Results for 'Paul A. Games'

991 found
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  1.  6
    A factorial analysis of verbal learning tasks.Paul A. Games - 1962 - Journal of Experimental Psychology 63 (1):1.
  2.  5
    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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  3. Games, Logic and Philosophy for Children.Paul A. Wagner & Glenn Freedman - 1982 - Analytic Teaching and Philosophical Praxis 3 (2).
    There is at this point no shortage of testimonials regarding the practice of philosophy for children. In addition, there have been a number of studies which give further support to the claim that philosophy for children is a valuable classroom practice. The idea that pre-college instruction in philosophy is beneficial is no longer in doubt, nor is there a significant lack of materials for use in philosophy for children programs. From Lewis Carroll to Matthew Lipman authors constructed texts that go (...)
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  4.  22
    Bridging psychology and game theory yields interdependence theory.Paul A. M. Van Lange & Marcello Gallucci - 2003 - Behavioral and Brain Sciences 26 (2):177-178.
    This commentary focuses on the parts of psychological game theory dealing with preference, as illustrated by team reasoning, and supports the conclusion that these theoretical notions do not contribute above and beyond existing theory in understanding social interaction. In particular, psychology and games are already bridged by a comprehensive, formal, and inherently psychological theory, interdependence theory (Kelley & Thibaut 1978; Kelley et al. 2003), which has been demonstrated to account for a wide variety of social interaction phenomena.
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  5.  61
    a game we can't abstain from!Paul Bali - manuscript
    contents -/- i. a game we can't abstain from ii. a sudden God, a Boltzmann God iii. the Hard Problem & Humean causation iv. Turing gave a recipe for consciousness v. the Honeymoon Algorithm vi. Tech Civ takes Earth in vii. Borges, the Compressor viii. Hollywood, where faeries enter ix. in the age of Macbeth, magic x. from King to this vile politician xi. Medieval blue not our color blue xii. the austerities prioritize braingrowth xiii. taste is tactile xiv. if (...)
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  6.  4
    Gossip in the Dictator and Ultimatum Games: Its Immediate and Downstream Consequences for Cooperation.Junhui Wu, Daniel Balliet, Yu Kou & Paul A. M. Van Lange - 2019 - Frontiers in Psychology 10.
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  7.  59
    Multiple Moralities: A Game-Theoretic Examination of Indirect Utilitarianism.Paul Studtmann & Shyam Gouri-Suresh - manuscript
    In this paper, we provide a game-theoretic examination of indirect utilitarianism by comparing the expected payoffs of attempts to apply a deontological principle and a utilitarian principle within the context of the Prisoner’s Dilemma (PD). Although many of the best-known utilitarians and consequentialists have accepted some indirect form of their respective views, the results in this paper suggest that they have been overly quick to dismiss altogether the benefits of directly enacting utilitarian principles. We show that for infallible moral agents, (...)
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  8.  5
    The toxic meritocracy of video games: why gaming culture is the worst.Christopher A. Paul - 2018 - Minneapolis: University of Minnesota Press.
    Introduction : growing up gamer -- Leveling up in life : how meritocracy works in society -- A toxic culture : studying gaming's jerks -- Coding meritocracy: norms of game design and narrative -- Judging skill, from World of warcraft to Kim Kardashian : Hollywood -- Learning from others -- Conclusion : an obligation to do better.
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  9. Pseudo-visibility: A Game Mechanic Involving Willful Ignorance.Samuel Allen Alexander & Arthur Paul Pedersen - 2022 - FLAIRS-35.
    We present a game mechanic called pseudo-visibility for games inhabited by non-player characters (NPCs) driven by reinforcement learning (RL). NPCs are incentivized to pretend they cannot see pseudo-visible players: the training environment simulates an NPC to determine how the NPC would act if the pseudo-visible player were invisible, and penalizes the NPC for acting differently. NPCs are thereby trained to selectively ignore pseudo-visible players, except when they judge that the reaction penalty is an acceptable tradeoff (e.g., a guard might (...)
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  10.  13
    A game-theoretic comparison of the utilitarian and maximin rules of social choice.Paul Weirich - 1988 - Erkenntnis 28 (1):117 - 133.
    I will characterize the utilitarian and maximin rules of social choice game-theoretically. That is, I will introduce games whose solutions are the utilitarian and maximin distributions respectively. Then I will compare the rules by exploring similarities and differences between these games. This method of comparison has been carried out by others. But I characterize the two rules using games that involve bargaining within power structures. This new characterization better highlights the ethical differences between the rules.
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  11.  16
    Social Expectations are Primarily Rooted in Reciprocity: An Investigation of Fairness, Cooperation, and Trustworthiness.Paul C. Bogdan, Florin Dolcos, Matthew Moore, Illia Kuznietsov, Steven A. Culpepper & Sanda Dolcos - 2023 - Cognitive Science 47 (8):e13326.
    Social expectations guide people's evaluations of others’ behaviors, but the origins of these expectations remain unclear. It is traditionally thought that people's expectations depend on their past observations of others’ behavior, and people harshly judge atypical behavior. Here, we considered that social expectations are also influenced by a drive for reciprocity, and people evaluate others’ actions by reflecting on their own decisions. To compare these views, we performed four studies. Study 1 used an Ultimatum Game task where participants alternated Responder (...)
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  12. Morality Play: A Model for Developing Games of Moral Expertise.Dan Staines, Paul Formosa & Malcolm Ryan - 2019 - Games and Culture 14 (4):410-429.
    According to cognitive psychologists, moral decision-making is a dual-process phenomenon involving two types of cognitive processes: explicit reasoning and implicit intuition. Moral development involves training and integrating both types of cognitive processes through a mix of instruction, practice, and reflection. Serious games are an ideal platform for this kind of moral training, as they provide safe spaces for exploring difficult moral problems and practicing the skills necessary to resolve them. In this article, we present Morality Play, a model for (...)
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  13.  19
    Could a Feminist and a Game Theorist Co-Parent?Karen Wendling & Paul Viminitz - 1998 - Canadian Journal of Philosophy 28 (1):33 - 49.
    Game theorists assume that rational defensibility is a necessary condition for moral, social, or political justification. By itself, this is a fairly uncontroversial claim; most moral or political philosophers would agree. And yet game theorists tend to be advocates of the free market. External critics of game theory usually claim this is because game theorists assume that individuals are atomistic and self-interested. Game theorists themselves deny this, however, for what strike us as good reasons. In principle, game theory has no (...)
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  14.  26
    Making Do Without Expectations.Paul F. A. Bartha - 2016 - Mind 125 (499):799-827.
    The Pasadena game invented by Nover and Hájek raises a number of challenges for decision theory. The basic problem is how the game should be evaluated: it has no expectation and hence no well-defined value. Easwaran has shown that the Pasadena game does have a weak expectation, raising the possibility that we can eliminate the value gap by requiring agents to value gambles at their weak expectations. In this paper, I first prove a negative result: there are gambles like the (...)
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  15.  6
    Providing intelligent tutoring within a gaming-simulation environment for learning.Marios Angelides & Ray J. Paul - 1995 - Journal of Intelligent Systems 5 (2-4):319-350.
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  16.  12
    A logical characterisation of qualitative coalitional games.Paul E. Dunne, Wiebe van der Hoek & Michael Wooldridge - 2007 - Journal of Applied Non-Classical Logics 17 (4):477-509.
    Qualitative coalitional games (QCGs) were introduced as abstract formal models of goal-oriented cooperative systems. A QCG is a game in which each agent is assumed to have some goal to achieve, and in which agents must typically cooperate with others in order to satisfy their goals. In this paper, we show how it is possible to reason about QCGs using Coalition Logic (CL), a formalism intended to facilitate reasoning about coalitional powers in game-like multiagent systems. We introduce a correspondence (...)
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  17.  2
    Digital storytelling: Barry Atkins' more than a game.Paul Wake - 2005 - The European Legacy 10 (3):219-221.
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  18.  6
    Material Game Studies: A Philosophy of Analogue Play.Chloe Germaine & Paul Wake (eds.) - 2022 - Bloomsbury Publishing.
    This is the first volume to apply insights from the material turn in philosophy to the study of play and games. At a time of renewed interest in analogue gaming, as scholars are looking beyond the digital and virtual for the first time since the inception of game studies in the 1990s, Material Game Studies not only supports the importance of the turn to the analogue, but proposes a materiality of play more broadly. Recognizing the entanglement of physical materiality (...)
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  19.  5
    A Note on the Concept of Game.Paul Hoyningen-Huene - 2015 - In Gregor Betz, Dirk Koppelberg, David Lüwenstein & Anna Wehofsits (eds.), Weiter Denken - Über Philosophie, Wissenschaft Und Religion. Boston: De Gruyter. pp. 205-210.
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  20.  5
    An empirical investigation of the Gamer's Dilemma: a mixed methods study of whether the dilemma exists.Paul Formosa, Thomas Montefiore, Mitchell McEwan & Omid Ghasemi - 2023 - Behaviour and Information Technology 43 (3):571-589.
    The Gamer’s Dilemma challenges us to justify the moral difference between enacting virtual murder and virtual child molestation in video games. The Dilemma relies for its argumentative force on the claim that there is an intuitive moral difference between these acts, with the former intuited as morally acceptable and the latter as morally unacceptable. However, there has been no empirical investigation of these claims. To explore these issues, we developed an experimental survey study in which participants were asked to (...)
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  21.  4
    A complex ball game: piglet castration as a dynamic and complex social issue in the EU.Li Lin-Schilstra & Paul T. M. Ingenbleek - 2022 - Journal of Agricultural and Environmental Ethics 35 (3):1-19.
    Animal welfare in livestock farming is a general concept that involves many concrete ethical issues for which solutions need to be developed. To avoid disturbing the internal market, the European Union encourages market players to develop harmonized solutions to such issues. One issue is the castration of piglets without pain relief, the practice of which causes pain to piglets. Although scientists have found alternatives to replace castration without pain relief, the process of solving the castration issue has stagnated. Questions remain (...)
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  22.  7
    Sport; a philosophic inquiry.Paul Weiss - 1969 - Carbondale,: Southern Illinois University Press.
    In a wide-ranging study of unusual interest, Paul Weiss, Sterling Professor of Philosophy at Yale University, applies the principles and methods of philosophy to athletics. Every culture, he notes, has games of some kind; few activities seem to interest both children and young men as much as sports do; and few attract so many spectators, rich and poor. Yet none of the great philosophers, claiming to take all knowledge and being as their province, have made more than a (...)
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  23.  12
    Collective Rationality: Equilibrium in Cooperative Games.Paul Weirich - 2009 - Oxford, England and New York, NY, USA: Oxford University Press USA.
    Groups of people perform acts that are subject to standards of rationality. A committee may sensibly award fellowships, or may irrationally award them in violation of its own policies. A theory of collective rationality defines collective acts that are evaluable for rationality and formulates principles for their evaluation. This book argues that a group's act is evaluable for rationality if it is the products of acts its members fully control. It also argues that such an act is collectively rational if (...)
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  24.  5
    Games: A Solution to the Problem of the One and the Many.Paul Weiss - 1980 - Journal of the Philosophy of Sport 7 (1):7-14.
  25.  4
    Logic, Convention, and Common Knowledge: A Conventionalist Account of Logic.Paul F. Syverson - 2002 - Center for the Study of Language and Inf.
    One of the fundamental theses of this book is that logical consequence and logical truth are not simply given, but arise as conventions among the users of logic. Thus Syverson explains convention within a game-theoretic framework, as a kind of equilibrium between the strategies of players in a game where they share common knowledge of events—a revisiting of Lewis's Convention that argues that convention can be reasonably treated as coordination equilibria. Most strikingly, a realistic solution is provided for Gray's classic (...)
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  26.  7
    The stationary set splitting game.Paul B. Larson & Saharon Shelah - 2008 - Mathematical Logic Quarterly 54 (2):187-193.
    The stationary set splitting game is a game of perfect information of length ω1 between two players, unsplit and split, in which unsplit chooses stationarily many countable ordinals and split tries to continuously divide them into two stationary pieces. We show that it is possible in ZFC to force a winning strategy for either player, or for neither. This gives a new counterexample to Σ22 maximality with a predicate for the nonstationary ideal on ω1, and an example of a consistently (...)
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  27.  12
    The canonical function game.Paul B. Larson - 2005 - Archive for Mathematical Logic 44 (7):817-827.
    The canonical function game is a game of length ω1 introduced by W. Hugh Woodin which falls inside a class of games known as Neeman games. Using large cardinals, we show that it is possible to force that the game is not determined. We also discuss the relationship between this result and Σ22 absoluteness, cardinality spectra and Π2 maximality for H(ω2) relative to the Continuum Hypothesis.
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  28.  8
    The quantum revelation: a radical synthesis of science and spirituality.Paul Levy - 2018 - New York: SelectBooks.
    "The Quantum Revelation is mind-blowing." --Sting To say that quantum physics is the greatest scientific discovery of all time is not an exaggeration. In their discovery of the quantum realm, the physics community stumbled upon a genuine multifaceted revelation which can be likened to a profound spiritual treasure--a heretofore undreamed of creative power--hidden within our own mind. Quantum physics unequivocally points out that the study of the universe and the study of consciousness are inseparably linked, which is to say that (...)
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  29. Order From Disorder: The Role of Noise in Creative Processes. A Special Issue On Game Theory And.Derek Abbott & Paul C. W. Davies - unknown
    The importance of applying game theory to the evolution of information in the presence of noise has recently become widely recognized. This Special Issue addresses the theme of spontaneously emergent order in both classical and quantum systems subject to external noise, and includes papers directly related to game theory or the development of supporting techniques. In the following editorial overview we examine the broader context of the subject, including the tension between the destructive and creative aspects of noise, and foreshadow (...)
     
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  30. Morality meters and their impacts on moral choices in videogames: a qualitative study.Paul Formosa, Malcolm Ryan, Stephanie Howarth, Jane Messer & Mitchell McEwan - 2022 - Games and Culture 1 (17):89-121.
    Morality meters are a commonly used mechanic in many ethically notable video games. However, there have been several theoretical critiques of such meters, including that people can find them alienating, they can instrumentalise morality, and they reduce morality to a binary of good and evil with no room for complexity. While there has been much theoretical discussion of these issues, there has been far less empirical investigation. We address this gap through a qualitative study that involved participants playing a (...)
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  31.  10
    A Comparative Philosophy of Sport and Art.Paul Taylor - 2021 - Springer Verlag.
    This book compares two major leisure activities – watching sport and engaging with art. It explores a range of philosophical questions that arise when sport and art are placed side by side: The works of Shakespeare, Rembrandt and Mozart have continued to fill playhouses, galleries and concert halls for centuries since they were created, while our interest in even the most epic sporting contests fades after just a few years, or even a single season. What explains this difference? Sporting contests (...)
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  32. Morality meters and their impacts on moral choices in videogames: a qualitative study.Paul Formosa, Malcolm Ryan, Stephanie Howarth, Jane Messer & Mitchell McEwan - 2022 - Games and Culture 17 (1):89-121.
    Morality meters are a commonly used mechanic in many ethically notable video games. However, there have been several theoretical critiques of such meters, including that people can find them alienating, they can instrumentalise morality, and they reduce morality to a binary of good and evil with no room for complexity. While there has been much theoretical discussion of these issues, there has been far less empirical investigation. We address this gap through a qualitative study that involved participants playing a (...)
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  33.  6
    Subgames within Large Games and the Heuristic of Imitation.Soumya Paul & R. Ramanujam - 2014 - Studia Logica 102 (2):361-388.
    We study repeated normal form games where the number of players is large. We argue that it is interesting to look at such games as being divided into subgames, each of which we call a neighbourhood. The structure of such a game is given by a graph G whose nodes are players and edges denote visibility. The neighbourhoods are maximal cliques in G. The game proceeds in rounds where in each round the players of every clique X of (...)
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  34.  5
    Foucault: His Thought, His Character.Paul Veyne - 2010 - Polity.
    Michel Foucault and Paul Veyne: the philosopher and the historian. Two major figures in the world of ideas, resisting all attempts at categorization. Two timeless thinkers who have long walked and fought together. In this short book Paul Veyne offers a fresh portrait of his friend and relaunches the debate about his ideas and legacy. ‘Foucault is not who you think he is’, writes Veyne; he stood neither on the left nor on the right and was frequently disowned (...)
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  35.  5
    Foucault: His Thought, His Character.Paul Veyne - 2010 - Polity.
    Michel Foucault and Paul Veyne: the philosopher and the historian. Two major figures in the world of ideas, resisting all attempts at categorization. Two timeless thinkers who have long walked and fought together. In this short book Paul Veyne offers a fresh portrait of his friend and relaunches the debate about his ideas and legacy. ‘Foucault is not who you think he is’, writes Veyne; he stood neither on the left nor on the right and was frequently disowned (...)
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  36.  42
    Hard and Soft Preparation Sets in Boolean Games.Paul Harrenstein, Paolo Turrini & Michael Wooldridge - 2016 - Studia Logica 104 (4):813-847.
    A fundamental problem in game theory is the possibility of reaching equilibrium outcomes with undesirable properties, e.g., inefficiency. The economics literature abounds with models that attempt to modify games in order to avoid such undesirable properties, for example through the use of subsidies and taxation, or by allowing players to undergo a bargaining phase before their decision. In this paper, we consider the effect of such transformations in Boolean games with costs, where players control propositional variables that they (...)
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  37.  36
    A Social Phenomenology of Non-Player Characters (NPCs) in Videogames.Paul Scriven - 2023 - Techné Research in Philosophy and Technology 27 (2):240-259.
    Non-player characters (NPCs) are a common feature in contemporary videogames, particularly role-playing games (RPGs). Evidence suggests player relationships with these fictional, digital characters can manifest as deeply emotional experiences that can ‘bleed’ off the screen and affect the daily lives of players. However, research in this area is still in its infancy, and as yet has not been given a thorough conceptual treatment. Applying the sociological phenomenology of Alfred Schütz, this paper will examine the structure of the experiences that (...)
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  38.  3
    Equilibrium and Rationality: Game Theory Revised by Decision Rules.Paul Weirich - 1998 - Cambridge University Press.
    This book represents a major contribution to game theory. It offers this conception of equilibrium in games: strategic equilibrium. This conception arises from a study of expected utility decision principles, which must be revised to take account of the evidence a choice provides concerning its outcome. The argument for these principles distinguishes reasons for action from incentives, and draws on contemporary analyses of counterfactual conditionals. The book also includes a procedure for identifying strategic equilibria in ideal normal-form games. (...)
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  39.  10
    Counterfactual thinking and recency effects in causal judgment.Paul Henne, Aleksandra Kulesza, Karla Perez & Augustana Houcek - 2021 - Cognition 212 (C):104708.
    People tend to judge more recent events, relative to earlier ones, as the cause of some particular outcome. For instance, people are more inclined to judge that the last basket, rather than the first, caused the team to win the basketball game. This recency effect, however, reverses in cases of overdetermination: people judge that earlier events, rather than more recent ones, caused the outcome when the event is individually sufficient but not individually necessary for the outcome. In five experiments (N (...)
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  40.  55
    Towards a Computational Account of Inferentialist Meaning.Paul Piwek - 2014
    Both in formal and computational natural language semantics, the classical correspondence view of meaning – and, more specifically, the view that the meaning of a declarative sentence coincides with its truth conditions – is widely held. Truth (in the world or a situation) plays the role of the given, and meaning is analysed in terms of it. Both language and the world feature in this perspective on meaning, but language users are conspicuously absent. In contrast, the inferentialist semantics that Robert (...)
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  41.  6
    Video Games, Design, and Aesthetic Experience.James Paul Gee - 2016 - Rivista di Estetica 63:149-160.
    L’articolo colloca i videogiochi nell’area di ciò che chiamo “esperienze progettate”. Le esperienze progettate sono esperienze – nel mondo reale o attraverso i media – che sono progettate per sollecitare specifici effetti o affetti. Nei miei lavori precedenti, ho indagato il modo in cui gli insegnanti, nelle loro classi, o i designer dei videogiochi, nei loro giochi, progettino esperienze volte, in entrambi i casi, a condurre verso l’apprendimento. Tuttavia, le esperienza progettate possono essere volte a sollecitare attività diverse dall’apprendimento. Esse (...)
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  42.  9
    Sport: A Philosophical Inquiry.Paul Weiss - 1969 - Carbondale,: Southern Illinois University Press.
    In a wide-ranging study of unusual interest, Paul Weiss, Sterling Professor of Philosophy at Yale University, applies the principles and methods of philosophy to athletics. Every culture, he notes, has games of some kind; few activities seem to interest both children and young men as much as sports do; and few attract so many spectators, rich and poor. Yet none of the great philosophers, claiming to take all knowledge and being as their province, have made more than a (...)
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  43.  11
    What Are We Doing When We Are Training?Paul Faulkner - 2019 - Sport, Ethics and Philosophy 13 (3-4):348-362.
    ABSTRACTAmateur and professional sportspersons, Bernard Suits proposed, are differentiated by their attitude towards their sport. For the amateur, competition is a game done for its own sake, while...
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  44.  86
    Universalizing and the we: endogenous game theoretic deontology.Paul Studtmann & Shyam Gouri Suresh - 2020 - Economics and Philosophy 37 (2):244-259.
    The Nash counterfactual considers the question: what would happen were I to change my behaviour assuming no one else does. By contrast, the Kantian counterfactual considers the question: what would happen were everyone to deviate from some behaviour. We present a model that endogenizes the decision to engage in this type of Kantian reasoning. Autonomous agents using this moral framework receive psychic payoffs equivalent to the cooperate-cooperate payoff in Prisoner’s Dilemma regardless of the other player’s action. Moreover, if both interacting (...)
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  45. Order from disorder: The role of noise in creative processes. A special issue on game theory and evolutionary processes – overview.Paul Davies - manuscript
    The importance of applying game theory to the evolution of information in the presence of noise has recently become widely recognized. This Special Issue addresses the theme of spontaneously emergent order in both classical and quantum systems subject to external noise, and includes papers directly related to game theory or the development of supporting techniques. In the following editorial overview we examine the broader context of the subject, including the tension between the destructive and creative aspects of noise, and foreshadow (...)
     
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  46.  21
    Strategic Conversations Under Imperfect Information: Epistemic Message Exchange Games.Nicholas Asher & Soumya Paul - 2018 - Journal of Logic, Language and Information 27 (4):343-385.
    This paper refines the game theoretic analysis of conversations in Asher et al. by adding epistemic concepts to make explicit the intuitive idea that conversationalists typically conceive of conversational strategies in a situation of imperfect information. This ‘epistemic’ turn has important ramifications for linguistic analysis, and we illustrate our approach with a detailed treatment of linguistic examples.
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  47.  9
    Computer simulations in game theory.Paul Weirich - manuscript
    A computer simulation runs a model generating a phenomenon under investigation. For the simulation to be explanatory, the model has to be explanatory. The model must be isomorphic to the natural system that realizes the phenomenon. This paper elaborates the method of assessing a simulation's explanatory power. Then it illustrates the method by applying it to two simulations in game theory. The first is Brian Skyrms's (1990) simulation of interactive deliberations. It is intended to explain the emergence of a Nash (...)
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  48.  4
    Ubuntu beyond identities: isintu as a performative turn of ubuntu.Paul Zilungisele Tembe - 2020 - Houghton [South Africa]: Real African Publishers.
    Twenty-five years after the delivery of political democracy, the Edenic projects of nonracialism and the Rainbow Nation have failed because there was no fuller appreciation of what is meant by ubuntu. The version of ubuntu that was used and applied immediately after 1994 should have focused first on re-empowering the Black social groups. Instead, attempts to rebuild all races and forge social cohesion were made through the defunct Truth and Reconciliation Commission and short-term sporting codes like the 1995 Rugby World (...)
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  49. Focus, Sensitivity, Judgement, Action: Four Lenses for Designing Morally Engaging Games.Malcolm Ryan, Dan Staines & Paul Formosa - 2017 - Transactions of the Digital Games Research Association 2 (3):143-173.
    Historically the focus of moral decision-making in games has been narrow, mostly confined to challenges of moral judgement (deciding right and wrong). In this paper, we look to moral psychology to get a broader view of the skills involved in ethical behaviour and how these skills can be employed in games. Following the Four Component Model of Rest and colleagues, we identify four “lenses” – perspectives for considering moral gameplay in terms of focus, sensitivity, judgement and action – (...)
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  50.  31
    Counterfactual Thinking and Recency Effects in Causal Judgment.Paul Henne, Aleksandra Kulesza, Karla Perez & Augustana Houcek - manuscript
    People tend to judge more recent events, relative to earlier ones, as the cause of some particular outcome. For instance, people are more inclined to judge that the last basket, rather than the first, caused the team to win the basketball game. This recency effect, however, reverses in cases of overdetermination: people judge that earlier events, rather than more recent ones, caused the outcome when the event is individually sufficient but not individually necessary for the outcome. In five experiments (N (...)
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