Results for 'Restricted games'

993 found
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  1. A unified approach to restricted games.E. Algaba, J. M. Bilbao & J. J. López - 2001 - Theory and Decision 50 (4):333-345.
    There have been two main lines in the literature on restricted games: the first line was started by Myerson (1977) that studied graph-restricted games an the second one was initiated by Faigle (1989). The present paper provides a unified way to look on the literature and establishes connections between the two different lines on restricted games. The strength and advantages of this unified approach becomes clear in the study of the inheritance of the convexity (...)
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  2.  22
    Communication and its cost in graph-restricted games.Edward C. Rosenthal - 1988 - Theory and Decision 25 (3):275-286.
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  3.  11
    Characteristic function games with restricted agent interactions: Core-stability and coalition structures.Georgios Chalkiadakis, Gianluigi Greco & Evangelos Markakis - 2016 - Artificial Intelligence 232 (C):76-113.
  4.  16
    Other and else : restrictions on quantifier domains in game-theoretical semantics.Michael Hand - 1987 - Notre Dame Journal of Formal Logic 28 (3):423-430.
  5.  26
    Effort Games and the Price of Myopia.Yoram Bachrach, Michael Zuckerman & Jeffrey S. Rosenschein - 2009 - Mathematical Logic Quarterly 55 (4):377-396.
    We consider Effort Games, a game-theoretic model of cooperation in open environments, which is a variant of the principal-agent problem from economic theory. In our multiagent domain, a common project depends on various tasks; carrying out certain subsets of the tasks completes the project successfully, while carrying out other subsets does not. The probability of carrying out a task is higher when the agent in charge of it exerts effort, at a certain cost for that agent. A central authority, (...)
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  6.  32
    Games and Cardinalities in Inquisitive First-Order Logic.Gianluca Grilletti & Ivano Ciardelli - 2023 - Review of Symbolic Logic 16 (1):241-267.
    Inquisitive first-order logic, InqBQ, is a system which extends classical first-order logic with formulas expressing questions. From a mathematical point of view, formulas in this logic express properties of sets of relational structures. This paper makes two contributions to the study of this logic. First, we describe an Ehrenfeucht–Fraïssé game for InqBQ and show that it characterizes the distinguishing power of the logic. Second, we use the game to study cardinality quantifiers in the inquisitive setting. That is, we study what (...)
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  7.  46
    Ontology and Transmedial Games.Christopher Bartel - 2018 - In Jon Robson & Grant Tavinor (eds.), The Aesthetics of Videogames. New York, NY, USA: pp. 9-23.
    Some theorists claim that games are “transmedial”, meaning that the same game can be played in different media. It is unclear, however, what are the limits of transmedial games. Are all games in-principle transmedial, or only some? One suggestion offered by Jesper Juul is that, if games are understood as sets of rules, then a game is transmedial if its rules can be either implemented or adapted into some new media. I argue against this view on (...)
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  8.  23
    Game-based notions of locality over finite models.Marcelo Arenas, Pablo Barceló & Leonid Libkin - 2008 - Annals of Pure and Applied Logic 152 (1-3):3-30.
    Locality notions in logic say that the truth value of a formula can be determined locally, by looking at the isomorphism type of a small neighbourhood of its free variables. Such notions have proved to be useful in many applications. They all, however, refer to isomorphisms of neighbourhoods, which most local logics cannot test. A stronger notion of locality says that the truth value of a formula is determined by what the logic itself can say about that small neighbourhood. Since (...)
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  9.  83
    Dialogue Games for Many-Valued Logics — an Overview.C. G. Fermüller - 2008 - Studia Logica 90 (1):43-68.
    An overview of different versions and applications of Lorenzen’s dialogue game approach to the foundations of logic, here largely restricted to the realm of manyvalued logics, is presented. Among the reviewed concepts and results are Giles’s characterization of Łukasiewicz logic and some of its generalizations to other fuzzy logics, including interval based logics, a parallel version of Lorenzen’s game for intuitionistic logic that is adequate for finite- and infinite-valued Gödel logics, and a truth comparison game for infinite-valued Gödel logic.
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  10.  17
    Infinite games played on finite graphs.Robert McNaughton - 1993 - Annals of Pure and Applied Logic 65 (2):149-184.
    The concept of an infinite game played on a finite graph is perhaps novel in the context of an rather extensive recent literature in which infinite games are generally played on an infinite game tree. We claim two advantages for our model, which is admittedly more restrictive. First, our games have a more apparent resemblance to ordinary parlor games in spite of their infinite duration. Second, by distinguishing those nodes of the graph that determine the winning and (...)
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  11.  15
    Game Semantics, Quantifiers and Logical Omniscience.Bruno Ramos Mendonça - forthcoming - Logic and Logical Philosophy:1-22.
    Logical omniscience states that the knowledge set of ordinary rational agents is closed for its logical consequences. Although epistemic logicians in general judge this principle unrealistic, there is no consensus on how it should be restrained. The challenge is conceptual: we must find adequate criteria for separating obvious logical consequences from non-obvious ones. Non-classical game-theoretic semantics has been employed in this discussion with relative success. On the one hand, with urn semantics [15], an expressive fragment of classical game semantics that (...)
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  12. Game Counterpossibles.Felipe Morales Carbonell - 2020 - Argumenta 6 (1):117-133.
    Counterpossibles, counterfactuals conditional with impossible antecedents, are notoriously contested; while the standard view makes them trivially true, some authors argue that they can be non-trivially true. In this paper, I examine the use of counterfactuals in the context of games, and argue that there is a case to be made for their non-triviality in a restricted sense. In particular, I examine the case of retro problems in chess, where it can happen that one is tasked with evaluating counterfactuals (...)
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  13.  17
    Game-theoretic inductive definability.Juha Oikkonen & Jouko Väänänen - 1993 - Annals of Pure and Applied Logic 65 (3):265-306.
    Oikkonen, J. and J. Väänänen, Game-theoretic inductive definability, Annals of Pure and Applied Logic 65 265-306. We use game-theoretic ideas to define a generalization of the notion of inductive definability. This approach allows induction along non-well-founded trees. Our definition depends on an underlying partial ordering of the objects. In this ordering every countable ascending sequence is assumed to have a unique supremum which enables us to go over limits. We establish basic properties of this induction and examine examples where it (...)
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  14.  50
    A Game Semantics for System P.J. Marti & R. Pinosio - 2016 - Studia Logica 104 (6):1119-1144.
    In this paper we introduce a game semantics for System P, one of the most studied axiomatic systems for non-monotonic reasoning, conditional logic and belief revision. We prove soundness and completeness of the game semantics with respect to the rules of System P, and show that an inference is valid with respect to the game semantics if and only if it is valid with respect to the standard order semantics of System P. Combining these two results leads to a new (...)
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  15.  25
    Cooperative games with homogeneous groups of participants.L. Hernández-Lamoneda & Francisco Sánchez-Sánchez - 2015 - Theory and Decision 79 (3):451-461.
    We consider a class of games, which we call “groups’ games”, in which players are partitioned into classes within which players may be considered indistinguishable. We compute explicit formulas for some of the principal values restricted to these games. This is particularly useful for dealing with games with a large number of players where the usual formulas would be impractical to compute. We give several examples that illustrate how this idea may be applied to concrete (...)
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  16.  80
    Propositions as games as types.Aarne Ranta - 1988 - Synthese 76 (3):377 - 395.
    Without violating the spirit of Game-Theoretical semantics, its results can be re-worked in Martin-Löf''s Constructive Type Theory by interpreting games as types of Myself''s winning strategies. The philosophical ideas behind Game-Theoretical Semantics in fact highly recommend restricting strategies to effective ones, which is the only controversial step in our interpretation. What is gained, then, is a direct connection between linguistic semantics and computer programming.
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  17.  27
    Solution concepts for games with ambiguous payoffs.Dorian Beauchêne - 2016 - Theory and Decision 80 (2):245-269.
    I consider games with ambiguous payoffs played by non-Expected Utility decision makers. Three equilibrium solutions are studied. Nash equilibrium in which equilibrium mixed strategies must be best responses, Crawford equilibrium in beliefs and pure equilibrium in beliefs in which equilibrium strategies are mixtures of best responses, with the latter restricting best responses to pure actions. I study the interactions between ambiguity preferences on one side and equilibrium properties on the other. I show how the equilibrium concepts differ, computing necessary (...)
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  18.  4
    A Special Kind of Game.Nicholas Moll - 2018 - In James South & Kimberly Engels (eds.), Westworld and Philosophy. Wiley-Blackwell. pp. 15–25.
    This chapter argues that Westworld functions as a role‐play experience that continually entices its guests with suggested but unrealized layers of meaning and significance in its immersive western landscape. Where traditional role‐play experiences deliver meaning through player and Game Master group interaction, Westworld provides its guests with violent escapism, sexual fantasy, and nostalgic indulgence. Within the series, the Westworld park presents itself as a combination of two aspects of tabletop role‐playing game: sandbox format and Live Action Role‐play (LARP). Within the (...)
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  19. The theory of games as a tool for the social epistemologist.Kevin J. S. Zollman - 2020 - Philosophical Studies 178 (4):1381-1401.
    Traditionally, epistemologists have distinguished between epistemic and pragmatic goals. In so doing, they presume that much of game theory is irrelevant to epistemic enterprises. I will show that this is a mistake. Even if we restrict attention to purely epistemic motivations, members of epistemic groups will face a multitude of strategic choices. I illustrate several contexts where individuals who are concerned solely with the discovery of truth will nonetheless face difficult game theoretic problems. Examples of purely epistemic coordination problems and (...)
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  20.  17
    Asymmetric guessing games.Zafer Akin - 2023 - Theory and Decision 94 (4):637-676.
    This paper theoretically and experimentally investigates the behavior of asymmetric players in guessing games. The asymmetry is created by introducing r>1\documentclass[12pt]{minimal} \usepackage{amsmath} \usepackage{wasysym} \usepackage{amsfonts} \usepackage{amssymb} \usepackage{amsbsy} \usepackage{mathrsfs} \usepackage{upgreek} \setlength{\oddsidemargin}{-69pt} \begin{document}$$r>1$$\end{document} replicas of one of the players. Two-player and restricted N-player cases are examined in detail. Based on the model parameters, the equilibrium is either unique in which all players choose zero or mixed in which the weak player (r=1\documentclass[12pt]{minimal} \usepackage{amsmath} \usepackage{wasysym} \usepackage{amsfonts} \usepackage{amssymb} \usepackage{amsbsy} \usepackage{mathrsfs} \usepackage{upgreek} \setlength{\oddsidemargin}{-69pt} \begin{document}$$r=1$$\end{document}) imitates (...)
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  21.  51
    Synchronic information, knowledge and common knowledge in extensive games.Giacomo Bonanno - 1999 - Research in Economics 53 (1):77-99.
    Restricting attention to the class of extensive games defined by von Neumann and Morgenstern with the added assumption of perfect recall, we specify the information of each player at each node of the game-tree in a way which is coherent with the original information structure of the extensive form. We show that this approach provides a framework for a formal and rigorous treatment of questions of knowledge and common knowledge at every node of the tree. We construct a particular (...)
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  22.  85
    A syntactic approach to rationality in games with ordinal payoffs.Giacomo Bonanno - 2008 - In Giacomo Bonanno, Wiebe van der Hoek & Michael Wooldridge (eds.), Logic and the Foundations of Game and Decision Theory. Amsterdam University Press.
    We consider strategic-form games with ordinal payoffs and provide a syntactic analysis of common belief/knowledge of rationality, which we define axiomatically. Two axioms are considered. The first says that a player is irrational if she chooses a particular strategy while believing that another strategy is better. We show that common belief of this weak notion of rationality characterizes the iterated deletion of pure strategies that are strictly dominated by pure strategies. The second axiom says that a player is irrational (...)
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  23.  14
    Coordination when there are restricted and unrestricted options.Shaun P. Hargreaves Heap, David Rojo Arjona & Robert Sugden - 2017 - Theory and Decision 83 (1):107-129.
    One might expect that, in pure coordination games, coordination would become less frequent as the number of options increases. Contrary to this expectation, we report an experiment which found more frequent coordination when the option set was unrestricted than when it was restricted. To try to explain this result, we develop a method for eliciting the general rules that subjects use to identify salient options in restricted and unrestricted sets. We find that each such rule, if used (...)
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  24.  43
    Forward induction in games with an outside option.Gonzalo Olcina - 1997 - Theory and Decision 42 (2):177-192.
    We provide eductive foundations for the concept of forward induction, in the class of games with an outside option. The formulation presented tries to capture in a static notion the rest point of an introspective process, achievable from some restricted preliminary beliefs. The former requisite is met by requiring the rest point to be a Nash equilibrium that yields a higher payoff than the outside option. With respect to the beliefs, we propose the Incentive Dominance Criterion. Players should (...)
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  25.  12
    Experimental cheap talk games: strategic complementarity and coordination.Francisca Jiménez-Jiménez & Javier Rodero Cosano - 2021 - Theory and Decision 91 (2):235-263.
    This paper investigates experimentally the effects of communication in distinct games with complete information. We design four games resulting from the interaction between two incentive elements: strategic complementarity and coordination. These incentive elements allow to analyse the use of cheap talk as an efficiency-enhancing and coordinating device. We implement a restricted communication protocol in repeated settings with fixed partners. Our findings provide robust evidence about how cheap talk interacts with incentives to explain strategic behaviour in a dynamic (...)
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  26.  93
    Characterization of dominance relations in finite coalitional games.Felix Brandt & Paul Harrenstein - 2010 - Theory and Decision 69 (2):233-256.
    McGarvey (Econometrica, 21(4), 608–610, 1953) has shown that any irreflexive and anti-symmetric relation can be obtained as a relation induced by majority rule. We address the analogous issue for dominance relations of finite cooperative games with non-transferable utility (coalitional NTU games). We find any irreflexive relation over a finite set can be obtained as the dominance relation of some finite coalitional NTU game. We also show that any such dominance relation is induced by a non-cooperative game through β-effectivity. (...)
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  27.  17
    Idleness would be preferred over game playing as an ideal in Suits’ Utopia.J. S. Russell - 2022 - Journal of the Philosophy of Sport 49 (3):398-413.
    This essay argues that idleness as play and leisure would be recognised as an ideal over game playing in Bernard Suits’ Utopia. Idleness is unaccountably overlooked as an ideal by Suits, as is the problem that his description of game playing is an anachronism, pushing his Utopians into a pre-Utopian condition. There is room for playing games in an idle Utopia but in a less prominent and more restricted role. Idleness as play and leisure is not defended as (...)
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  28. 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 (...)
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  29.  35
    Testing Design Bioethics Methods: Comparing a Digital Game with a Vignette Survey for Neuroethics Research with Young People.David M. Lyreskog, Gabriela Pavarini, Edward Jacobs, Vanessa Bennett, Geoffrey Mawdsley & Ilina Singh - 2023 - AJOB Empirical Bioethics 14 (1):55-64.
    Background Over the last decades, the neurosciences, behavioral sciences, and the social sciences have all seen a rapid development of innovative research methods. The field of bioethics, however, has trailed behind in methodological innovation. Despite the so-called “empirical turn” in bioethics, research methodology for project development, data collection and analysis, and dissemination has remained largely restricted to surveys, interviews, and research papers. We have previously argued for a “Design Bioethics” approach to empirical bioethics methodology, which develops purpose-built methods for (...)
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  30.  12
    The Invention of New Strategies in Bargaining Games.David Peter Wallis Freeborn - forthcoming - Philosophy of Science:1-30.
    Bargaining games have played a prominent role in modeling the evolution of social conventions. Previous models assumed that agents must choose from a predetermined set of strategies. I present a new model of two agents learning in bargaining games in which new strategies must be invented and reinforced. I study the efficiency and fairness of the model outcomes. The outcomes are somewhat efficient, but a significant part of the resource is wasted nonetheless. I implement two forms of forgetting, (...)
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  31. Connecting economic models to the real world: Game theory and the fcc spectrum auctions.Anna Alexandrova - 2006 - Philosophy of the Social Sciences 36 (2):173-192.
    Can social phenomena be understood by analyzing their parts? Contemporary economic theory often assumes that they can. The methodology of constructing models which trace the behavior of perfectly rational agents in idealized environments rests on the premise that such models, while restricted, help us isolate tendencies, that is, the stable separate effects of economic causes that can be used to explain and predict economic phenomena. In this paper, I question both the claim that models in economics supply claims about (...)
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  32. The medium or the message? Communication relevance and richness in trust games.Cristina Bicchieri, Azi Lev-on & Alex Chavez - 2010 - Synthese 176 (1):125-147.
    Subjects communicated prior to playing trust games; the richness of the communication media and the topics of conversation were manipulated. Communication richness failed to produce significant differences in first-mover investments. However, the topics of conversation made a significant difference: the amounts sent were considerably higher in the unrestricted communication conditions than in the restricted communication and no-communication conditions. Most importantly, we find that first-movers' expectations of second-movers' reciprocation are influenced by communication and strongly predict their levels of investment.
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  33.  2
    Violence in North-American Indian Sports Games.Fabrice Delsahut - 2018 - Philosophical Journal of Conflict and Violence 2 (2).
    North American Indians have often been perceived as violent, bloodthirsty human beings. The horrified fascination exerted by this violence on the European imagination takes hold of all historical accounts and lies at the heart of the smallest social productions. The sports games, whose imposing corpus is intriguing to the colonists, are also perceived as a cultural element of this gratuitous violence, a biological one, even, as inherent to their “wild nature”. And yet, far from being instinctual, this violence takes (...)
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  34.  15
    Third party sanctions in games with communication.Jan Obłój & Katarzyna Abramczuk - 2017 - Studies in Logic, Grammar and Rhetoric 50 (1):109-138.
    This paper discusses the relation between communication and preservation of social norms guarded by third-party sanctions. In 2001 Jonathan Bendor and Piotr Swistak derived deductively the existence of such norms from a simple boundedly rational choice model. Their analysis was based on a perfect public information case. We take into account communication and analyse at the micro level the process of production and interpretation of information on which decisions are based. We show that when information is fully private and we (...)
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  35.  44
    The Role of Corporations in Shaping the Global Rules of the Game: In Search of New Foundations.J. van Oosterhout - 2010 - Business Ethics Quarterly 20 (2):253-264.
    ABSTRACT:Although a research focus on the increasing involvement of corporations in shaping and maintaining the global rules of the game points out promising avenues for future research, it simultaneously makes clear how little currently established, mostly managerial conceptual frameworks have to offer in making sense of these developments. It is argued that we need to expand the rather restricted perspectives that these frameworks provide, in order to explore new conceptual foundations that will not only enable us to travel the (...)
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  36.  31
    The Role of Corporations in Shaping the Global Rules of the Game: In Search of New Foundations.J. Van Oosterhout - 2010 - Business Ethics Quarterly 20 (2):253-264.
    ABSTRACT:Although a research focus on the increasing involvement of corporations in shaping and maintaining the global rules of the game points out promising avenues for future research, it simultaneously makes clear how little currently established, mostly managerial conceptual frameworks have to offer in making sense of these developments. It is argued that we need to expand the rather restricted perspectives that these frameworks provide, in order to explore new conceptual foundations that will not only enable us to travel the (...)
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  37.  6
    Peer socialization of male adolescents in digital games: Achievement, competition, and harassment.Natalia Waechter & Markus Meschik - 2023 - Communications 48 (4):457-481.
    Socialization theories suggest that, due to social change and technological transformation, peers and media have become important institutions of socialization for young people. Assuming that male adolescents use digital games for processes of peer self-socialization, this article investigates the values they mediate in digital games and how these values are related to their practice (with a focus on harassment) in digital games. Applying a qualitative research design, 36 male adolescents who frequently play various (multiplayer) online games (...)
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  38.  13
    Extension of Gurevich-Harrington's restricted memory determinacy theorem: a criterion for the winning player and an explicit class of winning strategies.Alexander Yakhnis & Vladimir Yakhnis - 1990 - Annals of Pure and Applied Logic 48 (3):277-297.
    We extend Gurevich-Harrington's Restricted Memory Determinacy Theorem), which served in their paper as a tool to give their celebrated “short proof” of Robin's decision method for S2S. We generalize the determinacy problem by attaching to the game two opposing strategies called restraints, and by asking “which player has a strategy which is a refinement of the restraint for the player and such that it wins the game against the restraint of the opponent?” We give a solution for the Determinacy (...)
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  39. A characterization of Von Neumann games in terms of memory.Giacomo Bonanno - 2004 - Synthese 139 (2):281 - 295.
    An information completion of an extensive game is obtained by extending the information partition of every player from the set of her decision nodes to the set of all nodes. The extended partition satisfies Memory of Past Knowledge (MPK) if at any node a player remembers what she knew at earlier nodes. It is shown that MPK can be satisfied in a game if and only if the game is von Neumann (vN) and satisfies memory at decision nodes (the restriction (...)
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  40.  63
    Belief base merging as a game.Sébastien Konieczny - 2004 - Journal of Applied Non-Classical Logics 14 (3):275-294.
    We propose in this paper a new family of belief merging operators, that is based on a game between sources : until a coherent set of sources is reached, at each round a contest is organized to find out the weakest sources, then those sources has to concede. This idea leads to numerous new interesting operators and opens new perspectives for belief merging. Some existing operators are also recovered as particular cases. Those operators can be seen as a special case (...)
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  41.  25
    Accountability as a Warrant for Trust: An Experiment on Sanctions and Justifications in a Trust Game.Kaisa Herne, Olli Lappalainen, Maija Setälä & Juha Ylisalo - 2022 - Theory and Decision 93 (4):615-648.
    Accountability is present in many types of social relations; for example, the accountability of elected representatives to voters is the key characteristic of representative democracy. We distinguish between two institutional mechanisms of accountability, i.e., opportunity to punish and requirement of a justification, and examine the separate and combined effects of these mechanisms on individual behavior. For this purpose, we designed a decision-making experiment where subjects engage in a three-player trust game with two senders and one responder. We ask whether holding (...)
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  42. Primary literature.Mike Game - 2007 - In Diarmuid Costello & Jonathan Vickery (eds.), Art: key contemporary thinkers. New York: Berg. pp. 159.
     
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  43.  51
    Epistemic models of shallow depths and decision making in games: Horticulture.Mamoru Kaneko & Nobu-Yuki Suzuki - 2003 - Journal of Symbolic Logic 68 (1):163-186.
    Kaneko-Suzuki developed epistemic logics of shallow depths with multiple players for investigations of game theoretical problems. By shallow depth, we mean that nested occurrences of belief operators of players in formulae are restricted, typically to be of finite depths, by a given epistemic structure. In this paper, we develop various methods of surgical operations (cut and paste) of epistemic world models. An example is a bouquet-making, i.e., tying several models into a bouquet. Another example is to engraft a model (...)
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  44.  31
    An abstract approach to reasoning about games with mistaken and changing beliefs.Benedikt Löwe & Eric Pacuit - 2008 - Australasian Journal of Logic 6 (5):162-181.
    We do not believe that logic is the sole answer to deep and intriguing questions about human behaviour, but we think that it might be a useful tool in simulating and understanding it to a certain degree and in specifically restricted areas of application. We do not aim to resolve the question of what rational behaviour in games with mistaken and changing beliefs is. Rather, we develop a formal and abstract framework that allows us to reason about behaviour (...)
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  45. 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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  46.  9
    High-Order Sliding Mode Control for Networked Control System with Dynamic Noncooperative Game Scheduling.Weixuan Wang, Shousheng Xie, Bin Zhou, Jingbo Peng, Lei Wang, Hao Wang & Yu Zhang - 2021 - Complexity 2021:1-16.
    Specific to the NCSs where sensor signals can be processed centrally, a collaborative design scheme of dynamic game scheduling and advanced control theory was proposed in the present study. Firstly, by using the Jordan standard state space equation of the research object, the three elements of state noncooperative game were built, and the existence and uniqueness of Nash equilibrium solution were verified. In addition, the iterative equation of the scheduling matrix was derived by complying with the designed utility function. Secondly, (...)
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  47.  6
    There’s No Sport Without Spectators – Viewing Football Games Without Spectators During the COVID-19 Pandemic.Ilan Tamir - 2022 - Frontiers in Psychology 13.
    The presence of sports fans in the stands is considered a natural and essential element of sporting events. Beyond the atmosphere fans create and the color they add to the game, their presence reflects the idea that the game is more than a competition between two teams —it is a grand battle between communities and identities, which is also the reason that fans are willing to sacrifice so much on behalf of their team. As is other areas of life, the (...)
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  48.  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 (...)
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  49.  17
    Finding generic filters by playing games.Heike Mildenberger - 2010 - Archive for Mathematical Logic 49 (1):91-118.
    We give some restrictions for the search for a model of the club principle with no Souslin trees. We show that ${\diamondsuit(2^\omega, [\omega]^\omega}$ , is almost constant on) together with CH and “all Aronszajn trees are special” is consistent relative to ZFC. This implies the analogous result for a double weakening of the club principle.
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  50. 16 The logic of lockdowns: a game of modeling and evidence.Wesley J. Park - 2022 - BMJ Evidence-Based Medicine 27 (Suppl 1):A59.
    Lockdowns, or modern quarantines, involve the use of novel restrictive non-pharmaceutical interventions (NPIs) to suppress the transmission of COVID-19. In this paper, I aim to critically analyze the emerging history and philosophy of lockdowns, with an emphasis on the communication of health evidence and risk for informing policy decisions. I draw a distinction between evidence-based and modeling-based decision-making. I argue that using the normative framework of evidence-based medicine would have recommended against the use of lockdowns. I first review the World (...)
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