Results for 'superadditive games'

993 found
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  1.  6
    Demonstration of "superadditive" convergent association with the communicative association method.Richard Kammann - 1970 - Journal of Experimental Psychology 85 (2):229.
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  2.  89
    Coalitional Interval Games for Strategic Games in Which Players Cooperate.Luisa Carpente, Balbina Casas-Méndez, Ignacio García-Jurado & Anne van den Nouweland - 2008 - Theory and Decision 65 (3):253-269.
    We propose a method to associate a coalitional interval game with each strategic game. The method is based on the lower and upper values of finite two-person zero-sum games. Associating with a strategic game a coalitional interval game we avoid having to take either a pessimistic or an optimistic approach to the problem. The paper makes two contributions to the literature: It provides a theoretical foundation for the study of coalitional interval games and it also provides, studies, and (...)
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  3. 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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  4.  29
    RASMUSEN, ERIC, Folk Theorems for the Observable Implications of Repeated.Implications of Repeated Games - 1992 - Theory and Decision 32:147-164.
  5. Saṅgameśvarakrodam...Gummalūri Saṅgameśvarasāstri - 1933 - [Waltair],: Edited by Jagadīśatarkālaṅkāra.
     
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  6.  35
    Riding: Embodying the Centaur.Ann Game - 2001 - Body and Society 7 (4):1-12.
    Through a phenomenological study of horse-human relations, this article explores the ways in which, as embodied beings, we live relationally, rather than as separate human identities. Conceptually this challenges oppositional logic and humanist assumptions, but where poststructuralist treatments of these issues tend to remain abstract, this article is concerned with an embodied demonstration of the ways in which we experience a relational or in-between logic in our everyday lives.
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  7. Gender at Work.Ann Game & Rosemary Pringle - 1984
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  8.  48
    The Teacher’s Vocation: Ontology of Response.Ann Game & Andrew Metcalfe - 2008 - Studies in Philosophy and Education 27 (6):461-473.
    We argue that pedagogic authority relies on love, which is misunderstood if seen as a matter of actions and subjects. Love is based not on finite subjects and objects existing in Euclidean space and linear time, but, rather, on the non-finite ontology, space and time of relations. Loving authority is a matter of calling and vocation, arising from the spontaneous and simultaneous call-and-response of a lively relation. We make this argument through a reading of Buber’s I–You relation and Murdoch’ s (...)
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  9. Primary literature.Mike Game - 2007 - In Diarmuid Costello & Jonathan Vickery (eds.), Art: key contemporary thinkers. New York: Berg. pp. 159.
     
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  10.  27
    Do brokers act in the best interests of their clients? New evidence from electronic trading systems.Annilee M. Game & Andros Gregoriou - 2014 - Business Ethics: A European Review 25 (2):187-197.
    Prior research suggests brokers do not always act in the best interests of clients, although morally obligated to do so. We empirically investigated this issue focusing on trades executed at best execution price, before and after the introduction of electronic limit-order trading, on the London Stock Exchange. As a result of limit-order trading, the proportion of trades executed at the best execution price for the customer significantly increased. We attribute this to a sustained increase in the liquidity of stocks as (...)
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  11.  17
    A factorial analysis of verbal learning tasks.Paul A. Games - 1962 - Journal of Experimental Psychology 63 (1):1.
  12.  16
    A Question of Fit: Cultural and Individual Differences in Interpersonal Justice Perceptions.Annilee M. Game & Jonathan R. Crawshaw - 2017 - Journal of Business Ethics 144 (2):279-291.
    This study examined the link between employees’ adult attachment orientations and perceptions of line managers’ interpersonal justice behaviors, and the moderating effect of national culture. Participants from countries categorized as low collectivistic and high collectivistic completed an online survey. Attachment anxiety and avoidance were negatively related to interpersonal justice perceptions. Cultural differences did not moderate the effects of avoidance. However, the relationship between attachment anxiety and interpersonal justice was non-significant in the Southern Asia cultural cluster. Our findings indicate the importance (...)
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  13.  12
    Comments on "A power comparison of the F and L tests: I.".Paul A. Games - 1966 - Psychological Review 73 (4):372-375.
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  14.  40
    Non-equilibrium thermodynamics and the brain.C. J. A. Game - 1994 - In Karl H. Pribram (ed.), Origins: Brain and Self-Organization. Lawrence Erlbaum. pp. 196.
  15.  65
    Differential marginality, van den Brink fairness, and the Shapley value.André Casajus - 2011 - Theory and Decision 71 (2):163-174.
    We revisit the characterization of the Shapley value by van den Brink (Int J Game Theory, 2001, 30:309–319) via efficiency, the Null player axiom, and some fairness axiom. In particular, we show that this characterization also works within certain classes of TU games, including the classes of superadditive and of convex games. Further, we advocate some differential version of the marginality axiom (Young, Int J Game Theory, 1985, 14: 65–72), which turns out to be equivalent to the (...)
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  16.  46
    ‘In the Beginning is Relation’: Martin Buber’s Alternative to Binary Oppositions. [REVIEW]Andrew Metcalfe & Ann Game - 2012 - Sophia 51 (3):351-363.
    Abstract In this article we develop a relational understanding of sociality, that is, an account of social life that takes relation as primary. This stands in contrast to the common assumption that relations arise when subjects interact, an account that gives logical priority to separation. We will develop this relational understanding through a reading of the work of Martin Buber, a social philosopher primarily interested in dialogue, meeting, relationship, and the irreducibility and incomparability of reality. In particular, the article contrasts (...)
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  17. Nikil Mukerji.Christoph Schumacher, Economics Order Ethics & Game Theory - 2016 - In Christoph Luetge & Nikil Mukerji (eds.), Order Ethics: An Ethical Framework for the Social Market Economy. Springer.
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  18. Theory and decison.Richard G. Brody, John M. Coulter, Alireza Daneshfar, Auditor Probability Judgments, Discounting Unspecified Possibilities, Paula Corcho, José Luis Ferreira & Generalized Externality Games - 2003 - Theory and Decision 54:375-376.
     
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  19.  17
    Asymmetry – where evolutionary and developmental genetics meet.Philip Batterham, Andrew G. Davies, Anne Y. Game & John A. McKenzie - 1996 - Bioessays 18 (10):841-845.
    The mechanisms responsible for the fine tuning of development, where the wildtype phenotype is reproduced with high fidelity, are not well understood. The difficulty in approaching this problem is the identification of mutant phenotypes indicative of a defect in these fine‐tuning control mechanisms. Evolutionary biologists have used asymmetry as a measure of developmental homeostasis. The rationale for this was that, since the same genome controls the development of the left and right sides of a bilaterally symmetrical organism, departures from symmetry (...)
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  20.  20
    Equitable Distribution in a Three Players Problem.Marek Szopa - 2014 - Studies in Logic, Grammar and Rhetoric 37 (1):239-252.
    Jazz band is a 3 player superadditive game in characteristic function form. Three players have to divide the payoff they can get, while being in a grand coalition, provided their individual and duo coalitions payoffs are known. Assumptions of individual and collective rationality lead to the notion of the core of the game. We discuss offers that cannot readily be refused [OCRR] as the solutions of the game in case of an empty core, when duo coalitions are the best (...)
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  21.  39
    Marginality, differential marginality, and the Banzhaf value.André Casajus - 2011 - Theory and Decision 71 (3):365-372.
    We revisit the Nowak (Int J Game Theory 26:137–141, 1997) characterization of the Banzhaf value via 2-efficiency, the Dummy player axiom, symmetry, and marginality. In particular, we provide a brief proof that also works within the classes of superadditive games and of simple games. Within the intersection of these classes, one even can drop marginality. Further, we show that marginality and symmetry can be replaced by van den Brink fairness/differential marginality. For this axiomatization, 2-efficiency can be relaxed (...)
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  22.  5
    Timescale standard to discriminate between hyperbolic and exponential discounting and construction of a nonadditive discounting model.Yutaka Matsushita - 2022 - Theory and Decision 95 (1):33-54.
    Under the presupposition that human time perception is distorted in intertemporal choice, this study constructs a time scale in the framework of axiomatic measurement. First, the conditions (homogeneity of degree one or two) to identify the form of a time scale are proposed so that one can determine whether the hyperbolic or exponential is a more suitable function for modeling people’s discounting. Homogeneity of degree one implies that subjective time delay is measured by a power scale and its discount function (...)
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  23. Mechanism, Superaddition, and the Proof of God's Existence in Locke's Essay.Michael Ayers - 1981 - Philosophical Review 90 (2):210-251.
  24. Lockean superaddition and Lockean humility.Patrick J. Connolly - 2015 - Studies in History and Philosophy of Science Part A 51:53-61.
    This paper offers a new approach to an old debate about superaddition in Locke. Did Locke claim that some objects have powers that are unrelated to their natures or real essences? The question has split commentators. Some (Wilson, Stuart, Langton) claim the answer is yes and others (Ayers, Downing, Ott) claim the answer is no. This paper argues that both of these positions may be mistaken. I show that Locke embraced a robust epistemic humility. This epistemic humility includes ignorance of (...)
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  25.  23
    Superadditive memory strength for item and source recognition: The role of hierarchical relational binding in the medial temporal lobe.Arthur P. Shimamura & Thomas D. Wickens - 2009 - Psychological Review 116 (1):1-19.
  26.  14
    Superadditive effects of multiple lesions in a connectionist architecture: Implications for the neuropsychology of optic aphasia.Mark Sitton, Michael C. Mozer & Martha J. Farah - 2000 - Psychological Review 107 (4):709-734.
  27. Games: Agency as Art.C. Thi Nguyen - 2020 - New York: Oxford University Press.
    Games occupy a unique and valuable place in our lives. Game designers do not simply create worlds; they design temporary selves. Game designers set what our motivations are in the game and what our abilities will be. Thus: games are the art form of agency. By working in the artistic medium of agency, games can offer a distinctive aesthetic value. They support aesthetic experiences of deciding and doing. -/- And the fact that we play games shows (...)
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  28. Games and the art of agency.C. Thi Nguyen - 2019 - Philosophical Review 128 (4):423-462.
    Games may seem like a waste of time, where we struggle under artificial rules for arbitrary goals. The author suggests that the rules and goals of games are not arbitrary at all. They are a way of specifying particular modes of agency. This is what make games a distinctive art form. Game designers designate goals and abilities for the player; they shape the agential skeleton which the player will inhabit during the game. Game designers work in the (...)
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  29.  10
    Video games and spatiality in Amercian studies.Dietmar Meinel (ed.) - 2022 - Boston: De Gruyter Oldenbourg.
    While video games have blossomed into the foremost expression of contemporary popular culture over the past decades, their critical study occupies a fringe position in American Studies. In its engagement with video games, this book contributes to their study but with a thematic focus on a particularly important subject matter in American Studies: spatiality. The volume explores the production, representation, and experience of places in video games from the perspective of American Studies. Contributions critically interrogate the use (...)
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  30.  58
    Critical Gaming: Interactive History and Virtual Heritage.Erik Champion - 2015 - London: Routledge.
    Critical Gaming: Interactive History and Virtual Heritage can be seen as a collection of chapters designed to provoke thought and discussion, or it can be seen and used as separate chapters that may help class debate in courses dealing with the digital humanities, game studies (especially in the areas of serious games and game-based learning) or aspects of virtual heritage. While there are very few books in this intersecting area, the range of topics that could be investigated and debated (...)
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  31.  31
    Games and Decisions: Introduction and Critical Survey.Robert Duncan Luce & Howard Raiffa - 1957 - New York: Wiley.
    "The best book available for non-mathematicians." — Contemporary Psychology. Superb nontechnical introduction to game theory and related disciplines, primarily as applied to the social sciences. Clear, comprehensive coverage of utility theory, 2-person zero-sum games, 2-person non-zero-sum games, n-person games, individual and group decision-making, much more. Appendixes. Bibliography. Graphs and figures.
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  32.  34
    A note on superadditive probability judgment.Laura Macchi, Daniel Osherson & David H. Krantz - 1999 - Psychological Review 106 (1):210-214.
  33.  3
    Gaming and the virtual sublime: rhetoric, awe, fear, and death in contemporary video games.Matthew Spokes - 2020 - United Kingdom: Emerald Publishing.
    Gaming and the Virtual Sublime considers the 'virtual sublime' as a conceptual toolbox for understanding our affective engagement with contemporary interactive entertainment.
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  34.  30
    Game Theory and the Social Contract.Ken Binmore - 1994 - MIT Press.
    Binmore argues that game theory provides a systematic tool for investigating ethical matters.
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  35.  78
    Locke on superaddition and mechanism.Matthew Stuart - 1998 - British Journal for the History of Philosophy 6 (3):351 – 379.
  36.  11
    Metagames: games about games.Agata Waszkiewicz - 2024 - New York: Routledge.
    Metagames: Games About Games scrutinizes how various meta devices, such as breaking the fourth wall and unreliable narrator, change and adapt when translated into the uniquely interactive medium of digital games. Through its theoretical analyses and case studies, the book shows how metafictional experimentation can be used to both challenge and push the boundaries of what a game is and what a player's role is in play, and to raise more profound topics such as those describing experiences (...)
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  37.  8
    Language Game of Private and Inner Sensation. 이재숭 - 2016 - Journal of the New Korean Philosophical Association 84:337-357.
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  38. Game-Play in Fiction: a Critical Paradigm.Sura P. Rath - 1986 - Diogenes 34 (136):128-141.
    Toward the end of Light in August, in the climactic scene in Chapter 1 where the authorities of justice pursue the elusive Joe Christmas through the streets of Jefferson, William Faulkner introduces a new character, Percy Grimm, a twenty-five-year-old captain in the State National Guard who has relentlessly acquired the rank of a special deputy for the search. As the town closes for the weekend, Grimm keeps vigil at a downtown store where other townsfolk have begun a poker game to (...)
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  39.  25
    Reasoning about causality in games.Lewis Hammond, James Fox, Tom Everitt, Ryan Carey, Alessandro Abate & Michael Wooldridge - 2023 - Artificial Intelligence 320 (C):103919.
    Causal reasoning and game-theoretic reasoning are fundamental topics in artificial intelligence, among many other disciplines: this paper is concerned with their intersection. Despite their importance, a formal framework that supports both these forms of reasoning has, until now, been lacking. We offer a solution in the form of (structural) causal games, which can be seen as extending Pearl's causal hierarchy to the game-theoretic domain, or as extending Koller and Milch's multi-agent influence diagrams to the causal domain. We then consider (...)
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  40.  13
    Gaming the system: deconstructing video games, games studies, and virtual worlds.David J. Gunkel - 2018 - Bloomington, Indiana: Indiana University Press.
    Terra nova 2.0 -- The real problem -- Social contract 2.0 -- In the face of others -- Open-ended conclusions.
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  41.  7
    Subadditivity and superadditivity of heterochromatic lights.Gerald S. Wasserman & Clifford B. Gillman - 1970 - Psychological Review 77 (4):338-342.
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  42. Games and the good.Thomas Hurka - 2006 - Proceedings of the Aristotelian Society 106 (1):217-235.
    Using Bernard Suits’s brilliant analysis (contra Wittgenstein) of playing a game, this paper examines the intrinsic value of game-playing. It argues that two elements in Suits’s analysis make success in games difficult, which is one ground of value, while a third involves choosing a good activity for the property that makes it good, which is a further ground. The paper concludes by arguing that game-playing is the paradigm modern (Marx, Nietzsche) as against classical (Aristotle) value: since its goal is (...)
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  43.  53
    Dialogue Games in Multi-Agent Systems.Peter McBurney & Simon Parsons - 2002 - Informal Logic 22 (3).
    Formal dialogue games have been studied in philosophy since at least the time of Aristotle. Recently they have been applied in various contexts in computer science and artificial intelligence, particularly as the basis for interaction between autonomous software agents. We review these applications and discuss the many open research questions and challenges at this exciting interface between philosophy and computer science.
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  44.  20
    Long games and σ-projective sets.Juan P. Aguilera, Sandra Müller & Philipp Schlicht - 2021 - Annals of Pure and Applied Logic 172 (4):102939.
    We prove a number of results on the determinacy of σ-projective sets of reals, i.e., those belonging to the smallest pointclass containing the open sets and closed under complements, countable unions, and projections. We first prove the equivalence between σ-projective determinacy and the determinacy of certain classes of games of variable length <ω^2 (Theorem 2.4). We then give an elementary proof of the determinacy of σ-projective sets from optimal large-cardinal hypotheses (Theorem 4.4). Finally, we show how to generalize the (...)
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  45. Video Games, Violence, and the Ethics of Fantasy: Killing Time.Christopher Bartel - 2020 - London: Bloomsbury Academic.
    Is it ever morally wrong to enjoy fantasizing about immoral things? Many video games allow players to commit numerous violent and immoral acts. But, should players worry about the morality of their virtual actions? A common argument is that games offer merely the virtual representation of violence. No one is actually harmed by committing a violent act in a game. So, it cannot be morally wrong to perform such acts. While this is an intuitive argument, it does not (...)
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  46. Philosophy through video games.Jon Cogburn - 2009 - New York: Routledge. Edited by Mark Silcox.
    I, player : the puzzle of personal identity (MMORPGS and Virtual Communities) -- The game inside the mind, the mind inside the game (The Nintendo Wii Gaming Console) -- Realistic blood and gore : do violent games make violent gamers? (First-person Shooters) -- Games and God's goodness (World-builder and Tycoon Games) -- The metaphysics of interactive art (Puzzle and Adventure Games) -- Artificial and human intelligence (Single-player RPGS) -- Epilogue: Video games and the meaning of (...)
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  47. 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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  48. 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 a sender (...)
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  49.  6
    Reasoning: games, cognition, logic.Mariusz Urbański, Tomasz Skura & Paweł Łupkowski (eds.) - 2020 - [London]: College Publications.
    This volume contains papers presented at the Poznań Reasoning Week multi-conference held in Poznań in September 11-15, 2018. PRW aims at bringing together experts whose research offers a broad range of perspectives on systematic analyses of reasoning processes and their formal modelling. The 2018 edition consisted of three conferences, which addressed the following topics: (i) games in reasoning research, (ii) the interplay of logic and cognition, and (iii) refutation systems. The papers collected in this volume address all these topics.
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  50. Video Games as Self‐Involving Interactive Fictions.Jon Robson & Aaron Meskin - 2012 - Journal of Aesthetics and Art Criticism 74 (2):165-177.
    This article explores the nature and theoretical import of a hitherto neglected class of fictions which we term ‘self-involving interactive fictions’. SIIFs are interactive fictions, but they differ from standard examples of interactive fictions by being, in some important sense, about those who consume them. In order to better understand the nature of SIIFs, and the ways in which they differ from other fictions, we focus primarily on the most prominent example of the category: video-game fictions. We argue that appreciating (...)
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