Results for 'Simple game'

993 found
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  1. Simple Games of Information Transmission.Bernd Lahno - 2012 - Analyse & Kritik 34 (2):315-338.
    Communication is an inherently strategic matter. This paper introduces simple game theoretic models of information transmission to identify different forms of uncertainty which may pose a problem of trust in testimony. Strategic analysis suggests discriminating between trust in integrity, trust in competence, trust in (the will to invest) effort and trust in honesty. Whereas uncertainty about the sender's honesty or integrity may directly influence a rational receiver's readiness to rely on sender's statements, neither uncertainty about the competence of (...)
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  2.  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, (...)
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  3.  39
    Measures of Powerlessness in Simple Games.Thomas Quint - 2001 - Theory and Decision 50 (4):367-382.
    Consider a simple game with n players. Let ψi be the Shapley–Shubik power index for player i. Then 1-ψi measures his powerlessness. We break down this powerlessness into two components – a `quixote index' Q i (which measures how much of a `quixote' i is), and a `follower index' F i (which measures how much of a `follower' he is). Formulae, properties, and axiomatizations for Q and F are given. Examples are also supplied.
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  4.  32
    α -Decisiveness In Simple Games.Francesc Carreras - 2004 - Theory and Decision 56 (1-2):77-91.
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  5.  14
    Three-valued simple games.M. Musegaas, P. E. M. Borm & M. Quant - 2018 - Theory and Decision 85 (2):201-224.
    In this paper we study three-valued simple games as a natural extension of simple games. We analyze to which extent well-known results on the core and the Shapley value for simple games can be extended to this new setting. To describe the core of a three-valued simple game we introduce vital players, in analogy to veto players for simple games. Moreover, it is seen that the transfer property of Dubey can still be used to (...)
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  6.  74
    Population monotonic path schemes for simple games.Barış Çiftçi, Peter Borm & Herbert Hamers - 2010 - Theory and Decision 69 (2):205-218.
    A path scheme for a game is composed of a path, i.e., a sequence of coalitions that is formed during the coalition formation process and a scheme, i.e., a payoff vector for each coalition in the path. A path scheme is called population monotonic if a player’s payoff does not decrease as the path coalition grows. In this study, we focus on Shapley path schemes of simple games in which for every path coalition the Shapley value of the (...)
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  7.  25
    On the characterization of weighted simple games.Josep Freixas, Marc Freixas & Sascha Kurz - 2017 - Theory and Decision 83 (4):469-498.
    This paper has a twofold scope. The first one is to clarify and put in evidence the isomorphic character of two theories developed in quite different fields: on one side, threshold logic, on the other side, simple games. One of the main purposes in both theories is to determine when a simple game is representable as a weighted game, which allows a very compact and easily comprehensible representation. Deep results were found in threshold logic in the (...)
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  8.  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; (...)
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  9.  16
    Non-explanatory equilibria: An extremely simple game with (mostly) unattainable fixed points.Joshua M. Epstein & Ross A. Hammond - 2002 - Complexity 7 (4):18-22.
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  10.  19
    A Simple Logic of the Hide and Seek Game.Dazhu Li, Sujata Ghosh, Fenrong Liu & Yaxin Tu - 2023 - Studia Logica 111 (5):821-853.
    We discuss a simple logic to describe one of our favourite games from childhood, hide and seek, and show how a simple addition of an equality constant to describe the winning condition of the seeker makes our logic undecidable. There are certain decidable fragments of first-order logic which behave in a similar fashion with respect to such a language extension, and we add a new modal variant to that class. We discuss the relative expressive power of the proposed (...)
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  11.  19
    A simple indeterminate infinite game.Damian Niwinski & Eryk Kopczynski - 2014 - In Dieter Spreen, Hannes Diener & Vasco Brattka (eds.), Logic, Computation, Hierarchies. De Gruyter. pp. 205-212.
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  12. The game of life: how small samples render choice simple.Ralph Hertwig & Pleskac & J. Timothy - 2008 - In Nick Chater & Mike Oaksford (eds.), The Probabilistic Mind: Prospects for Bayesian Cognitive Science. Oxford University Press.
     
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  13.  10
    How to win some simple iteration games.Alessandro Andretta & John Steel - 1997 - Annals of Pure and Applied Logic 83 (2):103-164.
    We introduce two new iteration games: the game , which is a strengthening of the weak iteration game, and the game , which is somewhat stronger than but weaker than the full iteration game of length ω1. For a countable M elementarily embeddable in some Vη, with two players I and II, we can show that II wins and that I does not win.
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  14.  26
    Mathematical structures of simple voting games.Moshé Machover & Simon D. Terrington - unknown
    We address simple voting games as mathematical objects in their own right, and study structures made up of these objects, rather than focusing on SVGs primarily as co-operative games. To this end it is convenient to employ the conceptual framework and language of category theory. This enables us to uncover the underlying unity of the basic operations involving SVGs.
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  15.  27
    Evolutionary Explanations of Simple Communication: Signalling Games and Their Models.Travis LaCroix - 2020 - Journal for General Philosophy of Science / Zeitschrift für Allgemeine Wissenschaftstheorie 51 (1):19-43.
    This paper applies the theoretical criteria laid out by D’Arms et al. to various aspects of evolutionary models of signalling. The question that D’Arms et al. seek to answer can be formulated as follows: Are the models that we use to explain the phenomena in question conceptually adequate? The conceptual adequacy question relates the formal aspects of the model to those aspects of the natural world that the model is supposed to capture. Moreover, this paper extends the analysis of D’Arms (...)
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  16.  38
    Evolution, learning, games, and simple heuristics.Peter Hammerstein - 2000 - Behavioral and Brain Sciences 23 (5):752-753.
    Humans are incapable of acting as utility maximisers. In contrast, the evolutionary process had considerable time and computational power to select optimal heuristics from a set of alternatives. To view evolution as the optimising agent has revolutionised game theory. Gigerenzer and his co-workers can help us understand the circumstances under which evolution and learning achieve optimisation and Nash equilibria.
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  17.  26
    Emotional Expression in Simple Line Drawings of a Robot's Face Leads to Higher Offers in the Ultimatum Game.Kazunori Terada & Chikara Takeuchi - 2017 - Frontiers in Psychology 8.
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  18.  13
    On the Subtle Nature of a Simple Logic of the Hide and Seek Game.Dazhu Li, Sujata Ghosh, Fenrong Liu & Yaxin Tu - 2021 - In Alexandra Silva, Renata Wassermann & Ruy de Queiroz (eds.), Logic, Language, Information, and Computation: 27th International Workshop, Wollic 2021, Virtual Event, October 5–8, 2021, Proceedings. Springer Verlag. pp. 201-218.
    We discuss a simple logic to describe one of our favourite games from childhood, hide and seek, and show how a simple addition of an equality constant to describe the winning condition of the seeker makes our logic undecidable. There are certain decidable fragments of first-order logic which behave in a similar fashion and we add a new modal variant to that class of logics. We also discuss the relative expressive power of the proposed logic in comparison to (...)
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  19. Behavioral game theory: Plausible formal models that predict accurately.Colin F. Camerer - 2003 - Behavioral and Brain Sciences 26 (2):157-158.
    Many weaknesses of game theory are cured by new models that embody simple cognitive principles, while maintaining the formalism and generality that makes game theory useful. Social preference models can generate team reasoning by combining reciprocation and correlated equilibrium. Models of limited iterated thinking explain data better than equilibrium models do; and they self-repair problems of implausibility and multiplicity of equilibria.
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  20. Separating Directives and Assertions Using Simple Signaling Games.Kevin J. S. Zollman - 2011 - Journal of Philosophy 108 (3):158-169.
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  21.  22
    Intuitionistic Games: Determinacy, Completeness, and Normalization.Paweł Urzyczyn - 2016 - Studia Logica 104 (5):957-1001.
    We investigate a simple game paradigm for intuitionistic logic, inspired by Wajsberg’s implicit inhabitation algorithm and Beth tableaux. The principal idea is that one player, ∃ros, is trying to construct a proof in normal form while his opponent, ∀phrodite, attempts to build a counter-model. The determinacy of the game implies therefore both completeness and semantic cut-elimination.
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  22.  59
    Simple Majority Achievable Hierarchies.Dwight Bean, Jane Friedman & Cameron Parker - 2008 - Theory and Decision 65 (4):285-302.
    We completely characterize the simple majority weighted voting game achievable hierarchies, and, in doing so, show that a problem about representative government, noted by J. Banzhaf [Rutgers Law Review 58, 317–343 (1965)] cannot be resolved using the simple majority quota. We also demonstrate that all hierarchies achievable by any quota can be achieved if the simple majority quota is simply incremented by one.
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  23.  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 interpreted as (...)
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  24.  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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  25.  86
    A Simple Logic of Functional Dependence.Alexandru Baltag & Johan van Benthem - 2021 - Journal of Philosophical Logic 50 (5):939-1005.
    This paper presents a simple decidable logic of functional dependence LFD, based on an extension of classical propositional logic with dependence atoms plus dependence quantifiers treated as modalities, within the setting of generalized assignment semantics for first order logic. The expressive strength, complete proof calculus and meta-properties of LFD are explored. Various language extensions are presented as well, up to undecidable modal-style logics for independence and dynamic logics of changing dependence models. Finally, more concrete settings for dependence are discussed: (...)
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  26.  17
    A game‐theoretic proof of analytic Ramsey theorem.Kazuyuki Tanaka - 1992 - Mathematical Logic Quarterly 38 (1):301-304.
    We give a simple game-theoretic proof of Silver's theorem that every analytic set is Ramsey. A set P of subsets of ω is called Ramsey if there exists an infinite set H such that either all infinite subsets of H are in P or all out of P. Our proof clarifies a strong connection between the Ramsey property of partitions and the determinacy of infinite games.
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  27. Games in Dynamic-Epistemic Logic.Johan van Benthem - unknown
    We discuss games of both perfect and imperfect information at two levels of structural detail: players’ local actions, and their global powers for determining outcomes of the game. We propose matching logical languages for both. In particular, at the ‘action level’, imperfect information games naturally model a combined ‘dynamic-epistemic language’ – and we find correspondences between special axioms and particular modes of playing games with their information dynamics. At the ‘outcome level’, we present suitable notions of game equivalence, (...)
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  28. Games for truth.P. D. Welch - 2009 - Bulletin of Symbolic Logic 15 (4):410-427.
    We represent truth sets for a variety of the well known semantic theories of truth as those sets consisting of all sentences for which a player has a winning strategy in an infinite two person game. The classifications of the games considered here are simple, those over the natural model of arithmetic being all within the arithmetical class of $\Sum_{3}^{0}$.
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  29.  27
    Game‐XP: Action Games as Experimental Paradigms for Cognitive Science.Wayne D. Gray - 2017 - Topics in Cognitive Science 9 (2):289-307.
    Why games? How could anyone consider action games an experimental paradigm for Cognitive Science? In 1973, as one of three strategies he proposed for advancing Cognitive Science, Allen Newell exhorted us to “accept a single complex task and do all of it.” More specifically, he told us that rather than taking an “experimental psychology as usual approach,” we should “focus on a series of experimental and theoretical studies around a single complex task” so as to demonstrate that our theories of (...)
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  30.  59
    Games and the Good Life.Michael Ridge - 2021 - Journal of Ethics and Social Philosophy 19 (1).
    It is widely agreed that play and games contribute to the good life. One might naturally wonder how games in particular so contribute? Granted, games can be very good, what exactly is so good about them when they are good? Although a natural starting point, this question is perhaps naive. Games come in all shapes and sizes, and different games are often good in very different ways. Chess, Bridge, Bingo, Chutes and Ladders, Football, Spin the Bottle, Dungeons & Dragons, Pac-Man, (...)
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  31.  25
    Games between humans and AIs.Stephen J. DeCanio - 2018 - AI and Society 33 (4):557-564.
    Various potential strategic interactions between a “strong” Artificial intelligence and humans are analyzed using simple 2 × 2 order games, drawing on the New Periodic Table of those games developed by Robinson and Goforth. Strong risk aversion on the part of the human player leads to shutting down the AI research program, but alternative preference orderings by the human and the AI result in Nash equilibria with interesting properties. Some of the AI-Human games have multiple equilibria, and in other (...)
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  32.  11
    Imagine-Self Perspective-Taking and Rational Self-Interested Behavior in a Simple Experimental Normal-Form Game.Karbowski Adam & Ramsza Michał - 2017 - Frontiers in Psychology 8.
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  33. Gaming Prediction Markets: Equilibrium Strategies with a Market Maker.Yiling Chen, Rahul Sami & Daniel M. Reeves - unknown
    We study the equilibrium behavior of informed traders interacting with market scoring rule (MSR) market makers. One attractive feature of MSR is that it is myopically incentive compatible: it is optimal for traders to report their true beliefs about the likelihood of an event outcome provided that they ignore the impact of their reports on the profit they might garner from future trades. In this paper, we analyze non-myopic strategies and examine what information structures lead to truthful betting by traders. (...)
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  34. A simple model of equilibrium in search procedures.Ariel Rubinstein - manuscript
    The paper presents a simple game-theoretic model in which players decide on search procedures for a prize located in one of a set of labeled boxes. The prize is awarded to the player who finds it first. A player can decide on the number of (costly) search units he employs and on the order in which he conducts the search. It is shown that in equilibrium, the players employ an equal number of search units and conduct a completely (...)
     
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  35. A Simple Model of Equilibrium in Search Procedures.Chaim Fershtman - unknown
    The paper presents a simple game-theoretic model in which players decide on search procedures for a prize located in one of a set of labeled boxes. The prize is awarded to the player who finds it first. A player can decide on the number of (costly) search units he employs and on the order in which he conducts the search. It is shown that in equilibrium, the players employ an equal number of search units and conduct a completely (...)
     
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  36. Games, Beliefs and Credences.Brian Weatherson - 2014 - Philosophy and Phenomenological Research 92 (2):209-236.
    In previous work I’ve defended an interest-relative theory of belief. This paper continues the defence. It has four aims. -/- 1. To offer a new kind of reason for being unsatis ed with the simple Lockean reduction of belief to credence. 2. To defend the legitimacy of appealing to credences in a theory of belief. 3. To illustrate the importance of theoretical, as well as practical, interests in an interest-relative account of belief. 4. To revise my account to cover (...)
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  37.  9
    Big Game and Little Sticks.Kay Koppedrayer - 2010-09-24 - In Fritz Allhoff & Nathan Kowalsky (eds.), Hunting Philosophy for Everyone. Wiley‐Blackwell. pp. 198–209.
    This chapter contains sections titled: “I started when there was no such thing as traditional” “Simple is Good”:10 An Affirmation of Authenticity Notes.
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  38.  24
    A game semantics for generic polymorphism.Samson Abramsky & Radha Jagadeesan - 2005 - Annals of Pure and Applied Logic 133 (1-3):3-37.
    Genericity is the idea that the same program can work at many different data types. Longo, Milstead and Soloviev proposed to capture the inability of generic programs to probe the structure of their instances by the following equational principle: if two generic programs, viewed as terms of type , are equal at any given instance A[T], then they are equal at all instances. They proved that this rule is admissible in a certain extension of System F, but finding a semantically (...)
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  39.  9
    Situational game design.Brian Upton - 2018 - Boca Raton, FL: Taylor & Francis, CRC Press.
    Situational Design lays out a new methodology for designing and critiquing videogames. While most game design books focus on games as formal systems, Situational Design concentrates squarely on player experience. It looks at how playfulness is not a property of a game considered in isolation, but rather the result of the intersection of a game with an appropriate player. Starting from simple concepts, the book advances step-by-step to build up a set of practical tools for designing (...)
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  40. Universal Game Theory.Kevin Nicholas Thomson - 2008 - Proceedings of the Xxii World Congress of Philosophy 34:57-61.
    Universal Game Theory - The theory that all of life is a game played by consciousness’es, (Living Beings). The board is a dream like structure of the universe. The progression is through an active process of intent witnessing, and passive meditation. Which releases the tension in the nerves of the body and leads to selfless actions, moral goodness, and eventually the finish, Enlightenment. Just like a wounded creature only cares about it’s own self. Man in tensionthrough self-centered thought (...)
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  41.  8
    How a Language Game Becomes Extended.Hans Julius Schneider - 2013 - In Wittgenstein's Later Theory of Meaning. Chichester, UK: Wiley. pp. 21–34.
    In this chapter the author looks at how Wittgenstein applies his method of creating simple language games to discuss fundamental questions in the Philosophical Investigations and its preliminary works. Wittgenstein seems to think that numerals can be learned alone, demonstratively, without further linguistic context. He altogether ignores Frege's preferred interpretation “that the content of a statement of number is an assertion about a concept,” which, for Wittgenstein, would mean, among other things, that numerals can only be learned and used (...)
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  42.  98
    Digraph Competitions and Cooperative Games.René van Den Brink & Peter Borm - 2002 - Theory and Decision 53 (4):327-342.
    Digraph games are cooperative TU-games associated to domination structures which can be modeled by directed graphs. Examples come from sports competitions or from simple majority win digraphs corresponding to preference profiles in social choice theory. The Shapley value, core, marginal vectors and selectope vectors of digraph games are characterized in terms of so-called simple score vectors. A general characterization of the class of (almost positive) TU-games where each selectope vector is a marginal vector is provided in terms of (...)
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  43. The Nozick Game.Galen Barry - 2017 - Teaching Philosophy 40 (1):1-10.
    In this article I introduce a simple classroom exercise intended to help students better understand Robert Nozick’s famous Wilt Chamberlain thought experiment. I outline the setup and rules of the Basic Version of the Game and explain its primary pedagogical benefits. I then offer several more sophisticated versions of the Game which can help to illustrate the difference between Nozick’s libertarianism and luck egalitarianism.
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  44. The Evolution of Coding in Signaling Games.Jeffrey A. Barrett - 2009 - Theory and Decision 67 (2):223-237.
    Signaling games with reinforcement learning have been used to model the evolution of term languages (Lewis 1969, Convention. Cambridge, MA: Harvard University Press; Skyrms 2006, “Signals” Presidential Address. Philosophy of Science Association for PSA). In this article, syntactic games, extensions of David Lewis’s original sender–receiver game, are used to illustrate how a language that exploits available syntactic structure might evolve to code for states of the world. The evolution of a language occurs in the context of available vocabulary and (...)
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  45. Content in Simple Signalling Systems.Nicholas Shea, Peter Godfrey-Smith & Rosa Cao - 2018 - British Journal for the Philosophy of Science 69 (4):1009-1035.
    Our understanding of communication and its evolution has advanced significantly through the study of simple models involving interacting senders and receivers of signals. Many theorists have thought that the resources of mathematical information theory are all that are needed to capture the meaning or content that is being communicated in these systems. However, the way theorists routinely talk about the models implicitly draws on a conception of content that is richer than bare informational content, especially in contexts where false (...)
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  46.  11
    A game semantics of names and pointers.J. Laird - 2008 - Annals of Pure and Applied Logic 151 (2-3):151-169.
    We describe a fully abstract semantics for a simple functional language with locally declared names which may be used as pointers to names. It is based on a category of dialogue games acted upon by the group of natural number automorphisms. This allows a formal, semantic characterization of the key properties of names such as freshness and locality.We describe a model of the call-by-value λ-calculus based on these games, and show that it can be used to interpret the nu-calculus (...)
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  47. Rational constraints and the Simple View.E. di Nucci - 2010 - Analysis 70 (3):481 - 486.
    According to the Simple View of intentional action, I have intentionally switched on the light only if I intended to switch on the light. The idea that intending to is necessary for intentionally -ing has been challenged by Bratman (1984, 1987) with a counter-example in which a videogame player is trying to hit either of two targets while knowing that she cannot hit both targets. When a target is hit, the game finishes. And if both targets are about (...)
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  48.  8
    A simple non-parametric method for eliciting prospect theory's value function and measuring loss aversion under risk and ambiguity.Pavlo Blavatskyy - 2021 - Theory and Decision 91 (3):403-416.
    Prospect theory emerged as one of the leading descriptive decision theories that can rationalize a large body of behavioral regularities. The methods for eliciting prospect theory parameters, such as its value function and probability weighting, are invaluable tools in decision analysis. This paper presents a new simple method for eliciting prospect theory’s value function without any auxiliary/simplifying parametric assumptions. The method is applicable both to choice under ambiguity (Knightian uncertainty) and risk (when events are characterized by objective probabilities). Our (...)
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  49.  20
    Determinacy of Schmidt’s Game and Other Intersection Games.Logan Crone, Lior Fishman & Stephen Jackson - 2023 - Journal of Symbolic Logic 88 (1):1-21.
    Schmidt’s game and other similar intersection games have played an important role in recent years in applications to number theory, dynamics, and Diophantine approximation theory. These games are real games, that is, games in which the players make moves from a complete separable metric space. The determinacy of these games trivially follows from the axiom of determinacy for real games, $\mathsf {AD}_{\mathbb R}$, which is a much stronger axiom than that asserting all integer games are determined, $\mathsf {AD}$. One (...)
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  50. The Basic Algebra of Game Equivalences.Valentin Goranko - 2003 - Studia Logica 75 (2):221-238.
    We give a complete axiomatization of the identities of the basic game algebra valid with respect to the abstract game board semantics. We also show that the additional conditions of termination and determinacy of game boards do not introduce new valid identities.En route we introduce a simple translation of game terms into plain modal logic and thus translate, while preserving validity both ways, game identities into modal formulae.The completeness proof is based on reduction of (...)
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