also (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark   2 citations  
  41.  44
    On Ehrenfeucht-fraïssé equivalence of linear orderings.Juha Oikkonen - 1990 - Journal of Symbolic Logic 55 (1):65-73.
    C. Karp has shown that if α is an ordinal with ω α = α and A is a linear ordering with a smallest element, then α and $\alpha \bigotimes A$ are equivalent in L ∞ω up to quantifer rank α. This result can be expressed in terms of Ehrenfeucht-Fraïssé games where player ∀ has to make additional moves by choosing elements of a descending sequence in α. Our aim in this paper is to prove a similar result for (...)
    Direct download (8 more)  
     
    Export citation  
     
    Bookmark   1 citation  
  42.  7
    Trading transforms of non-weighted simple games and integer weights of weighted simple games.Tomomi Matsui & Akihiro Kawana - 2021 - Theory and Decision 93 (1):131-150.
    This study investigates simple games. A fundamental research question in this field is to determine necessary and sufficient conditions for a simple game to be a weighted majority game. Taylor and Zwicker showed that a simple game is non-weighted if and only if there exists a trading transform of finite size. They also provided an upper bound on the size of such a trading transform, if it exists. Gvozdeva and Slinko improved that upper bound; their proof employed (...)
    No categories
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  43.  59
    The interaction of three facets of concrete thinking in a game of chance.Rosemary Pacini & Seymour Epstein - 1999 - Thinking and Reasoning 5 (4):303 – 325.
    The ratio-bias (RB) phenomenon refers to the perceived likelihood of a low-probability event as greater when it is presented in the form of larger (e.g. 10-in-100) rather than smaller (e.g. 1-in-10) numbers. According to cognitive-experiential self-theory (CEST), the RB effect in a game of chance in a win condition, in which drawing a red jellybean is rewarded, can be accounted for by two facets of concrete thinking, the greater comprehension (at the intuitive-experiential level) of single numbers than of ratios, (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   3 citations  
  44.  27
    Implementing egalitarianism in a class of Nash demand games.Emin Karagözoğlu & Shiran Rachmilevitch - 2018 - Theory and Decision 85 (3-4):495-508.
    We add a stage to Nash’s demand game by allowing the greedier player to revise his demand if the demands are not jointly feasible. If he decides to stick to his initial demand, then the game ends and no one receives anything. If he decides to revise it down to 1-x\documentclass[12pt]{minimal} \usepackage{amsmath} \usepackage{wasysym} \usepackage{amsfonts} \usepackage{amssymb} \usepackage{amsbsy} \usepackage{mathrsfs} \usepackage{upgreek} \setlength{\oddsidemargin}{-69pt} \begin{document}$$1-x$$\end{document}, where x is his initial demand, the revised demand is implemented with certainty. The implementation probability changes linearly between (...)
    No categories
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   1 citation  
  45. Primary literature.Mike Game - 2007 - In Diarmuid Costello & Jonathan Vickery (eds.), Art: key contemporary thinkers. New York: Berg. pp. 159.
     
    Export citation  
     
    Bookmark  
  46. Collision: The Pleasure of Reading: Playing Games with Time in Tristram Shandy.Adam Schipper - 2015 - Evental Aesthetics 3 (3):18-27.
    The aesthetic experience of Laurence Sterne’s The Life and Opinion of Tristram Shandy, Gentleman is not reducible to an interpretation of plot or a linear critical analysis on the level of structure. Instead, it is thematized around a particular paradox of “double chronology” of autobiography, which continues the unfolding of the text yet simultaneously disrupts it. As such, Tristram Shandy’s lack of plot is a secondary phenomenon to the textual game of detour and digression it plays. This essay (...)
     
    Export citation  
     
    Bookmark  
  47. Foreword vii Acknowledgements viii.Essays on Cooperative Games, in Honor of Guillermo Owen & Gianfranco Gambarelli - 2004 - Theory and Decision 56:405-408.
    No categories
     
    Export citation  
     
    Bookmark  
  48.  3
    Assessing the External Load Associated With High-Intensity Activities Recorded During Official Basketball Games.Marco Pernigoni, Davide Ferioli, Ramūnas Butautas, Antonio La Torre & Daniele Conte - 2021 - Frontiers in Psychology 12.
    Load monitoring in basketball is fundamental to develop training programs, maximizing performance while reducing injury risk. However, information regarding the load associated with specific activity patterns during competition is limited. This study aimed at assessing the external load associated with high-intensity activities recorded during official basketball games, with respect to different activity patterns, playing positions, and activities performed with or without ball. Eleven male basketball players competing in the Lithuanian third division were recruited for this study. Three in-season games were (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  49.  11
    Semantics modulo satisfiability with applications: function representation, probabilities and game theory.Sandro Márcio da Silva Preto - 2022 - Bulletin of Symbolic Logic 28 (2):264-265.
    In the context of propositional logics, we apply semantics modulo satisfiability—a restricted semantics which comprehends only valuations that satisfy some specific set of formulas—with the aim to efficiently solve some computational tasks. Three possible such applications are developed.We begin by studying the possibility of implicitly representing rational McNaughton functions in Łukasiewicz Infinitely-valued Logic through semantics modulo satisfiability. We theoretically investigate some approaches to such representation concept, called representation modulo satisfiability, and describe a polynomial algorithm that builds representations in the newly (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  50.  17
    Procedural monsters: rhetoric, commonplace and ‘heroic madness’ in video games.Tom Grimwood - 2018 - Journal for Cultural Research 22 (3):310-324.
    ABSTRACTThis paper draws on Ian Bogost’s argument that video games constitute a form of ‘procedural rhetoric’, in order to re-examine the representation of heroic madness First-Person-Shooter games. Rejecting the idea that games attempt to recreate the experience of madness to the player through linear representation, the paper instead identifies two persistent commonplace figures which appear within the genre: the monstrous double, and the reaching tentacle. While Bogost’s notion of procedural rhetoric allows analysis to move away from the more facile (...)
    Direct download (6 more)  
     
    Export citation  
     
    Bookmark  
1 — 50 / 993